Dwarven Forge-Guilds

Dwarven Forge-Guilds

"Steel bends. It does not break. We are steel. We do not break."

Faction Overview

Ideology Defensive attrition through superior engineering
Capital Forge-Hold, the Ironclad Citadel beneath the Ironpeak Mountains
Population ~35,000 Remnants (scattered across mountain strongholds)
Doctrine The fortress outlasts the siege. Stone endures. Runes protect.
Playstyle Tank, armor-piercing sustained damage, rune stacking, attrition warfare
Complete Deck View Full Dwarven Deck (v2.0 Equipment System)

Species Origins

Dwarves are not a separate species from humanity, but rather Homo Subterra - a divergent human evolution adapted to subterranean life over approximately 40,000 years. Their physiology reflects millennia of underground existence.

Before the Sundering, dwarves remained hidden from most of humanity. Their cities existed entirely underground beneath mountain ranges, and while they traded with surface humans through intermediaries like The Exchange, most humans assumed they were simply reclusive human mining clans. Dwarven-forged goods were sold under human brand names, concealing their true origin.

When the Sundering struck, the dwarves survived where others perished. Already underground and shielded from the initial Pulse, their cities remained largely intact. Their master craftsmen and engineers retained pre-Cataclysm knowledge and technology that other factions lost. This made them indispensable in the post-apocalyptic world.

Post-Sundering, the Dwarven Forge-Guilds became the industrial powerhouses of the shattered world. Pragmatic and profit-minded, they sell weapons, Caskets, and runecraft to all factions - they'll trade with anyone who can pay. Their isolation and resistance to magical corruption positioned them uniquely as war-profiteers and neutral suppliers in the endless conflicts between other factions.

Lore & Identity

The Dwarven Forge-Guilds retreated underground when the Theslar Engine sundered the world. Their mountain kingdoms became fortresses of survival, where master engineers and runecrafters worked in harmony to create the most durable Caskets in existence.

Dwarven Caskets are walking fortresses...layered stone armor, interlocking plates, and ancient runes carved into every surface. Where other factions use speed or cunning, Dwarves simply outlast. Their philosophy is simple: endure long enough, and your enemy will exhaust themselves against your walls.

"We do not rush. We do not flee. We stand. And when our enemies are spent, we advance." -Runemaster Thorin Ironvein

Runic Thread Engineering: Precision Control

Dwarven Casket technology exemplifies their philosophy: precision engineering maximizes efficiency. This extends to their neural thread systems, which are the most sophisticated in existence.

The Compact Form Surgery

Dwarven pilots undergo "Compact Form"...surgical removal of all four limbs (arms and legs) at the shoulder and hip joints. This creates the smallest possible pilot profile, allowing for:

Dwarven Pragmatism: Unlike the Church (who view amputation as sacred penance), Dwarves see Compact Form as optimal resource allocation. "Why keep meat we don't use? The threads do the work. The limbs were waste."

Micro-Runed Neural Threads

Dwarven neural threads are not standard bio-conductive fiber...they are runic masterworks:

Feature Standard Threads (Other Factions) Dwarven Runic Threads
Material Bio-conductive synthetic fiber Runesteel-laced bio-fiber (50% stronger, heat-resistant)
Inscription None Micro-runes etched along thread length (magnified to be visible)
Signal Strength Standard (1× bioelectric conductivity) Enhanced (1.5× conductivity, faster response time)
Thread Snap Resistance Snap on 5-6 (d6 roll) Snap on 6 only (runic reinforcement)
Installation Time 4-6 hours (standard procedure) 6-8 hours (precision laser-guided drilling, runic anchors)

Runic Anchors in Bone

During thread installation, Dwarven engineers implant runic bone anchors into the pilot's finger bones (distal phalanx). These anchors:

Geometrically Optimized Routing

Dwarven thread routing inside the Casket is mathematically perfect:

The Dwarven Thread Advantage in Combat

Situation Other Factions Dwarven Pilots
Thread Snap on 10+ damage 5-6 on d6 (33% chance) 6 only (17% chance, runic reinforcement)
Thread Repair (field) DC 12, 1 turn, fragile after DC 10, 1 turn, runic threads hold better
Pilot checks with depleted Core -2 penalty (standard) -1 penalty (runic anchors stabilize signal)
Compact Form mobility loss Legs removed (wheelchairs common) All limbs removed (carried by assistants or lifts)

The Cost of Perfection: Dwarven thread engineering is expensive. Runic thread installation costs 200-300 Credits (3-5× standard cost). Dwarven pilots are walking investments...factions that can afford to hire them pay premium rates.

"My threads are etched with the Rune of Endurance. My anchors are forged from runesteel. Every movement is calculated, every signal amplified. I am not a puppet...I am an engineer piloting precision machinery. And I do not break." -Runesmith-Pilot Gretta Ironhand

Core Mechanic: Rune Counters

Dwarven Caskets generate Rune Counters through combat, which provide stacking damage reduction.

The Dwarven playstyle revolves around stacking defensive layers (Rune Counters, shields, plating) while grinding down opponents with armor-piercing attacks. Heat management is critical...many Dwarven weapons generate significant Heat.

10 Faction Cards (Players Choose 6)

CORE CARD 1

Crushing Blow

Type: Attack (Melee) | SP: 2 | Range: Melee (1 hex)

Effect: Deal 4 damage. Armor-Piercing (ignore all Defense buffs and armor).

"Runes flare blue-white as the hammerhead strikes true."

CORE CARD 2

Forge Fury

Type: Attack (Heat Conversion) | SP: 3 | Range: Melee (1 hex)

Effect: Deal 3 damage + 1 per Heat you currently have (max +6). Remove all Heat after attack resolves.

"The furnace roars. Steel becomes vengeance."

CORE CARD 3

Rune of Protection

Type: Buff (Defensive) | SP: 2 | Range: Self

Effect: Gain 1 Rune Counter. Reduce all damage by 1 per counter (max 2). Lasts until end of mission or destroyed. (Balance Update Oct 19: Max reduced from 3 to 2)

"Ancient words carved in living metal."

CORE CARD 4

Unbreakable

Type: Reactive Defense | SP: 0

Effect: When you would take Component Damage, prevent 1 Component Damage. Gain 1 Heat.

"Dwarven steel bends. It does not break."

CORE CARD 5

Earthshaker

Type: Attack (AoE + Crowd Control) | SP: 4 | Range: Melee (1 hex)

Effect: Deal 5 damage to primary target. All adjacent enemies take 2 damage and are pushed 1 hex away.

"The ground cracks. The weak scatter."

CORE CARD 6

Clan Vengeance (Passive)

Type: Passive Ability | SP: N/A

Effect: Each time you take Component Damage, your next attack deals +1 damage. This bonus stacks (3 Component Damage = +3 damage on next attack). (Balance Update Oct 19: Reduced from +2 to +1 per Component Damage)

"Every wound sharpens our fury."

CORE CARD 7

Ironborn Resilience

Type: Passive | SP: 0 | Range: Self

Effect: Passive: The first Component Damage you take each round is ignored. You are Ironborn.

"Forged in the deep forges, unyielding as the mountain."

CORE CARD 8

Stone Skin

Type: Reactive-Defense | SP: 1 | Range: Self

Effect: Reduce damage from next attack by 2. Gain 1 Heat.

"Dwarven skin hardens like stone under pressure."

CORE CARD 9

Ancestral Wrath

Type: Passive | SP: 0 | Range: Self

Effect: Passive: When you take Component Damage, your next attack deals +3 damage. This bonus is consumed after one attack.

"Ancestors fuel your vengeance."

CORE CARD 10

Ancestor Ward

Type: Reactive | SP: 0 | Range: Self

Effect: When you would take lethal damage (deck would reach 0), prevent up to 5 damage. Once per mission.

"The ancestors protect."

Support Units (6 Total)

Starter Units

1. Shield Wall Guard (2 slots)

HP: 12 | Movement: 2 | Defense: 4

Five stocky dwarven warriors with interlocking tower shields engraved with runic circuits. They form impenetrable defensive lines, creating cover and blocking line of sight. Can recover HP through runic reinforcement. Immovable defenders with +3 Defense when in Shield Wall formation.

2. Bombard Battery (3 slots)

HP: 8 | Movement: 2 | Defense: 2

Mobile artillery platform with massive cannon crewed by three dwarven engineers. Deals 8 damage at range 8, ignores 3 Defense, with 3 splash damage to adjacent hexes. Generates significant Heat. Vulnerable at close range but devastating at distance.

3. Rune Sentinel (3 slots)

HP: 15 | Movement: 3 | Defense: 3

Ancient stone golem standing 12 feet tall, animated by glowing blue-white runes. Generates Rune Counters through combat, which can enhance defensive auras, fuel Rune Pulse (AoE damage), or be spent to ignore Control effects. Regenerates HP from battlefield corpses.

Unlockable Units

4. Siege Crawler (4 slots) - Unlock: Complete 3 missions

HP: 18 | Movement: 1 | Defense: 4

Mechanical spider-tank bristling with cannons and ballistae. Can attack up to 3 different enemies per turn. Enters Siege Mode for +4 damage and +2 Defense. Extremely slow but devastating firepower. Generates 2-4 Heat per turn.

5. Ancestor Golem (4 slots) - Unlock: Build Forge-Shrine in settlement

HP: 20 | Movement: 2 | Defense: 5

Masterwork construct of black iron and mithril containing the soul of a legendary dwarf hero. Generates Glory Counters through heroic deeds. Can grant allies massive buffs (+2 damage, +2 Defense, heal 2 HP), taunt enemies, and unleash "Legacy of Stone" (fully heal all allies, deal 12 damage to all enemies within 3 hexes).

6. Dreadnought Titan (5 slots) - Unlock: Defeat Ironlord Thrain

HP: 25 | Movement: 1 | Defense: 6

Colossal walking fortress three stories tall. Massive 4-hex passive aura grants allies +2 Defense, +1 SP regeneration, and 1 HP per turn. Enemies within 3 hexes take 2 damage per turn. Can attack ALL enemies within 8 hexes simultaneously for 6 damage each (ignore 2 Defense). Defines the entire battlefield. Explodes on death for 10 damage to everything within 5 hexes.

Schisms & Renegade Clans

The Dwarven Forge-Guilds maintain strict unity through the Guild Code, but internal rifts have emerged over how to handle the Engine's corruption. These Schisms enable mirror matches...Dwarves vs Dwarves, traditionalist vs pragmatist.

The Ashbound Exiles (Renegade Clan)

Ideology: Embrace Engine corruption. Use Tainted runes as power source.

Schism Event: The Runeforge Disaster of Year 167 - Runecaster Bordin Ashbeard discovered that corrupted Soulstone fragments could power runes 300% more effectively than clean ones. He began intentionally tainting runes with Engine corruption. When his workshop exploded and killed 47 dwarves, the Forge-Guilds exiled his entire clan. The Ashbound fled to the Blighted Wastes and continued their forbidden research.

Philosophy:

Visual Distinction: Ashbound Caskets have blackened, cracked runes that glow sickly green instead of blue-white. Their armor is corrupted stone fused with Tainted metal. Pilots often show visible mutations (glowing eyes, stone-like skin growths).

Tactical Differences:

Why They Fight the Forge-Guilds: Ashbound believe traditional dwarves are "cowards hiding behind false purity." They want to prove corrupted runecraft is superior. When they fight, it's philosophical: "Your weakness exiled us. Our power will vindicate us."

Gameplay Note: Use standard Dwarven deck, but aggressively stack Taint. Trade rune stability for raw power. High-variance, high-risk playstyle...devastating when it works, catastrophic when it fails.

The Grudgebound (Rival Clan)

Ideology: War is the only worthy purpose. Profit is dishonor.

Schism Event: The Merchant Betrayal of Year 294 - The Exchange sold defective Dwarven weapons to a Church battalion, causing 300 Penitent Knights to die in the Siege of Blackwater. When the Forge-Guilds refused to avenge them (maintaining neutrality for profits), Warmaster Hargrim split off with 2,000 warriors to form the Grudgebound...a clan that refuses all trade, fights only for honor, and keeps meticulous records of every slight.

Philosophy:

Visual Distinction: Grudgebound Caskets are engraved with thousands of names...every fallen dwarf, every unpaid debt, every insult. They wear crimson banners instead of guild colors. Pilots shave their beards into war-braids.

Tactical Differences:

Why They Fight the Forge-Guilds: Grudgebound view merchants as "oath-breakers who sold dwarven honor for credits." When they fight, it's personal: "You forgot the old ways. We remember every betrayal. Our Ledger is long."

Gameplay Note: Use standard Dwarven deck, but refuse to retreat or trade efficiently. Fight suicidally for honor. Stack Clan Vengeance infinitely. High-commitment, no-escape playstyle...win through overwhelming accumulated damage or die trying.

Faction Relations

Faction Status Notes
Church of Absolution COLD Trade partners but mutual distrust. Forge-Guilds supply weapons.
Elven Verdant Covenant NEUTRAL Ancient grudges over territory, but no active conflict.
The Ossuarium HOSTILE Necromancy offends dwarven craftsmanship ethics.
The Wyrd Conclave WAR Fae trickery has cost many dwarven lives. Blood debt unpaid.
Nomad Collective FRIENDLY Trade routes. Nomads guide caravans through badlands.
The Exchange ALLIED Primary trading partner. Economic interdependence.
Vestige Bloodlines HOSTILE Mutation threatens stability. Must be contained.
Emergent Syndicate WAR Hive-mind abominations. Existential threat.

Recommended Builds

Immovable Wall (Forge Walker - Heavy, 4 SP)

Armor-Piercing Assault (Ironclad - Assault, 5 SP)

Artillery Platform (Siege Engine - Fortress, 3 SP)

Strategy Notes

Strengths: High survivability (30 HP with slower death spiral), +1 base damage on all attacks, Rune-enhanced armor-piercing, component protection (Unbreakable delays destruction), Heat conversion mechanics (Forge Fury turns Heat into damage, Forge Mastery into card draw), attrition warfare mastery. (Balance Update Oct 19: Added +1 base damage, Rune-enhanced AP requirement)

Weaknesses: Low mobility (Heavy/Fortress Caskets move 1-2 hexes), high Heat generation (constant management required), SP-starved (Heavy and Fortress have only 3-4 SP per turn), vulnerable to ranged kiting (slow movement + melee focus), expensive equipment (Dwarven gear costs 5-6 Scrap to craft).

Early Game (Turns 1-3): Stack Rune Counters immediately (Rune of Protection + Runic Overcharge = 3 counters). Position defensively...let enemies come to you. Manage Heat carefully with Heat Sink Sigils and venting.

Mid Game (Turns 4-6): Use Forge Fury when Heat is high (convert 5-6 Heat into 8-9 damage burst). Armor-piercing shuts down defensive opponents completely. Unbreakable prevents Component Damage (save for critical hits).

Late Game (Turns 7+): Clan Vengeance should have +4-6 damage by now (devastating). Forge Mastery for burst card draw if needed. Unbreakable Spirit is your safety net (resurrect once at 5 HP). Attrition advantage: you have more HP and damage reduction than any faction.

"The enemy grows tired. The enemy grows desperate. We grow stronger. This is the dwarven way." -Ironlord Thrain, before the final siege

Version 3.0 Optional Rules

The Dwarven Forge-Guilds have unique interactions with the three new v3.0 optional mechanics systems:

Dice Pool Advantage System

Dwarven pilots work normally with the Dice Pool system. Positioning and tactical superiority can grant Advantage (roll 3 Attack Dice, take 2 highest). See Dice Pool Advantage Rules.

Taint Exploitation System

Dwarven pilots are highly resistant to Taint due to rune-warding:

Dwarves treat Taint as a distant threat, not an immediate tactical concern. Their slow playstyle and rune protection make them the most Taint-resistant faction. See Taint Exploitation Rules.

Pilot Grit System

Dwarven pilots gain +1 to Grit Checks vs Severe Injuries only (Stoic Endurance):

This bonus makes veteran dwarven pilots nearly immune to permanent physical injuries (Shattered Hand, Spinal Trauma, Ruptured Organ), though they remain vulnerable to mental Trauma (PTSD, Dissociation). See Pilot Grit Rules.

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