This is the ninth in a series of Posts I plan on doing on a complete visual guide to factions and their missing units.
Links to the rest of this series
I've formatted this similar to how you may have seen them before, however I am doing this all from scratch to remaster the visual guides everyone has been drawing from; bringing them up to full speed with the latest DLC, fixing any issues that may have existed in them (such as missing models or artwork) and expanding them to include characters and units that were overlooked in the posts you may have seen before.
That being said: some characters or units never had models and have no noteworthy art that I could find. In the event of a missing model or artwork I have attempted to compensate with a similar model, another art piece, a screenshot I took in-game from a mod or, in the worst-case scenario: a bootleg model *shudders*
Now we come to the Everlasting Realm of the Dawi, and looking at their current roster in WH2 pragmatically, they are only missing a few Lord and Hero archetypes to make them functionally complete. However, there is so much potential for the Dwarfs that has gone untapped. Many units and characters, even from their 8th edition Army Book are still absent from the Warhammer trilogy, and beyond that, there’s a goldmine of exciting units from the fluff and older editions that could really flesh out the Dwarfen Airforce and Runelord aesthetics. They also got one of the smallest updates for the Old World factions and are in need of fresh new playstyle options that a DLC and new mechanics could bring.
Please Read Below
This post was a little too long to fit, so all of the optional information on the Units that is usually just below the images will now be placed in the comment directly below the Original Post. Sorry for the inconvenience.
Dwarf Lord Weapon Options
Dwarfs are a faction famous for their craftsmanship and unlike other factions who have multiple different Lord Types, the Dwarfs are more simplistic, relying instead on utilizing different weapon types for their lords and thanes. Ideally, a future update or DLC will give us the ability to craft different weapon types for our Dawi Lords and Heroes via the forge, thus changing their niche.
Missing CharactersPlease read
: Due to the size of this post, the information on missing characters has been moved to the first comment directly below the original post.
Generic Lords/Heroes and Mounts
(optional) Info on these and how they could work in WH2
The Brewmasters, like Josef Bugman are integral to Dwarfen society and their armed forces too, since many Dwarfs go out to war with nothing but fine ale to sustain them. the Brewmaster would be a hybrid: Melee-Support Lord for the Dawi. The Runelord is a frail fighter, focused on defensive buffs that offer +60 Armour, +30% physical resistance and so on. The Brewmaster on the other hand, could be decent in melee and offer offensive buffs, Leadership buffs and Healing for the Dawi (the only cross over between the two support roles would be that they could both offer Immune to psych/Unbreakable).
Bugman Ale Cart
A Chariot mount option for the Brewmasters.
Deamon & Dragon Slayers
Generic Slayer Lords and heroes for the Dawi.
Although less spoken of, Dwarf woman can be as strong-willed as their husbands and Valaya, the mother goddess of all Dwarfs is arguably the most important deity to the Dawi People, being the patron hearth and home, healing and brewing, the founder of most of the Dwarf holds, the inventor of their Culture and runic scripts and the protector of their race. When Grungni prophesized the coming of Chaos, it was Valaya that devised a special rune to protect the Dwarfs and their underground homes from the taint of Chaos and the magic of the warp (her rune gave the Dwarfs their innate magic resistance).
This is the legacy of Valaya and it is the Archetype that every Dwarf Woman aspires to be, yet despite this, their woman folk are rarely spoken of. This is due to the fact that Dwarf Woman are very rare (making up roughly 15% of their population) and as such, the majority of the higher-ranking roles are held by men and a woman’s social standing is often based on the rank of her husband, rather than her own. Still, woman are not prohibited from becoming Queens or finding a position at the kings high council (Thorgrim has several women in his assembly) and many woman-folk find that they can swing an Axe just as firmly as the Goddess herself once did.
Shield Bearers and Oathstones
Either of these would be good at giving the Dawi some much-needed mount options that give them more mass. Shield Bearers gives the lord better stats and increases their Leadership Aura range and buffs.
Oathstones are slightly more complex: on Tabletop their runes offered magic resistance and a lord on an Oathstone could select 1 unit in their army to carry them. This unit would then form a circle around their lord and plant themselves in place, being unable to move, but also immune to being flanked. In Warhammer 2 this could translate to an increased magic resistance to all allies within their Lords AoE and would also remove any “Attacked in flank” or “attacked in the rear” penalty of any unit that is very close by. Ideally, CA could give a Lord on an Oathstone the ability to walk in amongst an allied unit and give them the ability to form a circle formation around their lord, but that’s wishful thinking I suppose.
Dwarf Miners have a wider knowledge of subterranean tunnels than anyone else in the Warhammer world among their ranks, the Prospectors are veterans with the greatest knowledge and strongest arm in the pits. It is they who oversee mining operations, lead expeditions to discover new lands and riches and lead the Miners into battle when called upon. When fielded in battle, Prospectors are famous for using their extensive knowledge of the Underways to lead their Miners round and attack enemies from the rear; if there is not already an easily accessible underground route to an enemy’s flank the Miners will make one! Few foes react calmly to the trudge of heavy boots behind them or an eruption of angry Dawi from beneath their feet. Many a desperate battle has been won by Miners arriving in the nick of time from an unexpected quarter to wreak havoc on a foe’s battle plans.
Many a Dwarf Prospector has even been known to lead expeditions into enemy territory to reclaim the mines of lost holds such as Karak Varn. The Prospector would have the option to equip a Steam Powered Drill (and potentially get an Earth Borer Mining drill as a mount option?) and would make for a great Lord/Hero option for the Dwarfs.
Spirit of Grungni
The Spirit of Grungni is a Dwarfen Thunderbarge and the personal craft of its creator: Malakai Makaisson. In-Game this could be his high-end mount option and be implemented along with him and the Thunderbarge unit.
(optional) Info on these Units and how they could work in WH2
Anvil Guardians are the sworn protectors of their Runelord and Anvil of Doom, though few in number, they are able to keep entire units at bay without breaking a sweat and allow their Smith the time they need to cast their spells. On Tabletop, Rune Guards were usually just 2 warriors, but with the existence of the Brotherhood of the Anvil, This could easily be made into a full-fledged unit with only a handful of models but Unbreakable and unmatched defensive capabilities.
Bolt Tower Mammoth
Just like the Chaos Worshiping Norscan People, the Dwarfs of the northernmost Karak’s also make use of War Mammoths when they march on their enemies. The Mammoth's used by the Dwarfs aren’t tainted by chaos but are formidable creatures none the less. The crafty Dwarfs of Kraka Drak have constructed a tower on the back of these Mammoths and within the tower is a small crew of Dwarf Quarrellers and a mounted Bolt Thrower. This unit would be functionally identical to the Ancient Stegadon, with the missiles and Bolt Thrower on the back of the Giant creature.
Most Dwarfs in the Worlds Edge Mountains frown upon the use of beasts of any kind for their unpredictability, but in the desolate wastes of the north, having been cut off for so long, the Dwarfs of Kraka Drak do not hold such reservations as they need all the help they can get.
These are the most Crazed of the Slayer Dwarfs who wear magical tattoos of protection and wield axes attacked to the end of chains, known as “the Whirling Blades of Death”. These Crazy little guys plough recklessly through the enemy ranks, flailing their axes wildly above their head and into their periphery. The results can be catastrophic for any poor soul who makes contact with these whirling axes.
On Tabletop these pistols were an alternative weapon for master engineers and Irondrakes, A unit/character with these pistols would function like Free Company Militia, with 2 pistols, some AP and fire Attacks at the cost of a melee weapon (the Engineer would still have their hammer however).
Engineered by dour Dwarf Artisans and crewed by stalwart Dwarf labourers, the Dwarf Juggernaut is a large and weighty self-propelled weapon. It's equipped with a cannon and steam boiler.
Games Workshop confuses me sometimes. Some of their units have lore but no rules or models; some have rules but no lore or models and some, Like the Dwarf Juggernaut, have a model, but no lore or rules. This model appeared back in 2nd edition, but without rules, it can’t be used and without lore its questionable if it fits in the Warhammer world. Still, its here for CA to use if they saw fit.
Dwarf Steam Golem
Steam Golems are the result of a long collaboration between the Engineers Guild and the Runesmiths during the time of Woes in a bid to end the Crisis. Based on the Rune Guardian statues, these Dwarf Steam mech-suits are covered in a heavy metal skin, beneath which lies a complex system of cogs, levers, and pulleys that would baffle the greatest Engineers of the Empire.
Earth Borer Mining Drill
Not all Dwarf technological expertise is dedicated to the arts of war. One of the earliest applications of steam power was the first version of the Earth Borer mining drill, which replaced the earlier hydraulic mining drill.
At first, Dwarfs mounted a huge, steam-powered drill onto a modified cannon carriage. The drill was made of the finest steel and is powered by a steam engine that formed most of the bulk of the device. Success was limited, but it gave the engineers some much-valued sessions which led to improvements. The first step involved increasing the efficiency and performance of the engine so that the drill could be rotated at higher speeds. Next, the drill was strengthened so that the edge would not dull as quickly. To achieve this goal, engineers coaxed the Jewelsmiths Craftguild into providing diamond chips which the engineers embedded into the drill's cutting edge. Finally, engineers devised a means to protect the machine's operators while propelling the drill. That cannon carriage was then modified so that a second steam engine could power the carriage's drive.
The Earth Borer is a six-wheeled, steam-powered vehicle, with armour plating on the front and flanks to protect the machine and its operator from flying debris. A finely polished sheet of clear quartz is mounted at the front of the drill, so that the operator can see the tip of the drill and rock face ahead. The Bhlak and Dekkur drill itself is made of the hardest steel, studded with diamonds. It is powered by one of the machine's two steam engines; the other powers the wheels. The Earth Borer consumes a lot of fuel, and it is only used on exceedingly hard rock (such as granite), or when a tunnel must be constructed quickly.
Miners with Steam Drills
Blasting charges are not the only Mining tool the Dwarfs carry onto the battlefield; in their 7th and 8th edition Army Book, they also utilise Steam Powered mining Drills on the battlefield to brutal effect. These Miners could be a bulky Anti-Infantry melee unit for the Dwarfs (which is something Dwarfs currently lack outside of the Dwarf Warrior RoR) or alternatively they could act like Dwarfen Warp-Grinders.
Rune Golems, or Gronti-Duraz (meaning “Enduring Stone”) were among the pinnacles of Runecrafting for the ancient dwarfs, such that the very first Golem was said to be crafted by the Ancestor God of Rune Magic himself.
The Golems were stored within the inner sanctums of the oldest dwarfen fortresses, where the Runelords held their Anvils of Doom and practised their craft. During the War of Vengeance, the old magic that had empowered the Rune Golems began to dwindle, sinking from the Golems into the earth. The Last Dwarf able to command the Golems was Ranuld Silverthumb of Karaz-a-Karak and even he needed the aid of other Runelords to fully awaken them. When he attempted to reanimate them alone, the magic was too powerful and Ranuld was turned to stone.
Since then, the Dwarfs have abandoned hope of using the Golems until they rediscover the secret to their creation, once the centrepiece in the Runelords arsenal, the Golems have all but turned to inanimate statues, within fallen Karaks, some have even been desecrated by the Greenskins, who dress them up and worship them as Idolz of Mork (or, wait…nevermind) oblivious to their once-great purpose.
A Rune Guardian looks somewhat like an Ogre-sized Dwarf made of stone. Completely mindless, a Rune Guardian can only follow the instructions given to it the moment the Master Rune of Waking was inscribed upon its forehead. Rune Guardians sometimes have other Runes inscribed on their weapons or armour but can only have three Runes in total, and they can have no other Master Runes.
These beasts are subterranean terrors for any who make the underground their home. They burrow through dirt and stone all the same and many stalk silently through the great passages carved out by the Dawi and the Skaven, waiting for their prey. Many a Shard Dragon has filled up the pages of the Book of Grudges.
While its true that the Dwarfs tend to avoid using beasts of burden or creatures in combat due to their unpredictability; in the case of the Shard Dragons, their power was too great to be left alone. The Dwarfs created Runic Collars and Scrolls of Binding, specifically designed to keep them under control and even take them to the surface, (far away from where they could threaten the Dwarfs homes) so the Dwarfs could unleash them upon their enemies.
The Thunderbarge is a zeppelin that supports a crew of 10, has bombs within its hold and is armed with 5 Organ gun cannons. The Crew has unbreakable and the Zeppelin on Tabletop had magical resistance and a 6+ Ward Save. This could be an amazing unit and a great mount option for Master Engineers.
War Balloon Squadron
Dwarfen War Balloons are small, armoured hulls or 'gondolas' below a huge gasbag filled with hydrogen. Unfortunately, hydrogen is highly inflammable, so just like the Nautilus Submarine and the Gyrobombers, War Balloons tends to be crewed by reckless volunteers.
The Balloons are powered by a steam-driven propeller mounted on the gondola and smoke is emitted from an exhaust funnel, leaving a smudgy trail behind it. The War Balloons can ascend or descend by altering the amount of gas in the gasbag, and steers by means of rudder flaps. It can even move against the winds, albeit very slowly.
Balloon Squadron’s come in two types: offensive Squads have racks of specially crafted bombs hung under the gondola which are tear-shaped, do not bounce, and have fins at the narrow end. These can be dropped from a greater height than the bombs dropped by Gyrocopters, although their accuracy is lower. Defensive squads, on the other hand, are armed with of turret-mounted Gatling Cannons.
War Balloons can even outrange range Gyrocopters, given favourable winds.
One of the Mental Inventions of Malakai Makaisson, the Goblin Hewer is an artillery piece that throws an endless stream of axes at the enemy lines. a Unique Anti-Infantry Artillery piece for the Dwarfs with about 4 Hewers per unit.
The Goblin Hewer would be best utilised firing along the flanks of a unit rather than shooting it from the front. Due to the contraption being made mostly of wood and being crewed by Slayers, it would be very fast, more like a weapons team than a traditional artillery piece. Its high speed means it would be able to be fielded away from the main army relatively safely, able to keep itself out of danger (it would synergize well with Rangers).
Regiments of Renown
(optional) Info on these Units and how they could work in WH2
Brotherhood of the Anvil
This Brotherhood is the Personal Anvil Guard of Thorek Ironbrow, based out of Karak Azul. During the End Times, these stoic warriors stood shoulder to shoulder with the Iron Guard against the forces of Krell, Neferata and a Night Goblin horde and were said to be unbreakable in their resolve such that the undead forces had to keep them busy and fight around them rather than risk attempting to fight them head-on.
Daughters of Valaya
Dwarfen Woman make up a smaller portion of the population, but they can live considerably longer, to the point where there are many warrior women amongst the order of Valaya said to be Living Ancestors, descended from the Goddess herself.
Hammerers are considered the most elite of all the Dwarfen warriors and the Everguard (the Bodyguard of the High King) are considered the most elite Hammerers of the most elite Infantry in the Everlasting Realms. They wield the greatest Rune Hammers ever crafted by the Dawi and each blow from these sacred war-mallets could crack solid rock into dust.
Rordrak's Rangers are the most elite Rangers within Peak Pass. None know Peak Pass as well as old Rordak, the chief ranger of Karak Kadrin. Often gone for months at a time, Rordak led his troops over the highest mountains, taking them along little known game trails and secret paths that only he could find. As he was an old drinking buddy of Karak Kadrin's chief Engineer, Grumblesson, Rordak's Rangers bore a few unusual gadgets - Cinderblast bombs, Trollhammer torpedoes and their own keg of Bugman's XXXXXX for when the going really got rough.
These Rangers are a Karak Kadrin exclusive RoR that could potentially have Trollhammer Torpedoes/Cinderblast charges and great weapons.
Let me know what you think and don't be afraid to list something I missed.