Animals Underground
	Over the last couple of millennia, dwarves have learned to domesticate and use unusual animals to help with tasks.  Either as pack animals or even used as home protection, these animals have proven themselves indispensable in day-to-day activities.
	Giant Boar
Attributes: Agility-d6, Smarts-d4, Spirit-d4, Strength-d8, Vigor-d8
		Skills: Fighting d6, Guts d6, Notice d6, Survival d6
		Pace: 6, d8 Run die; Parry: 5; Toughness 7
		Gear: Tusks (STR+2) AP 1, Tough Hide (+1 Toughness)
		Edges: Charge

	Giant Badger
		Attributes: Agility-d8, Smarts-d4, Spirit-d4, Strength-d8, Vigor-d10
		Skills: Fighting d6, Guts d8, Notice d6, Intimidation d6, Survival d6
		Pace: 6 (3 Burrow); Parry: 5; Toughness 8
		Gear: Claws (STR+2) AP 1, Tough Hide (+1 Toughness)
		Edges: Berserk

	Large Slug
		Attributes: Agility-d4, Smarts-d4, Spirit-d4, Strength-d10, Vigor-d8
		Skills: Shooting (Spitting) d8
		Pace: 3 (d4 run die); Parry: 2; Toughness 9
Gear: Acid Spit (2d6, Range: 3/6/12, AP 2), Slime Trail (AGI check to move around), Rubbery hide (+3 Toughness)

	Mammoth Beetle
		Attributes: Agility-d8, Smarts-d4, Spirit-d4, Strength-d8, Vigor-d8
		Skills: Fighting d8, Climbing d8, Tracking d6
		Pace: 6 (Jump 12); Parry: 6; Toughness 11
		Gear: Mandibles (STR+2, AP 2), Carapace (+5 Toughness)

Dwarven Weaponmaking and Armoring
One of the things that dwarves, in general, are proud of is their ability to smith the finest weapons and armor of all the other cultures.  True dwarven craftsmanship is highly sought after but dwarven smiths will not part with their wares so willingly.  As a point of fact, dwarves trading their wares outside of the Clanhomes will usually sell any items of (what they consider) inferior grade and keep the better ones to be used by the military forces, unless the buyer is willing to pay the inflated price for the higher quality items.

	Bola
		Skill: Throwing
		Damage: Nil
		Range:  4/8/16
Notes: If attack is successful, defender must make an Agility test against attacker’s Throwing skill.  If he fails, the defender’s legs are entangled and cannot move until he makes a successful Agility test roll, this is rolled per round.  Until then, the defender has -3 Parry.  A successful initial test roll means the defender loses their next attack or movement. 

Dwarven Axe
		Skill: Fighting
		Damage: STR+3
		Notes: AP 1

Dwarven Crossbow
		Skill: Shooting
		Damage: 2d6
		Notes: AP 2, 3 shots before reload, Range: 20/40/80

	Dwarven Plate
		+6 Toughness
		-5 Called Shot (-2 Stealth, etc.)
		Notes: Must have d10 STR to wear

	Dwarven Spiked Shield (Medium)
		+1 Parry
		+2 Armor to ranged shots
		Skill: Fighting
		Damage: STR+1
Notes: If used as a weapon, Parry bonuses are lost and toughness bonuses are reduced by 1 until next action.  Two-fisted weapon rules apply.

Repeating Light Ballista
Skill: Shooting
Damage: 2d6
Notes: Can fire twice per round with no multiple action penalties, AP 2, 6 shots before reload, which takes two rounds, Range: 15/30/60

	Spiked Helmet
		Skill: Fighting
		+1 Toughness
		Damage: STR+1
		Notes: AP 1, Parry -1 when used as a weapon.

Dwarven Edges
Bombardier
Requirements: Any Shield, the Drop, Fighting D8, Dwarf
	This edge allows the dwarven character to able to drop down upon an unsuspecting target, using their shield as a battering ram to inflict massive amounts of damage.  Base damage is STR and then +2 for every ten feet fell.  The Dwarven Spiked Shield adds an additional +1 damage per ten feet.  The dwarf, however, takes half damage for himself.  If the attacker has the Acrobat edge, they only take one-quarter damage (round down in either situation).

Gore
Requirements: Charge, Spiked Helmet, Fighting d10+
	This character uses his/her spiked helmet and the Charge edge to impale a target.  The attacker receives an -1 to parry (for putting his head down to attack) but receives an extra +1 to damage.  		
		
Shield Sweep
Requirements: Any Shield, Seasoned, Sweep, Fighting D8
	This edge allows the dwarf to attack the legs of three or less targets adjacent to them at -2 with their shield.  The attacker must make a separate roll for each target.  On a successful hit, the defender must make an Agility test against the attacker’s Fighting roll.  If failed, the defender takes attacker’s STR damage and falls to the ground.  If successful the defender just takes STR damage.