Kings of War Foundry

1k Dwarf Army955 points

Total Points:
955
Units:
7
Models:
67
Average UnitRank:
264 (Fair)
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Immortal Guard (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
43-512- / 17145

Special Rules: Vicious

Immortal Guard (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
43-512- / 17145

Special Rules: Vicious

Abyssal Halfbreeds (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
83-41614 / 16195

Special Rules: Crushing Strength (1), Regeneration (5+), Thunderous Charge (1), Vicious

Abyssal Halfbreeds (Troop)

SpeedMeleeRangedDefenceAttacksNervePoints
83-4811 / 13125

Special Rules: Crushing Strength (1), Regeneration (5+), Thunderous Charge (1), Vicious

Angkor Heavy Mortar

SpeedMeleeRangedDefenceAttacksNervePoints
4-55110 / 12120

Special Rules: Blast (D6+4), Indirect Fire, Piercing (3), Reload!, Vicious

Decimators (Troop)

SpeedMeleeRangedDefenceAttacksNervePoints
45-41010 / 12120

Special Rules: Breath Attack (Att), Piercing (1), Vicious

Iron-caster

SpeedMeleeRangedDefenceAttacksNervePoints
44-5211 / 13105

Special Rules: Crushing Strength (1), Fireball (6), Heal (War Engines & Golems only), Individual, Inspiring (War Engines only), Vicious


Army Special Rules

Blast: If the unit's attack hits the target, the target suffers a number of hits equal to the number in brackets, rather than a single hit.

Breath Attack: The unit has a ranged attack for which you roll (n) dice rather than the Attacks value of the unit. This attack has a range of 12" and always hits on 4+, regardless of any modifier.

Crushing Strength: All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.

Fireball: Spell. Range 12"

Heal: Spell. Range 12". Friendly unit only, including units engaged in combat. Hits don't inflict damage. Instead, for every hit 'inflicted', the friendly unit removes a point of damage that it has previously suffered.

Indirect Fire: The unit fires in high arcs, hitting the target from the top, which means it does not suffers the -1 to hit modifier for cover. On the other hand, the unit cannnot shoot targets that are within 12". Note that the firing unit does still need to see its target to fire at it.

Individual: Line of Sight Before being given an order, an individual may pivot to face any direction for free. Individuals never block line of sight or offer cover against ranged attacks. Move Individuals have the Nimble special rule. Shooting Individuals may pivot to face any direction for free before picking a target in the shooting phase. Enemies shooting against Individuals suffer an additionals -1 to hit modifier. Melee When charging an individual, a unit must make contact with the face that they started in as normal, however the Individual will turn to align flush with the unit's facing, rather than the unit aligning to the individual's facing. Enemies never double/treble their Attacks when fighting the individual (including against Individual War Engines). Similarly, the individual does not double/treble its own attacks when attacking an enemy in the flank/rear. It does still treble its attacks against war engines, however. If an individual is routed and the charger (including another individual) decides to advance D6 directly forward

Inspiring: If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must re-roll that Nerve test. The second result stands.

Piercing: All ranged hits inflicted by the unit have a +(n) modifier when rolling to damage.

Regeneration: Every time this unit receives an order (including Halt!), before doing anything else, roll a number of dice equal to the amount of damage currently on the unit. For every result of 5+, the unit recovers a point of damage.

Reload!: The unit can fire only if it received a Halt order that turn.

Thunderous Charge: All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is in addition to the unit's Crushing Strength (if any), however the unit loses this bonus when Disordered or during Hindered charges.

Vicious: Whenever the unit rolls to damage, it can reroll all dice that score a natural, unmodified 1.