Time for another major revamp.

Drum roll please...Let's welcome the
Dwarven Barbarians!
Some reasons for doing this is to resolve some problems that have been irritating me for a long time. Like humans having 5 green health despite not being very well disciplined, and having 3 toughness. So I decided to cut all these crap and just change them to dwarves, who are naturally quite tough and resilient.
Same faction abilities, so I'll not waste time posting it again.
Core UnitsApprox cost: 235 points
Dwarf Macemen: Offense:(4) 5/6 Defense: 1/3 Range:- Courage: 11* MC: 2.5"* Health: 5-2-4
Vengeful.
MC 3.5" when final rushing.
Equipment: Mace, chainmail armor.
Who needs two weapons when you can already bash someone's head off with one?Approx cost: 290 points
Dwarf Maulmen: Offense:(4) 5*/7 Defense: 1*/3 Range:- Courage: 11* MC: 2.5"* Health: 5-2-4
Vengeful.
MC 3.5" when final rushing.
(+0) +1/+0 vs cavalry/large. +1/+0 when holding vs charging cavalry/large. (-0) -0/-1 when charging.
Equipment: Maul, chainmail armor.
The heavy two handed warhammers these warriors use can inflict brutal wounds.Approx cost: 115 points
Dwarf Miners: Offense:(4) 4/6 Defense: 1/2 Range:- Courage: 10 MC: 2.5"* Health: 2-3-3
MC 3.5" when final rushing.
Equipment: Pickaxe, leather armor.
Years of labouring as slave miners have lead these people to rebellion.Approx cost: 265 points
Dwarf Battleaxemen: Offense:(5) 5/6 Defense: 1/3 Range:- Courage: 11* MC: 2.5"* Health: 5-2-4
Vengeful.
MC 3.5" when final rushing.
Equipment: Battleaxe, chainmail armor.
Lighter but equally deadly as maces, these axes are the preferred weapons of most warriors.Approx cost: 255 points
Dwarf Axe Throwers: Offense:(3*) 5/6 Defense: 1*/2 Range:7" Courage: 11* MC: 2.5"* Health: 4-2-4
Vengeful.
(+1) +0/+0 and +1/+0 when engaged.
MC 3.5" when final rushing.
Equipment: Throwing axe, hand axe, leather armor, shield.
Approx cost: 160 points
Dwarf Savages: Offense: (7) 4/5 Defense: 1/2 Range:- Courage: 10* MC: 2.5"* Health: 4-2-3
Vengeful.
MC 3.5" when final rushing.
Equipment: axes, maces, leather armor.
Savage and reckless. Standard UnitsApprox cost: 270 points
Dwarf Zealots: Offense:(7*) 5/5 Defense: 2*/3 Range:- Courage:- MC: 3.5" Health: 6-2-2
Fearsome.
Passes all courage checks.
When assigning standing orders, an objective unit must be given to Dwarf Zealots. If the objective unit is destroyed, you may give Dwarf Zealots another objective unit.
Permanently on close and may not be given a standing order modifier.
(-1) -0/-0 and -1/-0 when engaged with a unit other than the objective unit.
Equipment: Various hand weapons.
These warriors are driven by zealousness and incredible persistence.Approx cost: 320 points
Dwarf Flailers: Offense:(6) 5/6 Defense: 2*/3 Range:- Courage: 13 MC: 2.5" Health: 5-2-4
No other unit may engage a unit engaged with flailers, but flailers can pinch.
-1/-0 when being pinched or pinching.
The friendly unit(s) that is/are engaged with the same unit as the flailers gets C-1.
Equipment: Flail, shield, chainmail armor.
No one dares to interfere with these fearsome fighters.Approx cost: 110 points
Dwarf Runecasters: Offense: (4) 4/5 Defense: 1/1 Range:- Courage: 13 MC: 2.5" Health: 3-2-2
May not be given berserk.
Rune of Prediction. During your movement and command phase, if you have a unit of runecasters, you may look at the top 3 cards of your opponent's command card deck. You may spend a command action to put one command card at the bottom of the deck.
Rune of Protection. While a friendly unit within 7" range of the runecasters is being attacked, you may change one of the opponent's die into a "5". You may only use this ability on a unit once per turn per unit. Using this ability counts as playing a command card.
Rune of Persistence. While a friendly unit within 7" range of the runecasters is attacking, and fails to cause a point of damage, you may reroll two of the dice. This counts as playing a command card.
Equipment: Hood, robe, staff, runes.
These mages can enhance their troops' abilities with magical runes.Approx Cost: 150 points
Golems: Offense: (3) 4/6 Defense: 1/3 Range: - Courage: - MC: 2.5" Health: 4-4-4
MC: 3.5" when final rushing.
Permanently on close and may not be given any standing order modifier.
Is unaffected by your command cards and you may not play command cards when golems is attacking or defending.
Cheap suicidal tanks summoned by the Ancients.Elite UnitsApprox cost: 430 points
Dwarf Chieftains: Offense: (6) 6/6 Defense: 2/3 Range:- Courage: 13* MC: 2.5"* Health: 5-4-3
Vengeful.
Fearsome.
MC 3.5" when final rushing.
Equipment: Battleaxe, maul, shield.
The chiefs of the dwarven barbarians, these warriors are unmatched in fighting skills.Approx cost: 310 points
Dwarf Berserkers: Offense: (7) 5/6 Defense: 1/3 Range:- Courage:- MC: 3.5" Health: 5-2-5
Vengeful.
Fearsome.
Passes all courage checks.
Permanently on close and may not be be directly controlled.
Equipment: Various hand weapons, leather armor.
Crazed by bloodlust, vengeance, and an assortment of other reasons, these warriors feel no pain in battle despite only wearing leather armor.Approx cost: 350 points
Ancients: Offense: (5) 6/6 Defense: 2/2 Range:- Courage: 13 MC: 2.5" Health: 4-2-3
Spellcasting. All spells cast during the Movement & Command phase.
Rune of Velocity: A unit in 10.5" range of the Ancients get +1 MC and C+1.
Rune of Resilience: A unit within 10.5" range of the Ancients gets a mark. During an attack, you may remove the mark if the unit takes 2 or more points of damage to prevent one point of damage. This counts as playing a command card.
Rune of Bloodlust: A unit within 10.5" range of the Ancients gets a mark. During an attack, every point of damage it causes gives it C+1 for the turn. You must erase the mark for this effect. This counts as playing a command card.
**For now, command cards should remain the same. I'll rename them someday...
