KING DADRIN THE MIGHTY.....................170 points
Karak Klad......+105
points
Brynaz a Uzkul......+140 points
Your Dwarf army may include King Dadrin the Mighty as the general, in which case he replaces the general in the army list section of the Dwarf Army List. He may lead any Dwarf unit.
King Dadrin has wisely ruled his stronghold of Kazad Ankor for decades now, stopping all invaders from ever penetrating the stronghold's walls. Among Orcs, anyone who suggests attacking Kazad Ankor is immediately sent to an Orky syciatrist. The Council of Thirteen have long since stopped attacking and the restless Undead are much more content to just attack easier Orc settlements.
Dadrin is a mighty Dwarf who loves his ale and fighting more than any other Dwarf (and that's hard to do). His strength and ability to stay upright after drinking 50 barrels of ale are yet to be beaten or levelled by any other Dwarf. He loves to hunt and fight and is still expanding his domain today and goes on month long hunting expeditions every summer.
He is fortunate to also have one of the best runesmiths to ever be born in the entire of Dwarf history; Kurgrim Ironklaw. He forged the Brynaz a Uzkul and the Karak Klad for Dadrin, and since that day Dadrin has never once been harmed or defeated in battle.
PROFILE | M | WS | BS | S | T | W | I | A | Ld |
Dadrin | 3 | 7(8) | 6 | 5 | 5(6) | 3 | 5 | 5 | 10 |
WEAPONS/ARMOUR: The Brynaz a Uzkul (rune double-handed hammer) and the Karak Klad (rune heavy armour).
MAGIC ITEMS: Dadrin carries the Brynaz a Uzkul and the the Karak Klad. He may have a third magic item chosen from the Warhammer Magic Supplement.
SAVE: 2+
MOUNTS: Dadrin always fights on foot.
SPECIAL RULES
Brynaz a Uzkul
The Brynaz a Azkul (Brilliant War Axe of Death) is a double-handed hammer (remember bonuses/penalties don't apply) enscribed with Alaric the Mad's Master Rune (no save), the Rune of Smiting (D6 wounds) and the Rune of Striking (+1 WS).
Karak Klad
The Karak Klad (Enduring Armour) is heavy armour (normally 5+ save) enscribed with the Master Rune of Adamant (+2 save), the Rune of Stone (+1 save) and the Rune of Fortitude (+1 T).
Challenge
Dadrin will only fight the best and bring home the greatest trophies. When he challenges, if he cannot fight the most powerful (do it on cost) character in the unit then he refuses to fight the challenge. If he is challenged by the most powerful character he may not refuse.
By Doran Amos