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Somebody want to deconstruct this list and maybe try it out?
Chaos Dwarves
Special Rules
1) All models ignore panic tests for breaking and fleeing Hobgoblin units except other Hobgoblins
2) Chaos Dwarf models and units ignore panic tests for breaking and fleeing units of Black Orcs
3) Chaos Dwarf models flee or pursue 2d6-1” instead of the normal 2d6”
4) Chaos Dwarf units and characters are Stubborn
5) Units with Blunderbusses may move and fire in the same turn. In addition, when they shoot they project a “fire zone” measuring the width of the shooting unit, and 12” straight ahead. Any model in this area is hit on a 4+, regardless of modifiers. Obstructions that block LOS completely from any of the front rank of the shooting unit stop models behind them from being hit. Models behind walls or in woods are hit as described above. Hits are resolved at S3, plus 1 for each additional full rank beyond the first, to a maximum of S6. These shots count as Armor Piercing attacks. A unit armed with blunderbusses may stand and shoot against any unit that is attempting a charge while in the chaos dwarf’s front arc. All models in the charging unit are hit on a 4+, and suffer an Armor Piercing attack with S equal to 3 plus the number of additional extra ranks beyond the first (to a maximum of S6). A unit may only stand and shoot with blunderbusses once per turn. A single model shooting with a blunderbuss uses the model’s normal BS, and hits are resolved at S3, Armor Piercing, at a range of 12”, and may move and fire in the same turn.
6) Chaos Dwarf wizards may use Fire, Metal, Shadow and Death lores of magic from the Warhammer rulebook
Lords
Chaos Dwarf Forge Lord 120 points
Chaos Dwarf Forge Seer 190 points
M WS BS S T W I A Ld
Forge Lord 3 7 4 4 4 3 4 4 10
Forge Seer 3 4 3 4 4 3 1 1 10
Great Taurus 6 5 0 6 5 4 3 4 6
Equipment: Hand Weapon, Heavy Armor (a Forge Seer may not have any other equipment). May have additional hand weapon (+6 pts), great weapon (+6 pts), blunderbuss (+6 pts), and/or a shield (+3 pts).
A Chaos Dwarf Forge Lord or Forge Seer may ride on a Great Taurus (+230 pts)
A Forge Seer is a level 3 wizard. This may be increased to level 4 at the cost of +35 points. A Great Taurus is a large creature, causes Terror, and can Fly. A Great Taurus also counts as one Rare choice (see below). It is immune to Fire-based attacks, has a 4+ save and can breathe a S3 Fire-based attack during the shooting phase (use the flamer template, hits all targets under the template on a 4+)
Heroes
Chaos Dwarf Hero 60 points
Chaos Dwarf Seer 65 points
Hobgoblin Boss 40 points
M WS BS S T W I A Ld
Champion 3 6 4 4 4 2 3 3 10
Seer 3 4 3 3 4 2 2 1 9
Hobgoblin Boss 4 5 3 4 3 2 3 3 7
Wolf 9 3 0 3 3 1 3 1 3
Equipment: Hand Weapon. The Chaos Dwarf Champion and Seer have heavy armor (the Seer may not have any other equipment). The Chaos Dwarf Hero may have an additional hand weapon (+4 pts), a great weapon (+4 pts), or a shield (+3 pts). The Chaos Dwarf Champion may have a blunderbuss (+4 pts). In addition, the Hobgoblin Boss may have light armor (+3 pts), have a bow (+4 pts) and/or may ride a Wolf (+12 pts). If mounted on a Wolf, the Hobgoblin Boss may be armed with a Spear (+4 pts). A Hobgoblin Boss may only be the army General if no other Chaos Dwarf units and/or characters are taken.
One Chaos Dwarf Hero may be upgraded to a Battle Standard Bearer for +25 points. He may carry any magic banner (no points limit), but if he does he may take no other magic items. He may not be given any extra equipment. A Battle Standard Bearer may not by the army General.
A Seer is a level 1 wizard. This may be increased to level 2 at the cost of +35 points.
Core Units
Chaos Dwarf Warriors 9 points per model
Hobgoblins 2 points per model
M WS BS S T W I A Ld
Warrior 3 4 3 3 4 1 2 1 9
Hobgoblin 4 3 3 3 3 1 2 1 6
Wolf 9 3 0 3 3 1 3 1 3
Unit Size: Chaos Warriors (10-30), Hobgoblins (10-60; unless mounted on Wolves, then 5-20)
Equipment: Chaos Dwarf Warrior only-hand weapon, heavy armor and shield. May either have a great weapon (+2 pts), or a spear (+2 pts) or replace the shield with a blunderbuss (+5 pts). Hobgoblin only-hand weapon, and may have bows (+3 pts), light armor (+1 pt), and/or shields (+1 pt). May ride Wolves (+9 pts). Hobgoblins mounted on Wolves are considered Fast Cavalry, and may also be armed with Spears (+2 pts).
Each Chaos Dwarf unit may have a champion (+9 pts), a musician (+5 pts), and/or a standard bearer (+5 pts). The champion has +1A. Each Hobgoblin unit may have a champion (+6 pts), a musician (+3 pts), and/or a standard bearer (+3 pts). The champion has +1A, unless the unit is armed with bows, then instead the champion has +1BS.
One unit of Chaos Dwarf Warriors may take a Magic Standard worth up to 25 pts.
Special Units
Chaos Dwarf Forge Guard 16 points per model
Sneaky Gits 6 points per model
Hobgoblin Bolt Thrower 30 points per model
Chaos Dwarf Cannon as Dwarf Cannon (see Dwarves book)
0-1 Black Orcs see Orcs and Goblins book
M WS BS S T W I A Ld
Forge Guard 3 5 3 4 4 1 2 1 10
Sneak Gits 4 3 3 3 3 1 3 1 6
Cannon Crew 3 4 3 3 4 1 2 1 9
Cannon - - - - 7 3 - - -
Bolt Thrower Crew 4 3 3 3 3 1 2 1 6
Bolt Thrower - - - - 7 3 - - -
Black Orcs see Orcs and Goblins book
Units Size: Forge Guard (10-30); Sneaky Gits (5-20)
Equipment: Forge Guard only-hand weapons, Hell Hammers (as great weapon, attacks are considered Fire-based attacks, count as magic weapons) and Forge Armor (4+ save, immune to Fire-based attacks). May have shields (+3 pts). Sneaky Gits only-two hand weapons. Cannon crew only-hand weapons and heavy armor. Bolt Thrower crew only-hand weapons.
Each Forge Guard units may have a champion (+16 pts), a musician (+8 pts), and/or a standard bearer (+8 pts). The champion has +1A. Each Sneaky Gits unit may have a champion (+5 points). The champion has +1A.
Any unit of Forge Guard may have a Magical Banner worth up to 50 pts. Sneaky Gits have Poisoned Attacks, and are Skirmishers. A player may take up to two Chaos Dwarf Cannon as a single Special Choice.
Rare Units
Bull Centaurs not described as of yet
Hellcannon see Storm of Chaos book
Dogs of War see Dogs of War
Giant see Dogs of War
Great Taurus see Lords Choice above
Magic Items
Heroes may have up to 50 points worth of Magic Items. Lords may have up to 100 points of Magic Items. Only one weapon and one armor may be chosen per character. Arcane Items are only available for use by Wizards. Magic Items from the Warhammer Fantasy rulebook as also available to Chaos Dwarves.
Dagger of Venom (magic weapon-Hobgoblins only) +20 pts
Bearer gains Poisoned Attacks when using the Dagger of Venom.
Black Hammer of Hashut (magic weapon) +45 pts
+2S. Flammable targets are automatically killed if they take a single wound.
Obsidian Blade (magic weapon) +70 pts
No armor save allowed. If the target takes an unsaved wound, the armor or shield (including magical ones—the attacking player chooses) of the target is destroyed.
Dark Mace of Death (magic weapon) +100 pts
Once per battle the bearer of the Dark Mace may make a single special attack instead of rolling to hit and damage as normal. All models in base contact (not including the bearer’s mount) take D3 wounds with no armor save.
Wolf Mantle (magic armor-Hobgoblin only) +25 pts
5+ Ward Save. In addition, any friendly unit the character joins that is mounted on Wolves gain a 6+ Ward save.
Armor of Gazrakh (magic armor) +30 pts
Gives the wearer a 1+ armor save that cannot be improved.
Armor of the Furnace (magic armor) +45 pts
4+ armor save, 5+ ward save. Wearer (including the wearer’s mount) is immune to Fire-based attacks and spells.
Talisman of Obsidian (talisman) +100 pts
Wearer cannot be affected by spells no matter the source (including friendly spells), and may not cast spells. Wizards in base contact with the user of this Talisman cannot cast spells.
Draught of Vileness (enchanted item, non-unique) +15 pts
When used, the character, and the unit that the model is attached to, gains +1 Toughness until the start of the controlling player’s next turn. One use only, but the character (and any other characters) may pay the points for and carry multiple Draughts if desired.
Gauntlets of Bazhrakk the Cruel (enchanted item) +20 pts
+1S. If the wearer rolls a 1 to hit, before any modifiers, the attack strikes a random friendly model in base contact with the wearer of the Gauntlets (this action could affect the wearer’s mount).
Hellfire Ammo (enchanted item) +25 pts
If the user is carrying a blunderbuss, that model may make a special ranged attack during the Shooting Phase instead of a normal ranged attack. The model may not move and shoot in the same turn when using Hellfire Ammo. Roll to attack normally. If the attack succeeds, place the small blast template over the target and apply a S5 hit to every model touching the template. The attacks are considered Fire attacks, but are not Armor Piercing attacks. If the shot misses, nothing else happens. Characters in units containing blunderbusses may not use Hellfire Ammo when the unit makes a Blunderbuss attack.
Black Gem of Gnar (enchanted item) +35 pts
Can be activated at the beginning of either player’s Close Combat phase, after challenges are issued and accepted. The bearer and one model in base contact (bearer’s choice) may not attack or be attacked for the duration of that phase. Work out combat resolution as normal. Steeds and mounts may not attack, either. One use only.
Chalice of Darkness (arcane item) +50 pts
The controlling player may choose to roll D3 at the start of either player’s Magic Phase. Remove power dice equal to the number rolled from the opposing player’s Dispel Pool.
Banner of Slavery (magic banner) +50 pts
Black Orc and Hobgoblin units and characters within 12” of the banner may re-roll any failed Psychology test. The new result must be accepted, and may not be re-rolled.
Standard of Hashut the Mighty (magic banner) +125 pts
Any friendly Chaos Dwarf models within 12” of the model carrying the banner (including the bearer as well), gain an additional attack during the Close Combat phase. If enemy melee attacks hit those models that are affected by the banner, and the models have not yet attacked during the turn, those models affected also gain +1S for their attacks.
Azrahk the Destroyer 215 points
M WS BS S T W I A Ld
Azrahk 3 7 3 4 5 3 3 4 10
Equipment: Azrahk uses the Hellsword of Hashut, wears the Armor of Forged Death (see below for stats), and carries a hand weapon. He also uses the Talisman of Protection (6+ Ward save), and one Draught of Vileness (see above).
Special Rules: Azrahk has the following special abilities: Frenzy and Killing Blow (If for any reason Azrahk loses his Frenzy, he also loses his Killing Blow).
Hellsword of Hashut
This weapon is a wide bladed, heavy sword (treat as a great weapon) forged in bowels of the most powerful and vile Chaos Dwarf forges. Thousands of slaves were forced to give their lives to empower the weapon. It is a magic weapon that does D3 wound for every wound that it inflicts, and is considered Fire Attacks. On a to hit roll of a 6, if the attack kills a model, Azrahk may immediately gain D3 extra attacks that can be used during the current Close Combat phase. If this happens, Azrahk also suffers D3 wounds that can only be saved by his Talisman of Protection. If Azrahk takes enough wounds to be killed by this action, he may make his remaining attacks before he is removed from the game.
Armor of Forged Death
Azrahk himself constructed this set of super-heavy armor, and the process drove him utterly insane. 3+ armor save. If any melee attack made by an enemy model rolls a 6 to hit, the enemy model sufferes D3 wounds that can only be saved by Ward saves. If any of these Wounds are not saved against, Azrahk immediately gains one Wound for each unsaved wound the target suffers (which can increase his current total Wounds above his normal Wounds stat). The Armor also makes Azrahk immune to any normal or magical Fire based attacks.
Hellguard of Hashut
If Azrahk is included in a Chaos Dwarf army, then one unit of Forge Guard becomes the Hellguard of Hashut, can be taken as a Core choice, and, if desired, that unit gains Frenzy.
Azrahk counts as a Lord Choice and is always the Army General when taken.
This has been sitting on my computer here at work for several years. I don't remember the reasons why things are the way they are in the list, so my ability to answer questions about it is limited. Also, transfering it from Word to this forum seems to have screwed with my indentions, tabs and spacing, but I really don't want to go back through the whole thing again to make it all nice and neat. Sorry.
I just thought I would throw it up and see if someone's interested in tackling it.
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