Khazad-dum Special Rules & Magical Powers Summary Durin, King of Khazad-dum
Durin’s Axe. This ancient heirloom is a deadly Dwarven axe, but is so light that it can be swung around in deadly arcs with blurring speed. Any Dwarf hero fighting with this mighty axe adds +1 to his dice rolls on the Wound chart. In addition, the wielder of Durin’s axe may re-roll one of his dice when determining who wins a fight.
The Crown of Kings. An ancient heirloom, the Crown of Kings is both a symbol of authority and a protection against the enemy. Each time the wearer suffers a wound, roll a D6 – on the roll of a 6, the wound is discounted, exactly as if a point of Fate had been used. If this test is failed, Durin can still make use of his Fate point as normal.
The Horn of Zirak-zigil. The Horn of Zirak-zigil is another prized Dwarven treasure and was crafted in the earliest days of Khazad-dum’s settlement. The bearer causes terror.
Mardin
Sworn Protector. As long as Durin is within 12″/28cm, Mardin will automatically pass all Courage tests he has to take. If Durin is slain or leaves the table, Mardin will revert to the normal rules for Courage.
Torozul. This spear was gifted to Mardin by his king upon his appointment as life ward. Torozu?l was forged to be especially potent against Trolls. When rolling to wound Trolls, the Bearer of this weapon adds +1 to his dice roll on the Wound chart.
Da?in Ironfoot, King of Erebor The King under the Mountain. Such is Da?in’s awesome presence on the battlefield that
the range of his ‘Stand Fast!’ rolls is 12″/28cm rather than 6″/14cm.
Venerable. At the time of the War of The Ring, Da?in is more than 250 years old, and is not as agile as he once was. To represent this, whenever Da?in has to make a Jump or Climb test, the Good player rolls two dice and must choose the lowest. This roll can be influenced by Might in the usual way.
Barazantathu?l. Although not innately magical, this two-handed axe is of great craftsmanship and possessed of exceptional balance. When Da?in fights with this axe, he adds +1 to his dice rolls on the Wound chart, but he does not suffer the usual -1 penalty on the roll to win the fight.
Mu?rin & Dra?r
Kalaza?l. This blade was forged in the wondrous catacombs of Dwarrowdelf in the days of its glory. Like many Dwarven weapons, it was crafted with Orcs in mind and almost
seems eager to taste the blood of the ancestral enemies of the Dwarves. Kalaza?l is a hand weapon and allows Mu?rin to re-roll any wound rolls made against Orcs, Goblins and Uruk-hai.
Expert Shot. Dra?r has exceptional skill with a bow, far surpassing the abilities of other Dwarves. He may shoot twice in the Shoot phase.
Gimli, son of Glo?in
Axes of the Dwarves! At the beginning of each fight, Gimli can choose to use either an axe in each hand, in which case he fights with 3 Attacks, or use his unique two-handed axe, in which case he adds +1 to his dice rolls on the Wound chart, but he does not suffer the usual -1 penalty on the roll to win the fight.
Balin, son of Fundin Durin’s Axe. See Durin’s entry Dwarf Ranger
Mountain Dwellers. Dwarf Rangers may re-roll any jumping and climbing tests. In addition, they may move through rocky areas that are classed as difficult terrain as if it was open ground.
Khaza?d Guard Bodyguard. See main rules manual for details. Vault Warden Team
Spear and Shield. Such is the weight of the Iron Shield, that the bearer relies on the presence of his companion to fight effectively. Unless supported by a model with a spear, the Iron Shield applies -1 to his roll to win the fight, even when shielding.
Dwarf Ballista
Piercing shot (short). Although a stone fired from a Dwarf Ballista is unlikely to pass ‘through’ multiple targets, any models behind the initial victim are invariably showered in stone shards, armour shrapnel and body parts. Such razor sharp fragments are more than capable of killing or seriously injuring nearby warriors. If shooting at a battlefield target, the missile can conceivably hit several enemies. The target model is struck one blow at the strength of the siege engine, is knocked to the ground, and is flung 1D6″/2D6cm directly away from the Dwarf Ballista. Any other models that lie within the path of the victim suffer a single Strength 6 hit, and are knocked to the ground if they have a Strength of 5 or less. Models that are wounded in this way suffer only a single
wound. If the propelled model hits an obstacle or Siege target, it immediately stops and inflicts a single Strength 6 upon it.
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