1000 Pts - Dwarfs - Von Hackeysac Expedition force

Name # Mv WS BS St To Wo In At Ld Sv WSv US Mgc Cast Disp Option Summary Cost
Brian Von Hackeysac (1#, 145 Pts)
  Thane 1 3 6 4 4/5 5 2 3/4 3 9 1+ 1 Gen HW XBow Gr 145
Composition: Hero
General; Hand Weapon; Crossbow; Gromril Armor
    Runic Weapon 1 [50]
Master Rune of Swiftness: Always strikes first.; Rune of Cleaving (x1): +1 Strength; Rune of Speed (x1): +1 Initiative
    Runic Armor 1 [25]
Master Rune of Gromril: 1+ Armor Save, cannot be improved.
Thunderers (10#, 165 Pts)
  Thunderers 9 3 4 3 3 4 1 2 1 9 6+ 1 Mus Std HW Lt 165
Composition: Core
Musician Mus; Standard Bearer Std; Hand Weapon; Dwarf Handgun; Light Armor
    Veteran 1 3 4 3 3 4 1 2 2 9 6+ 1 HW Lt [24]
Hand Weapon; Dwarf Handgun; Light Armor
Thunderers (10#, 165 Pts)
  Thunderers 9 3 4 3 3 4 1 2 1 9 6+ 1 Mus Std HW Lt 165
Composition: Core
Musician Mus; Standard Bearer Std; Hand Weapon; Dwarf Handgun; Light Armor
    Veteran 1 3 4 3 3 4 1 2 2 9 6+ 1 HW Lt [24]
Hand Weapon; Dwarf Handgun; Light Armor
Dwarf Warriors (19#, 196 Pts)
  Dwarf Warriors 18 3 4 3 3 4 1 2 1 9 4+/3+ 1 Mus Std HW Hv Shl 196
Composition: Core
Musician Mus; Standard Bearer Std; Hand Weapon; Heavy Armor; Shield
    Veteran 1 3 4 3 3 4 1 2 2 9 4+/3+ 1 HW Hv Shl [19]
Hand Weapon; Heavy Armor; Shield
Artillery Battery (4#, 100 Pts)
  Cannon 1         7 3         3       Reload 100
Composition: Special
Cannon: See pages 122-124 of the Warhammer rulebook.
Gunners' Pride: The crew is Stubborn as long as the War Machine is not destroyed. They can never Flee from a charge or pursue a Fleeing enemy.;
Rune of Reloading: The machine may always fire every turn, as long as there is at least 1 crewman left; Cannon
    Crew 3 3 4 3 3 4 1 2 1 9 6+ HW Lt [0]
Hand Weapon; Light Armor
Artillery Battery (4#, 105 Pts)
  Cannon 1         7 3         3       Burn Reload 105
Composition: Special
Cannon: See pages 122-124 of the Warhammer rulebook.
Gunners' Pride: The crew is Stubborn as long as the War Machine is not destroyed. They can never Flee from a charge or pursue a Fleeing enemy.;
Rune of Burning: The war machine makes flaming attacks; Rune of Reloading: The machine may always fire every turn, as long as there is at least 1 crewman left; Cannon
    Crew 3 3 4 3 3 4 1 2 1 9 6+ HW Lt [0]
Hand Weapon; Light Armor
Artillery Battery (4#, 120 Pts)
  Organ Gun 1         7 3         3         120
Composition: Rare
Organ Gun: See page 40 of the Dwarf rulebook.
Gunners' Pride: The crew is Stubborn as long as the War Machine is not destroyed. They can never Flee from a charge or pursue a Fleeing enemy.
    Crew 3 3 4 3 3 4 1 2 1 9 6+ HW Lt [0]
Hand Weapon; Light Armor
Total Cost: 996

Option Footnotes
Options
Crossbow 30" Range, Strength 4, Move or Fire
Dwarf Handgun 24" Range, Strength 4, Armor Piercing, Move or Fire, Superior Design: +1 to hit.
Gromril Armor 4+ Armor Save
Hand Weapon Models on foot wielding a hand weapon & shield gain an additional +1 armor save bonus.
Heavy Armor 5+ Armor Save
Light Armor 6+ Armor Save
Musician Mus +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10).
Shield +1 Armor Save Bonus. Extra +1 bonus if a model on foot fights with a Hand Weapon and shield.
Standard Bearer Std +1 to combat resolution; Standard can be captured if unit flees

Roster Design Information
Hate all greenskins.
Flee and pursue 2D6-1".
All units may march even when an enemy is within 8".

Validation Report
Army Subtype: Dwarf Army; Edition: 7th Edition; Game Type: Normal Game
Roster satisfies all enforced validation rules

Roster Statistics
Casting Dice: 2
Dispel Dice: 4
General's Ld: 9
# Models: 52
Total Characters: 145.0
Total Core: 526.0
Total Magic Items: 75.0
Total Rare: 120.0
Total Special: 205.0
% Characters: 14.6
% Core: 52.8
% Magic Items: 7.5
% Rare: 12.0
% Special: 20.6

Group Min Max Used
Heroes 0 3 1
Lords 0 0 0
Core 2 Unlimited 3
Special 0 3 2
Rare 0 1 1

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