Grombrindal, The White Dwarf

Your Dwarf army may include The White Dwarf as an independent character. If your opponent agrees. This legendary Dwarf is know in Khazalid, the Dwarfish tongue, as Grombrindal, which roughly translates as "The White Bearded Ancestor". This is just one of the many names which he has been given over the centuries, but it is the most widely known.
 
 

 
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the White Dwarf
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Points: 180
 + 25 the Rune Crown of Zhufbar
 + 35 the Armour of Glimril Scale
 + 75 the Rune Axe of Grimnir
 + 75 the Rune Cloak of Valaya
Weapons / Armour: the White Dwarf is armed with the Rune Axe of Grimnir and wears the Armour of Glimril Scale.
Magic Items: the White Dwarf carries four magical items. He wields the Axe of Grimnir and is protected by the Armour of Glimril scale.
On his beetling brow rests the Crown of Zhufbar, and he wears the Rune Cloak of Valaya over his mighty shoulders.
Save: 5+ on 2D6 (see Armour of Glimril Scale magic item card.)

SPECIAL RULES

Disguise: the white dwarf wears a disguise until he is ready to reveal his true self. His usual disguise is a huge cloak which he wraps around himself to conseal his enormous white beard, clearly the sign of an ancestor! While in disguise he remains hidden in one of the dwarf regiments. Secretly note which unit he is in before the battle starts. You can reveal the white dwarf as his true self at the start of any of your turns.

If the unit he is with breaks or flees, the white dwarf immediatly reveals himself and the unit stands firm. It is so inspired and encouraged by the sight of the white dwarf that it does not break or flee. If the unit is wiped out before the white dwarf reveals himself, then there will, of course, be one dwarf left standing. This will be the white dwarf himself, revealed! He now operates as an independent character and may join another unit if you wish.

Immune to psychology: The white dwarf is an ancestor who is not quite mortal. He is totally immune to psychology (except for the hatred of orcs and goblins, which affects all dwarfs) and cannot be broken in hand-to-hand combat. If the unit he is with breaks he will stand his ground, which will stop any enemy pursuing if he is in base-to-base contact with them. However, he can be slain like any other character. None of the dwarf sagas report anything of this kind, but the annals of their enemies make claims to have slain him. No dwarf would believe such nonsense!

Armour of Glimril Scales………….35 pt

After the battle of Thragg, in which the White Dwarf slew ten thousand Chaos Warriors to rescue the foolhardy Ungi No-Chance and his folk, a single scale of armour was found clutched in the teeth of the corpse the Chaos Lord. It was a totally unknown metal. The Runesmiths were completely mystified and called it Glimril, perhaps forged by the Ancestor-Gods themselves!

The White Dwarf wears armour made of Glimril scales. This allows him to roll two dice when rolling to save, and add the scores together (he saves on a 2D6 roll of 5+).

Rune Crown of Zhufbar……………25 pt

Thos dwarfs who have glimpsed the awesome crown worn upon the White Dwarf's troubled brow have described what they saw. Runesmiths have identified this as the Lost Rune Crown of Zhufbar which vanished many years ago when that stronghold was overwhelmed.

The Runes enscribed upon the Rune Crown of Zhufbar have the power to inspire and encourage any Dwarf who catches sight of its gleaming magnificence. Any fleeing Dwarf unit within 12" will automatically pass their rally test. Of course, this has no effect if the White Dwarf is still hidden.

Rune Axe of Grimnir……………….75pt

The mighty axe wielded by the White Dwarf answers the discription of the Rune Axe of Grimnir, mentioned in several sagas and legends. Maybe Grimnir has given it to the White Dwarf.

The Rune Axe of Grimnir is a double-handed weapon inscribed with a unique Rune said to be made by Grimnir himself at the dawn of time. This Rune allows the White Dwarf to roll two dice when rolling to hit and two dice when rolling to wound, and pick the best score. Opponents roll two dice when rolling to save against the Axe and the worst score will count. Note that, unlike other magic weapons, the Rune Axe of Grimnir still adds +2 to the White Dwarf's Strenght, although he does not have to strike last.

Rune Cloak of Valaya……………….75pt

The Runes embroided on the great cloak worn by the White Dwarf clearly say that it was woven by Valaya herself. At least one saga says that Valaya, the dwarf Ancestor Goddess and protector of the Dwarf folk, fell in love with the White Dwarf on account of his magnificient white beard and gave him the cloak as a token of her esteem.

The Rune Cloak of Valaya protects against magic spells. Any spell which effects the White Dwarf is instantly dispelled unless it was cast with the Total Power card.
 
 

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