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Dwarfs (Warhammer Armies S.)

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When a Dwarf reaches his 70th year, they become was is known as "Altrommi", or "Full Beards". Once they reach this age, they are considered senior members of the Clan and is allowed the benefit of an apprenticeship. The clan elders are usually the ones who resolve any disputes which may arise if two or more Full Beards want to take on the same apprentice, or if any Young Clansman is not chosen. A few Full Beards have been known to simply choose to perfect the mastery of their clan's craft, rather than taking an apprentice at this time. This is usually the time when most Dwarfs would begin to marry themselves to a possible spouse and sire children of their own. [4d] Bolstered by the finest ale, the throng bustles with inspiring tales and joyful songs in the wake of victory. Dwarfs climate preferences differ depending on the playable faction, although they generally prefer mountain climates. Most Dwarfs practice a trade, but as war is common, each clan readily forms into one or more regiments, ready for battle. Thus, though they might be gem-cutters, stonemasons or miners, when enemies arise, they don heavy mail and take up weapons. It is customary for members of such regiments to display colours and symbols from their clan and/or stronghold — not a uniform, as such, but rather a reflection of the pride those individuals take in their common bond. [1f]

Artisan Guilds - Artisian Guilds are one of the smaller Guilds that encompass a large diversity of professions, from pottery, carpentry, glass blowing and tanning amongst other crafting speciality. [4h] In June 2021, Dwarfs received another overhaul, with runes being added to The Forge and many other large changes. Thorek Ironbrow and his faction was added for free at this time. Each Army's 6th edition army book—15 "Get You By" Army Lists for Warhammer - the Game of Fantasy Battles Thorgrim, along with other members of his clan, had entered several of the Lost Holds, seeking out those treasures which remained hidden, or hunting down and slaying those creatures that dared claim the revered artifacts made by the Dwarfs of old. He returned several long lost relics that bore runes of which Kragg the Grim, the eldest living Runelord of the Karaz Ankor, had only heard tell in legend. Many on the assembled Council of Elders wept openly as they passed around these recovered pieces of a more glorious age, marvelling at the workmanship of the Golden Sceptre of Norgrim, coveting the returned fragments of what could only be the lost crown of Karak Drazh. [1d]

Below the King is a class of nobles with varying degrees of titles and status, usually taking the name of Thanes. These high-ranking Dwarfs are amongst the oldest, wealthiest, and most skilled individuals within their Kingdom, and each is often the leaders of a single Dwarf Clan. These Thanes owe fealty to their Dwarf King and are allowed to hold an important office within the ruling body, but such a position is not inherently hereditary but rather given to those of great skill and merit. [1i] Council of Elders [ ] They have a strong economy, especially in the production of trade resources which they can use to craft powerful items and runes in The Forge, as well as a powerful technology tree. However, their low population growth and requirement to avenge grudges slows their expansion. Chaos Dwarf - Chaos Dwarfs are the descendants of those Dwarfs that wandered east and turned from the Ancestor Gods to the worship of the minor Chaos God of Hashut when the tide of Chaos advanced. These Dwarfs bear minor physical mutations as a result of their embrace of the energies of Chaos, such as tusks and, in rare cases, horns and cloven hooves. Warrior Guilds - Warrior Guilds are considered the largest of all the Guilds within the Holds, and are found perhaps in almost every single Dwarfen community. It is they that shall defend the hold or wage war when the King calls, and it is they that shall provide the best warriors to do such a task for the benefit of all dwarf-kind. [4h] Chaos Daemons have existed in the past and will again, but there is an ebb and flow to the power of Chaos – in our period Chaos is at its lowest ebb in a long time. When Asavar Kul rises to become the 12th Everchosen, the power of Chaos will build again, but we won’t see daemonic servants of individual gods for a while yet. Daemons and, especially, Daemon Princes exist, the latter given power by the belief of the mortals that worship them as demigods, but whole legions manifesting in the real world are currently incredibly rare.

Even as High King Alriksson quieted the crowd to begin the pronouncement, a latecomer marched into the vast hall. It was none other than the High King’s sister’s son, Thorgrim, who had earlier been presumed slain. He was well known in Karaz-a-Karak and had long been mentored by the aged High King. Now he returned, flanked by a sight not seen in Karaz-a-Karak for thousands of years — a contingent of Dwarfs from Norsca. For during the campaign in Kislev, after High King Alriksson had been injured, it had been Thorgrim who had re-established the old ties with those long distant clans. In turn, each of the Norscan kings spoke of Thorgrim, and of the deeds of valour he had performed in the icy north; of great monsters slain and battles won. Such acts were not the extent of Thorgrim’s journeys. [1d]

Army Special Rules

Farmer Guilds - Farmer Guilds are the smallest of the crafts guild, as trade with the Empire has provided all the foodstuff the Holds will ever need. Instead, those few farmer guilds that remain have dedicated themselves to the growing of grain for the brewers, for only the finest grain will be found suitable for the ales of the Dwarfs. [4h] The Dwarfs have a number of special features in campaign gameplay. The foremost is the ability to use the Underway. The Underway provides a risky transportation route through impassable and inhospitable territories. When combating an army that has a significant amount of cavalry or units designed for flanking, Underway battles make it nearly impossible to be flanked and renders that segment of your enemy's army ineffective. Though they run the risk of being intercepted, which drops them down in the dungeon in a very bad position, the ability to flank the enemy cannot be overstated: Their tactical inflexibility is thus compensated for by their strategic range.

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