Dispossessed Abilities:

  • Stubborn to the End
    • If you roll a 1, 2, or 3 (before modifiers are applied) when taking a battleshock test for a friendly Dispossessed unit, that unit is treated as having passed the battleshock test irrespective of any modifiers to the battleshock test or their Bravery characteristic.
  • Grudgebound
    • After set-up is complete, but before the battle begins, choose or roll for a grudge from the table below. The rules for that grudge apply to all friendly Dispossessed units for the duration of the battle.
      1. Stuck-up:
        • You can re-roll hit rolls of 1 for friendly Dispossessed units if the target of the attack is an enemy Hero.
      2. Speed Merchants
        • You can re-roll hit rolls of 1 for friendly Dispossessed units if the target of the attack has a Move characteristic of 10+.
      3. Monstrous Cheaters
        • You can re-roll hit rolls of 1 for friendly Dispossessed units if the target of the attack is an enemy Monster.
      4. Cowardly Hordes
        • You can re-roll hit rolls of 1 for friendly Dispossessed units if the target of the attack is in enemy unit that had twenty or more models when it was set up.
      5. Shoddy Craftsmanship
        • You can re-roll hit rolls of 1 for friendly Dispossessed units if the target of the attack has a Save characteristic of 2+, 3+, or 4+.
      6. Sneaky Ambushers
        • You can re-roll hit rolls of 1 for friendly Dispossessed units if the target of the attack is in cover, or did not start the battle set up on the battlefield.

Battlehost (1000-2000): Min (1 Leader & 3 Battleline)

Leaders: 2

  • Warden King – 120
    • | M: 4″ | W: 5 | SV: 4+ | BR: 8 |
    • Rune Weapon – Melee
      • | 1″ | A: 4 | H: 3+ | W: 3+ | R: -1 | D: d3 |
    • Ancestor Shield
      • You can re-roll all failed saves for a Warden King.
    • Oath Stone
      • In the hero phase, a Warden King can stand atop his oath stone to increase the resolve of his followers.
      • If he does so, he cannot move until his next hero phase, but all Dispossessed units from your army within 18″ in the battleshock phase may use the Warden King’s Bravery instead of their own.
    • Command Ability:
      • Ancestral Grudge
        • If a Warden King uses this ability, pick one enemy unit within 16″. Until your next hero phase, you can add 1 to wound rolls for all attacks made by Dispossessed models that target that unit.
        • The same unit cannot be picked as the target of this command ability more than once in the same phase.
      • At the Double (Generic)
        • You can use this command ability after you make a run roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, the run roll is treated as being a 6.
      • Forward to Victory (Generic)
        • You can use this command ability after you make a charge roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, re-roll the charge roll.
      • Inspiring Presence (Generic)
        • You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6″ of friendly Hero, or 12″ of a friendly Hero that is a general. That unit does not have to take battleshock tests in that phase.
    • Command Trait: Resolute
      • Friendly Dispossessed units wholly within 12″ of this general pass battleshock tests on a roll of 1 to 4, rather than only on a roll of 1 to 3.
    • Artefact of Power: Ancestral Pickaxe
      • Once per the battle, at the start of your movement phase, you can remove the bearer and up to 1 other friendly Dispossessed unit within 3″ of the bearer from the battlefield, wholly within 6″ of each other and more than 9″ away from enemy models.
  • Runelord – 100
    • | M: 4″ | W: 5 | SV: 4+ | BR: 7 |
    • Rune Staff – Melee
      • | 1″ | A: 1 | H: 4+ | W: 3+ | R: – | D: d3 |
    • Forgehammer – Melee
      • | 1″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Runes of Spellbreaking
      • A Runelord can attempt to unbind one enemy spell in the enemy hero phase as if he were a wizard.
      • You can add 2 to any unbinding rolls for a Runelord.
    • Rune Lore
      • In your hero phase a Runelord can pray to the Ancestor Gods to imbue his allies’ weapons and armor with power.
      • If he does so, pick a Dispossessed unit within 16″, select a power and roll a dice; on a 1 the Runelord has failed and nothing happens. On a roll of a 2 or more the runes hammered into his allies’ wargear glow white-hot with rune magic and the power takes effect.
      • A unit that is affected by Rune Lore power cannot be picked again in the same phase.
      • Rune Lore Powers:
        • Ancestral Shield
          • Until your next hero phase, you can roll a dice whenever a model in this unit suffers a wound or a mortal wound. On a 6, that wound or mortal wound is ignored.
        • Forgefire
          • Until your next hero phase, increase the Rend characteristics of the unit’s weapons by 1.

Battleline: 4

  • 30 Ironbreakers – 360
    • | M: 4″ | W: 1 | SV: 4+ | BR: 7 |
    • Ironbreaker Axe – Melee
      • | 1″ | A: 2 | H: 3+ | W: 4+ | R: – | D: 1 |
    • Ironbeard
      • The leader of this unit is an Ironbeard.
      • An Ironbeard makes 3 attacks with an Ironbreaker Axe instead of 2.
    • Icon Bearer
      • Roll a dice if an enemy spell affects a unit with any Icon Bearers.
      • On a roll of a 5 or more, that spell has no affect on the unit (but it will affect other units normally).
    • Drummer
      • When a unit containing any Drummers runs, they can ‘Sound the Advance’.
      • If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4″.
    • Gromril Shields
      • This unit can create a shield wall instead of running or charging in its turn.
      • If it does so, re-roll all failed save rolls for the unit in the combat phase until its next movement phase.
    • Forge-proven Gromril Armor
      • When you make save rolls for this unit, ignore enemy Rend characteristic unless it is -2 or better.
  • 30 Ironbreakers – 360
    • | M: 4″ | W: 1 | SV: 4+ | BR: 7 |
    • Ironbreaker Axe – Melee
      • | 1″ | A: 2 | H: 3+ | W: 4+ | R: – | D: 1 |
    • Ironbeard
      • The leader of this unit is an Ironbeard.
      • An Ironbeard makes 3 attacks with an Ironbreaker Axe instead of 2.
    • Icon Bearer
      • Roll a dice if an enemy spell affects a unit with any Icon Bearers.
      • On a roll of a 5 or more, that spell has no affect on the unit (but it will affect other units normally).
    • Drummer
      • When a unit containing any Drummers runs, they can ‘Sound the Advance’.
      • If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4″.
    • Gromril Shields
      • This unit can create a shield wall instead of running or charging in its turn.
      • If it does so, re-roll all failed save rolls for the unit in the combat phase until its next movement phase.
    • Forge-proven Gromril Armor
      • When you make save rolls for this unit, ignore enemy Rend characteristic unless it is -2 or better.
  • 10 Longbeards – 100
    • | M: 4″ | W: 1 | SV: 4+ | BR: 7 |
    • Ancestral Great Axe – Melee
      • | 1″ | A: 1 | H: 4+ | W: 3+ | R: -1 | D: 1 |
    • Old Guard
      • The leader of this unit is an Old Guard.
      • An Old Guard makes 2 attacks.
    • Standard Bearer
      • If you fail a battleshock test for a unit that has any Standard Bearers, halve the number of models that flee (rounding up).
    • Throng Musician
      • When a unit containing any Drummers runs, they can ‘Sound the Advance’.
      • If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4″.
    • Gromril Shields
      • This unit can create a shield wall instead of running or charging in its turn.
      • If it does so, re-roll all failed save rolls for the unit in the combat phase until its next movement phase.
    • Old Grumblers
      • In your hero phase, this unit will complain about something in a suitable Duardin manner. When they do, pick one of the grumblings listed below. The effects last until your next her phase.
      • Grumblings:
        • ‘I thought Duardin were made of sterner stuff!’
          • Roll a dice each time a Dispossessed model from your army flees whilst within 8″ of this unit; on a 5 or more that model stands firm under the Longbeards’ stern gaze and doe snot flee.
        • ‘Who does this beardling think he is?’
          • Friendly Dispossessed Heroes within 8″ of this unit are treated as if they were your general when working out range of command abilities.
        • ‘Grots are weedier these days!’
          • You can re-roll wound rolls of 1 for Dispossessed models from your army that are within 8″ of this unit when they attack in the combat phase.
  • 10 Longbeards – 100
    • | M: 4″ | W: 1 | SV: 4+ | BR: 7 |
    • Ancestral Great Axe – Melee
      • | 1″ | A: 1 | H: 4+ | W: 3+ | R: -1 | D: 1 |
    • Old Guard
      • The leader of this unit is an Old Guard.
      • An Old Guard makes 2 attacks.
    • Standard Bearer
      • If you fail a battleshock test for a unit that has any Standard Bearers, halve the number of models that flee (rounding up).
    • Throng Musician
      • When a unit containing any Drummers runs, they can ‘Sound the Advance’.
      • If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4″.
    • Gromril Shields
      • This unit can create a shield wall instead of running or charging in its turn.
      • If it does so, re-roll all failed save rolls for the unit in the combat phase until its next movement phase.
    • Old Grumblers
      • In your hero phase, this unit will complain about something in a suitable Duardin manner. When they do, pick one of the grumblings listed below. The effects last until your next her phase.
      • Grumblings:
        • ‘I thought Duardin were made of sterner stuff!’
          • Roll a dice each time a Dispossessed model from your army flees whilst within 8″ of this unit; on a 5 or more that model stands firm under the Longbeards’ stern gaze and doe snot flee.
        • ‘Who does this beardling think he is?’
          • Friendly Dispossessed Heroes within 8″ of this unit are treated as if they were your general when working out range of command abilities.
        • ‘Grots are weedier these days!’
          • You can re-roll wound rolls of 1 for Dispossessed models from your army that are within 8″ of this unit when they attack in the combat phase.

Other: 1

  • 20 Irondrakes – 360
    • | M: 4″ | W: 1 | SV: 4+ | BR: 7 |
    • Grudgehammer Torpedo – Misile
      • | 20″ | A: 1 | H: 3+ | W: 3+ | R: -2 | D: d3 |
    • Drakegun – Missile
      • | 16″ | A: 1 | H: 3+ | W: 3+ | R: -1 | D: 1 |
    • Mailed Fist – Melee
      • | 1″ | A: 1 | H: 4+ | W: 5+ | R: – | D: 1 |
    • Ironwarden
      • The leader of this unit is an Ironwarden.
      • This model is armed with a Grudgehammer Torpedo.
    • Icon Bearer
      • Roll a dice if an enemy spell affects a unit with any Icon Bearers.
      • On a roll of a 5 or more, that spell has no affect on the unit (but it will affect other units normally).
    • Hornblowers
      • When a unit containing any Hornblowers runs, they can ‘Sound the Advance’.
      • If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4″.
    • Grudgehammer Torpedo
      • A Grudgehammer Torpedo inflicts d6 damage instead of d3 if the target has the Monster keyword.
    • Cinderblast Bomb
      • Oncer per battle, an Ironwarden with a Cinderblast Bomb can throw it in your shooting phase. To do so, pick a unit wihtin 6″ and roll a dice; on a 2 or more, that unite suffers d3 mortal wounds.
    • Forge-proven Gromril Armor
      • When you make save rolls for this unit, ignore enemy Rend characteristic unless it is -2 or better.
    • Blaze Away
      • You can add 1 to the Attacks characteristic of this unit’s missile weapons if it has at least 10 models and is more than 3″ from any enemy unit.

Total: 1500