{\rtf1\ansi\ansicpg1252\deff0{\fonttbl{\f0\fnil\fcharset0 Calibri;}}
{\*\generator Msftedit 5.41.21.2510;}\viewkind4\uc1\pard\sa200\sl276\slmult1\lang9\ul\b\f0\fs22 Army Wide Special Rules: \b0  \ulnone\par
Slayer: As per Dwarf Army book.\par
Slayer Axes: As per Dwarf Army book, unless otherwise noted.\par
Resolute: As per Dwarf Army book.\par
Hatred of Greenskins, Skaven, Trolls, Giants, Knoblars\par
Relentless: As per Dwarf Army book.\par
 Look Snorri, Trolls: So eager are the slayers to get into the big gribblies, they may make a free march move after deployment and after vanguard and scout moves, this movement may not take them within 1" of an enemy model. Additionally, the Slayer Army adds +1 to there roll to see who goes first.\par
No airy-fairy magic: So resolute are the Slayer against magic, for every 1000 points the slayer army has, they will generate an extra dispel dice, this bonus is lost if they take a Runesmith/Runelord of Kadrin. Any dispel atempt made by the Slayer player is at +2\par
Just a day in the life of a Slayer:  Slayers are used to death, and besides they seek honor in it, Slayers are immune to Psychology. Also, Slayers are experts at fight anything that is big and mean, slayers are immune to stomp attacks.\par
Stubborn as a Dwarven wart: Slayers are on a one way path to death and regaining their honor, so fueled by this code, all Slayers are Stubborn unless another rule would overide it.\par
Runic Weapon Mastery: Any Slayer Character that can take weapon runes can take up to 4 instead of the normal 3. All other restrictions apply.\par
\par
\par
\ul\b Units:\ulnone\b0\par
=Lords=\par
\b Daemon Slayer \b0 - 140\par
\pard\sa200\sl240\slmult1 M WS BS  S  T  W  I A LD\par
3    7     3   4   5   3  5 4 10\par
Daemon Slayers are unbreakable and so are any unit he joins.\par
May choose up to 125pts of Weapon Runes from both the Dwarf book and the Slayer runes. \par
\pard\sa200\sl276\slmult1 Slayer Tattoos: Any Spells cast at the Character or within 6" of him receive a -1 to all casting, these effect are cumuletive to a maximum of -4.\par
Slayer of Daemons: Having killed a Greater Daemon to earn his title, the Slayer has the Killing Blow special rule and deals not one, but d3 wounds to models with 4 or more wounds.\par
\par
\par
\b Runelord of Kadrin \b0 - 160\par
M WS BS  S  T  W  I A LD\par
 3   6     3   4   5   3  4 3 10\par
A Runelord adds and additional 2 Dispell Dice to his Dispell pool.\par
May choose up to 150pts of Runes from the Dwarf book and the Slayer runes.\par
May gain a third striking at +25pts\par
=Heroes=\par
\b Dragon Slayer \b0 - 70\par
M WS BS  S  T  W  I  A LD\par
 3   6     3   4  5    2  4  3  10\par
Dragon Slayers are Unbreakable\par
\pard\sa200\sl240\slmult1 May choose up to 75pts of Weapon Runes from both the Dwarf book and the Slayer runes. \par
\pard\sa200\sl276\slmult1 Slayer Tattoos: Any Spells cast at the Character or within 6" of him receive a -1 to all casting, these effect are cumuletive to a maximum of -4.\par
Slayer of Dragon: Having slain a Dragon to earn his title, the Slayer has the Killing Blow special rule and ignores all scaily skin saves (IE: if a model has LA, and a 5+ Scaily skin save, the model retains his LA bonus).\par
One Dragon Slayer in your army may be upgraded to a Battle Standard Bearer at an additional +25pts. He Cannot be your Army General.\par
\par
\b Runesmith of Kadrin \b0 - 90\par
M WS BS  S  T  W  I  A LD\par
 3   4     3    4  4  2   3  2  10\par
A Runesmith adds and additional one Dispell Dice to his Dispell pool.\par
May choose up to 100pts of Runes from the Dwarf book and the Slayer runes.\par
May gain a second striking at +15pts\par
\par
\b Engineer of Kadrin \b0 - 60\par
M WS BS  S  T  W  I  A LD\par
 3   4     5   4  4   2   3  2  10\par
May choose up to 75pts of Runes from the dwarf book and the Slayer runes.\par
Engineers allow one Goblin Launcher that is within 6" re-roll the artillery dice once during the shooting phase. He may allow one Skaven Skewer that is within 6" to use his BS when rolling to hit.\par
\par
=Core=\par
\b Troll Slayers \b0 - 10pts a model. Unit Size: 10+\par
M WS BS  S  T  W  I  A LD\par
 3   4     2    3  4   1  2  1  10\par
Upgrade one Troll Slayer to a Standard bearer for +10pts\par
Upgrade one Troll Slayer to a musician for +10pts\par
\par
\b Doomseekers\b0  - 60. \i Doomseekers do not count towards your minimum core.\i0\par
M WS BS  S  T  W  I  A     LD\par
 3   5     1    5  4   2  5  sp. 10\par
Weapons: Whirling Blades of Death\par
Loner, Unbreakable, Cannot join units\par
When a Doomseeker attacks, it does so before anyother attack is made, even impact hits or special rules, He will automatically hit all enemy models he is in base contact with, and any enemy models in contact with those just hit, will be hit on a 4+. Due to the flurry of axes on chains, all To-Hit rolls made against the Doomseeker in melee and ranged are at a -1\par
To see a dwarf so unhinged is a frightful sight indeed, if an elf can be scary by not talking, this chain weilding madman causes fear.\par
\par
=Special=\par
\b Giant Slayers \b0 - 15pts a model. Unit size: 10+\par
M WS BS  S  T  W  I  A LD\par
 3   5     2    4  4   1  3  1  10\par
Upgrade one Giant Slayer to a Standard bearer for +10pts\par
Upgrade one Giant Slayer to a musician for +10pts\par
May take a Runic Banner with up to 50pts of runes\par
Killing Blow\par
\par
\b Slayer Pirates - \b0 12pts a model. Unitsize 10+\par
M WS BS  S  T  W  I  A LD\par
 3   4     4    3  4   1  3  1  10\par
Upgrade one Slayer Pirate to a Standard bearer for +10pts\par
Upgrade one Slayer Pirate to a musician for +10pts\par
One unit of Slayer Pirates may be accompanied by Long Drong, If they are, his unit is unbreakable and he cannot leave his personal crew.\par
Weapons: Pistols, lots and lots of pistols... (Brace of pistols, 2x multiple shots)\par
Festooned with pistols: The Slayer Pirates carry more than two pistols on them as to never have to reload during a fight and are not afraid to shoot while in melee, attacks made in close combat are at strength 4 and armor peircing and grant an additional attack.\par
\par
\b Long Drong \b0 - 40pts\par
M WS BS  S  T  W  I  A LD\par
 3   4     5    4  5   2  3  3  10\par
Weapons: Brace of Pistols (2x multiple shots)\par
Long Drong packs his pistols with extra black powder for more of a bang, his attacks are made at strength 5 and armor piercing.\par
Board dem scally wags!: Once per game, Long Drong can have his unit charge an enemy unit of his choosing. The unit charges as normal, but he grants him and his unit with the devestating charge special rule.\par
\par
\b Slayer Goblin Launcher \b0 - 110pts. 3 crew.\par
Warmachine\par
M WS BS  S  T  W  I  A LD\par
-   -      -     -   7   4  -   -   -\par
Crew\par
M WS BS  S  T  W  I  A LD\par
 3   4     3    3  4   1  2  1  10\par
Weapons: Live Gobbos! With an explosive.\par
Firing the Goblin Launcher, it fires like stone thrower with a range of 48", except that after you have resolved the inital hit, the goblin will attempt to run at an enemy unit so as to escape the slayers that have been his capters, he will make contact with an enemy unit if it is within 6" of the initial unit, causing d6+2 strength 4 hits on the unit. If there are more than one unit within 6", randomly determine which unit the goblin runs to. Do this with a hearty laugh.\par
\par
\b Skaven Skewer \b0 - 90pts. 3 crew\par
Warmachine\par
M WS BS  S  T  W  I  A LD\par
-   -      -     -   7   4  -   -   -\par
Crew\par
M WS BS  S  T  W  I  A LD\par
 3   4     3    3  4   1  2  1  10\par
Firing the Skaven Skewer, The Skaven Skewer fires like a normal shooting attack at 24" range that fires 6d6 strength 2 shots. If it kills at least 8 models, the unit it shot at cannot march and reduces its movement that turn by 1 as it climbs over its dead.\par
\par
=Rare=\par
\par
\b 0 - 1 Brotherhood of Grimnir \b0 - 20pts per model. Unit size: 5+\b\par
\b0 M WS BS  S  T  W  I  A LD\par
 3   5     2    4  5   1  4  2  10\par
Upgrade one Brotherhood of Grimnir to a Standard bearer for +10pts\par
Upgrade one Brotherhood of Grimnir to a musician for +10pts\par
May take the Grimnir Banner from the Runic standard runes\par
Killing Blow\par
At the begining of the game, after deployment, the Brotherhood may choose one Slayer skill worth 25 points or less and apply it to the whole unit.\par
So honored are the Brotherhood, that they have all been gifted with the Rune of Cleaving, giving them +1 strength, this is in addition to the slayer axes rule.\par
Aura of Grimnir: Having so many of the highly honored Brotherhood in close proximity has given them an aura to make any dwarf proud, it confers the unit MR2 and a 5+ ward save against spells and shooting attacks\par
\par
\b Skaven Slayer \b0 - 120pts\par
M WS BS  S  T  W  I  A LD\par
 3   5     2    4  5   2  5  4  10\par
Unbreakable, Loner, Cannot join units\par
Skaven Slayer: The Slayer has spent most of his time killing Skaven and adepting to fight large numbers instead of hulking monstrosities, his attacks are multiplied by the number of enemies he is in base contact with, to a max of 12. \par
\par
\b Goblin Hewer \b0 -\b  \b0 130pts Crew: 2 Slayers, 1 Malakai Makaisson\par
Crew:\par
M WS BS  S  T  W  I  A LD\par
 3   4     3    3  4   1  3  1  10\par
Malakai Makaisson:\par
M WS BS  S  T  W  I  A LD\par
 3    4    5    4  5   2  4  3  10\par
In addition to his Slayer axes, Malakai Makaisson has a Repeating Handgun, it is strength 5 armor piercing with the multiple shot 3x.\par
M WS BS  S  T  W  I  A LD\par
-   -      -     -   7   4  -   -   -\par
Firing the Goblin Hewer,  The Goblin Hewer fire like bolt thrower, with 36" range with the exception that is fires off 3d6 strength 4 shots and gaining +1 shots for each rank that the enemy unit is showing. For example a unit that is 5 wide and 3 deep being shot from its front rank, will be shot with 3d6+3 attacks, whereas if it was being shot from its side rank, it would get 3d6+5 shots. You can use Malakai Makaisson BS when firing, but he can't shoot his Repeating Handgun\par
\par
\par
\ul\b\par
\par
\par
Striking the Runes of Karak Kadrin:\ulnone\b0\par
A Runelord/Runsmith are the keepers of the runes that emporwer the dwarfs and help them fight. They pass the secrets down from Master to Apprentice and never showing it to any outsiders for fear of losing their secrets. A Runelord can choose two of the runes below to strike each magic phase. A Runesmith can choose one. Each striking lasts until the Slayers next magic phase unless stated otherwise.\par
Striking the Rune: During the Slayers magic phase, the Slayer player rolls Winds of Magic like normal and uses those dice to "stike the runes". To strike them, the Slayer player rolls up to 6 dice from his pool. For each 4+ he rolls, he has successfully striked the rune, on a 6+ he has conjured ancient power to make his rune unstopable. But with great power come great disaster, anytime he strike at least one ancient power, he must roll a d6, on a roll of 3+, the rune is save and can be used again, on a 1 or a 2, roll a further d6. On a 1-3, the rune is destroyed and cannot be used for the rest of the game, on a  4-6, the rune is safe, but the Runelord cannot cast it next turn for fear of destroying the rune.\par
Equally, an opponent can choose to dispel each striking with his dispel dice, on a 4+ the runes power has been thwarted and stoped. An enemy wizard doesn't add his wizard level to the dispel atempt since he is unfamiliar with inner workings of runic power. An enemy wizard cannot stop a rune strike with ancient power.\par
Rune of Grimnir's Swiftness: Allows a target Slayer unit to make a 3" move. For each success, the unit may move an additional 1"\par
Rune of Grimnir's Fury: Allows a target Slayer units to re-roll missed to hit rolls. For each success, you may choose an additional unit\par
Rune of Grimnir's Anger: Give a target Slayer unit an additional attack. For each Success, choose an additional Slayer unit.\par
Rune of Grimnir's Sacrifice: Target Slayer unit forgoes all it's attacks to make target enemy unit not able to attack this round, but the Slayer unit loses d6+2 models. For each success an additional enemy unit in base contact cannot attack and the Slayer unit loses an additional model. (During Slayers turn only)\par
Rune of Grimnir: (May only be chosen by one Runelord in the army) Target unit on the board gets +1 strength, toughness, attacks, inititive and each model in the unit may make his attacks when he is killed, even if he has already attacked this round. (Requires two success's to go off)\par
\par
\par
\par
\par
\ul\b Runes of Kadrak Kadrin:\ulnone\b0\par
\par
Follows the normal rules for runes as described in Warhammer Armies: Dwarfs.\par
\par
\b Weapon Runes:\b0\par
The second axe of Grimnir thought to have been lost during his time closing the gate to the Chaos realm. I was found in a lost ancient vault long ago, no one is able to tell how it got there or when. Only the strongest of Slayers may weild this weapon, for when they do, they are infused with the power and stubborness of Grimnir himself\par
Axe of Grimnir - 125pts. Daemon Slayer only \par
Gives the weilder strength 10, Heroic Killing Blow and immunity to Killing Blow. Once per game, the weilder can infuse himself with a small ammount of Grimnirs durability, the weilder cannot be removed from the game or as a casualty for that turn.\par
Master Rune of Decemation - 75pts.\par
Grants the wielder +2 strength, attacks, and inititive.\par
Master Rune of Parry - 50pts.\par
Enemies magic weapons are treated as normal handweapons.\par
Master Rune of Retaliation - 30pts.\par
Everytime the wielder recieves a wound, he may make an attack againt that model, even if killed.\par
Rune of Percision - 25pts.\par
Wielder has +3 WS\par
Rune of Deflection - 20pts.\par
Enemy models in base contact lose one attack to a minimum of one.\par
\par
\b Runic Talismans:\par
\b0 Master Rune of Divergance - 75pts.\par
Anytime a enemy spell that would cause damage target a Slayer unit within 12" roll a d6, on a 4+ redirect the spell to an enemy unit within the spells range.\par
Master Rune of Spell Defense - 40pts. The Slayer may save up to two dispel dice to be used during the next enemy magic phase.\par
Master Rune of Magical Transfer - 50pts.\par
The Slayer may take up to three Power dice used in a failed casting atempt of an enemy wizard and used as striking dice next turn.\par
Rune of Preperation - 40pts.\par
The Slayer may save up to two of his dispel dice for striking dice during his next magic phase.\par
\par
\b Runic Banners:\par
\b0 Master Rune of Grimnir - 100pts\par
The unit gains +1 strength, swiftstride, and frenzy and can never lose it.\par
Master Rune of Glorious Battle - 50pts\par
Banner adds +2 to it's combat resolution\par
Banner of Flaming Vengance - 30pts\par
All attacks by the unit are flaming.\par
Banner of Battle Accuracy - 50pts\par
Unit has +1 to hit.\par
\par
\par
\par
\ul\b Slayer Skills:\par
\ulnone\b0 A Daemon Slayer can choose up to two of the following Slayer skills, while a Dragon Slayer can choose one.\par
\par
Death Blow - 20pts.\par
The Slayer make make all his attack when he is destroyed. Does not stack with similar abilities.\par
Shoulder Charge - 20pts\par
The Slayer causes d3 impact hits.\par
Beast Slayer - 25pts.\par
Casulties caused by the Slayer count double towards Combat Resolution.\par
Furious Charge - 25pts.\par
Slayer has the Devastating charge special rule.\par
Vampire Slayer - 40pts.\par
Wounds caused by the Slayer now cause muliple wounds(d3) against enemy models and (d6) against models  with strength or toughness 5 or higher.\par
Mountain Skin - 80pts. Daemon Slayer only\par
Whenever the Slayer would be taken to 0 wounds, don't remove him. At the end of that phase roll a d6, on a 3+, he stands back up with 1 wound remaining.\par
\par
\par
\par
\par
\par
}
 