The most up-to-date preview picture:
--Stats for the weakest unit, the Clansdwarf (aka a template of sorts).
Hp - 13 (Smaller than humans, but much tougher)
Prot - 3 (tough little sods)
str - 11 (dwarfs are clearly strong given their weapons/armour)
att - 11/12 (all skilled fighters)
def - 10 (skilled, but lower initiative)
ap - 8 (with the armour, this makes them a very slow army)
mr - 13 (dwarfs are famed for resisting magic)
mor - 14 (They have the best morale in Warhammer)
gcost - 15 (Clearly higher than regular troops and dwarves are quite few in number)
prec - 10/11 (dwarfs like ranged combat almost as much as melee)
mapmove - 2 (although slow in battle, they have great endurance and tunnel systems)
enc - 2 (dwarfs don't tire easily)
size - 2 (though short, dwarfs have quite high mass and do not swarm)
Other abilities
Darkvision 50%
Mountain Survival
Shockres 50%
Siegebonus 2 (All dwarfs have knowledge of siege warfare, also allows them to break fortresses with fever numbers)
Castledef 3 (dwarfs are experts in defensive tactics)
THE NATION SHOULD
Emphasise defence and patient warfare - good PD and forts
Not outnumber most enemies or win through numbers
Be powerful both at range and in melee
Have top notch forging but not battlemagic
Have superior equipment and a strong emphasis on resources
Be relatively capital centric
Not take losses lightly
Be totally drain immune
UNITS
Clansdwarf (medium armour, shield, dwarf axe)
Heavy Clansdwarf (heavy armour, shield, dwarf axe)
Clansdwarf Crossbow (light armour, dwarf crossbow, dwarf axe)
Heavy Clansdwarf Crossbow (medium armour, dwarf arbalest, dwarf axe)
Longbeard (heavy armour, shield, dwarf axe - superb morale, standard effect, good stats, but are borderline old age.)
Ironbreaker (very heavy armour, shield, dwarf warhammer - resists various nasty things)
Ranger (medium armour, Dwarf Greataxe, 2x Dwarf throwing axe - stealth, forest survival)
Miner (heavy armour, dwarf pickaxe - stealth, siegebonus, mapmove 3)
Slayer (no armour, slayer axe + slayer axe - morale 30, berserk, high str, weapons that deal extra damage to larger foes)
Hammerer (heavy armour, two-handed hammer) - Elite, nearly unbreakable with insane morale, but only mapmove 1 (they are home guards)
Rune Guard (very heavy armour, shield, runeaxe - elite, sacred, mapmove 1, cap only)
LEADERS
Ranger Champion - scout with 40 leadership to lead stealthy rangers.
Prospector - Stealthy, map move 3, calls some miners to the edges of the battlefield in each combat.
Thane (great leader)
Giant Slayer (poor leader, good thug)
King (sacred, superb leader, starts with magic gear, thuggish, standard, cap only)
Journeyman Runesmith (Sacred, E2H1, forge 10, drain immune)
Runesmith (sacred, E2H2, 100% E/F/S random, 10% A/E/F/W random, forge 20, high casting encumberance, mapmove 1, drain immune)
Rune Lord (sacred, cap only, expensive, E3F1H2, 100% E/F/S random, 10% A/E/F/W random, forge 30, drain immune, mapmove 1)
Engineer (E1A1F1, Massive siegebonus and castledef, uses "dwarven arbalest", making him a quite of an sniper, very expensive in resources, not drain immune like rune smiths)
Summons:
Daemon Slayer Thaumathurgy level 5 S2H3- Thug incarnate, perhaps even SC with the right gear
Anvil of Doom Enchantment level 7 E6H3- Summons a Runelord, using a great runic artefact. He's a magic caster that does not get penalties in combat, very high and diverse magic (F2E2A2W2S3H4), expensive as hell to summon. Immobile (but able to Teleport/ Cloud Trapeze).
Last Anvil of the Dwarrows Enchantment level 9 E7H3 - Summons Thorek Ironbrow and along with the most ancient anvil of doom. Unique summon, very expensive, but has F3E3A3W3S4D2H4. Immobile (but able to Teleport/ Cloud Trapeze).
Distill Thunder Alteration level 4, 1A1E - Summons a dwarf armed with "Thunder Staff", works much like thunder throwing of Storm Daemons.
Distill Flame Alteration level 4, 1F1A - A dwarf armed with a runic "Dragon Staff", low range, but accurate and powerful. The staff can also be used in melee as a flaming weapon.
Spells:
Rune of Grimnir* Thaumathurgy level 3 - E1H2 - Berserks and hastes and str boosts some allied troops around the caster, including him, modded to be only casted on command
Rune of Valaya** Enchantment level 3 E1H2 - Heals troops and boosts morale
Rune of Grungni*** Construction level 3 E1H2 - Basically Legions of Steel that is easer to cast. Rarely gives armour piercing weapons (as an mr negates easily effect)
Grudgestone Evocation level 3 E1H1- Throws a big boulder on enemies. Survivors will be cursed.
Rune of Fire Enchantment level 7 F2H4- nasty combat evocation, intended for the anvils
Rune of Earth Enchantment level 7 E2H4 - Causes curse of stones and earth meld ,intended for the anvils
Rune of Water Enchantment level 7 W2H4 - Rusts armor and slimes, intended for the anvils
Rune of Thunder Enchantment level 7 A2H4 -nasty combat evocation, intended for the anvils
Rune of Doom Enchantment level 9 D2H4 - Casts Darkness, curses all opponens and calls worth ghosts of Dwarrow Ancestors to fight in the battle.
*Dwarven god of war and grudges
**Dwarven female god of home and family
***Dwarven god of craftmanship
Pretenders:
-
Mother of All ("Valaya") 50pt base, medicore combat stats, dom 4, S1E1 base, healing 100%, nobadevents 25, castledef 25, pathcost 30.
-
Father of Runes ("Grungi") 50pt base, dom 3, ok combat stats, pre-equipped with heavy gear, E2 base, forgebonus 50, pathcost 50.
-
Grudgebearer ("Grimnir") 50pt base, good combat stats, dom 2, fear 0, grudgelore, slayer axes, no armor slot, E1F1 base magic, pathcost 80.
-
Master Alchemist As in vanilla
-
Monolith As in vanilla
Heroes:
-Dwarf High King Thorgrim (general badass and holds
the Book of Grudges, filling the dwarfs in his army with vengeance and fighting spirit. He will also be able to curse foes)
-Dwarf Runelord Krag the Grim (Runelord hero with E4S2F2H3, but old age)
-Dwarf Slayer King of Karak Kadrin, Ungrim Ironfist (This guy will eat giants for breakfast)
-Dwarf Engineer Guildmaster, Burlock Damminson (Engineer hero with a mechanic hand)
-Dragon Slayer, multihero