Chaos Dwarf Army Book (No SC)

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    CHAOS DWARF ARMY LIST

    Army Special Rules:

    Unyielding: Chaos Dwarf units flee and pursue 2D6-1 ratherthan 2D6.

    Implacable: Chaos Dwarf units may march within 8 of enemy units

    Mainstay Unit: The number of Chaos Dwarf Warrior units in the army restricts the

    number of other types of units. For example, if you had three Chaos Dwarf Warrior

    units in your army then you could have no more than three Hobgoblin units, no more

    than three Black Orc units etc.

    The Chaos Dwarfs can use blunderbusses. A unit with blunderbusses may move and

    fire in the same turn. When they shoot they project a fire zone the width of the unit

    and 12 straight forward. Any model within this is a potential target and is hit on a 4+.The only exceptions are models behind extremely substantial cover such as a hill or a

    building. Models behind walls or in woods are hit as normal. Hits are resolved at S3

    plus 1 per rank up to S5. Ranks count if at least 5 wide. A single character in the

    front rank will not effect the units fire.

    Chaos Dwarfs and Bull Centaurs ignore panic tests for breaking and fleeing Orc and

    Goblin units of all types.

    Many powerful Chaos Dwarfs have powerful bull-headed Minotaurs accompany them

    into battle. This is seen as a sign of great prestige and status. Minotaurs ignore panic

    tests for breaking and fleeing Greenskin Units of all types.

    Bloodgreed: Minotaurs are known for their craving for flesh, and even in the heat of

    the battle will stop to devour the fallen rather than continue to fight. A unit of

    minotaurs can never make an Overrun move, even if normally forced to do so by

    Psychology or some other effect. However, Minotaurs pursue 3D6 rather than 2D6.

    Orcs of all types ignore panic tests for breaking and fleeing Goblin Units of all types.

    All troops ignore panic tests for breaking and fleeing Hobgoblin units except for other

    Hobgoblins.

    Animosity: The animosity rolls for Greenskin slaves are the same as for normal

    Greenskins as found in the Orc and Goblin army book.

    Greenskin troops cannot declare a Waaagh! At the start of their turn.

    Any Greenskin unit entitled to a magic banner must use one from the Chaos Dwarf

    army list.

    Bull Centaurs, Bull Centaur Heroes and Bull Centaur Lords count as infantry for the

    purposes of using Great Weapons and for the +1 hand weapon/shield armour save

    bonus in combat. They do not get a +1 armour save for being mounted. In all otherrespects they are Cavalry.

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    Dark Metal Armour: Dark metal is blackened iron mined from the bowels of the

    earth laced with trace amounts of warpstone. It grants the wearer a 4+ armour save

    which can be combined with other types of armour as normal. Dark metal armour

    does not interfere with the casting of magic, so can be worn by Sorcerors.

    It does not count as magical.

    Sorceror Lords

    Sorceror Lords are the ruling elite of the Chaos Dwarfs. They function as Priests

    within the Hierarchy of Chaos Dwarf society and channel the power of the God

    Hashut into devastating magical spells on the battlefield.

    Over time Sorceror Lords begin to gradually turn into stone. This slow process of

    petrification is seen as a blessing of Hashut, and it is regarded as a symbol of great

    status in Chaos Dwarf society.

    Sorceror Lords may ride Lammasu. Lammasu are large targets, cause Terrorand can

    fly. A Lammasu gives its rider Magic Resistance 2.

    Daemonic Slavelord: Chaos Dwarf Sorceror Lords have mastered the art of

    summoning and binding the Daemons of other Chaos powers, and forcing them to

    obey their will on the battlefield. For every Sorceror Lord in the army, you may field

    one (i.e. only one per Sorceror Lord) lesser Daemon unit, as listed in the Hordes of

    Chaos army book (i.e. a Plaguebearer, Daemonette, Horror or Bloodletter unit) OR

    you may field one Greater Daemon, as listed in the Hordes of Chaos army book (i.e. a

    Bloodthirster, Keeper of Secrets, Great Unclean One or Lord of Change).You must pay full points for the unit or Greater Daemon, and all its normal rules

    apply.

    Sorcerors

    Sorcerors are less powerful than Sorceror Lords, but they all aspire to the status of

    Lord and will stop at nothing in order to attain it.

    Daemonic Slavemaster: Chaos Dwarf Sorcerors have mastered the art of

    summoning and binding the Daemons of other Chaos powers, and forcing them toobey their will on the battlefield. For every Sorceror in the army, you may field one

    (i.e. only one per sorceror) lesser Daemon unit, as listed in the Hordes of Chaos army

    book (i.e. a Plaguebearer, Daemonette, Horror or Bloodletter unit).

    You must pay full points for the unit and all its normal rules apply.

    Chaos Dwarf Lords

    The most powerful Warlords of the Chaos Dwarfs can order huge armies into the field

    of battle. If the career of a Warlord is seen as auspicious and Hashut chooses to

    reward him, then the Lord may be permitted to ride a mighty Taurus into battle.

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    Chaos Dwarf Lords may ride a Great Taurus. A Great Taurus is immune to fire-based

    attacks, has a 4+ save and breathes S3 fire.

    Dark Master: Chaos Dwarf Lords are the masters of hundreds, sometimes thousands

    of warriors and are justifiably feared. The best warriors a Lord commands are taken

    into the Lords retinue and accompany him to battle. For every Chaos Dwarf Lordyou field you have the option of fielding one unit of Chaos Dwarf Immortals.

    Slavemasters

    Slavemasters are the cruellest and most brutal of the Chaos Dwarf race, amassing vast

    fortunes by overseeing the enslavement of countless thousands of Orcs, Goblins and

    Humans. In battle they will usually join a unit of slaves to ensure that they carry out

    their orders exactly as intended.

    Overlord: If you have a Slavemaster in your army and he joins a unit of Greenskinslaves, then that unit becomes stubborn so long as he is in the unit. If he leaves the

    unit or is killed then the unit is no longer stubborn.

    The Slavemaster himself is not Stubborn, hence the unit will either test on the

    slavemasters modified leadership or on their own (unmodified) leadership

    whichever is highest.

    Engineers

    Chaos Dwarf engineers are barely sane. Spending their entire lives working around

    toxic fumes, demonic energies and warpstone allows them to create devices of

    unimaginable power for the Sorcerors and Lords that they serve. Inevitably, most of

    them end up mad or dead.

    Master of the Infernal Machineries: Chaos Dwarf engineers often accompany the

    Chaos Dwarf armies into battle, either to test new machines, to make sure existing

    ones are used correctly, or simply because they want to. If a Chaos Dwarf Engineer is

    included in your army then the following special rules apply:

    Chaos Dwarf Warmachines count as core rather than special. If he joins a warmachine that needs to roll to hit (such as a Bolt Thrower) then

    the war machine may roll to hit using the Engineers Ballistic Skill.

    If he joins a machine that needs to roll an artillery dice then he may reroll theartillery dice for that machine once per turn. This may be used to avoid a

    misfire.

    If more than one Chaos Dwarf Engineer is included in your army then the following

    special rule applies (in addition to the above):

    If your army includes more than one Engineer then you may purchase up totwo Hobgoblin Bolt Throwers as a single special choice.

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    CHAOS DWARF MAGIC

    Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow and Death from the

    Warhammer rulebook.

    CHAOS DWARF MAGIC ITEMS

    COMMON MAGIC ITEMS

    Sword of Striking: 20 Points

    Magic Weapon. The wielder has +1 to all his to Hit rolls in Close Combat.

    Sword of Battle: 15 PointsMagic Weapon. The wielder has +1 Attack.

    Sword of Might: 15 Points

    Magic Weapon. The wielder has +1 Strength.

    Biting Blade: 5 Points

    Magic Weapon. The wielders attacks incur an extra -1 penalty to enemy Armour

    Saves.

    Enchanted Shield: 10 Points

    Magic Armor. The wearer has +2 to their Armour Save.

    Talisman of Protection: 15 Points

    Talisman. The bearer has a 6+ ward save

    Dispel Scroll: 25 Points

    One Use Only

    Arcane Item. Automatically Dispel an enemy spell instead of making a normal Dispel

    attempt.

    Power Stone: 20 Points

    One Use Only

    Arcane Item. The bearer has +2 power dice to cast a spell.

    Staff of Sorcery: 35 Points

    Arcane Item. +1 to all Dispel rolls.

    War Banner: 25 Points

    Magical Banner. +1 Combat Resolution

    MAGIC WEAPONS

    Black Hammer of Hashut 45 Points

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    +2 Strength. Flammable targets are automatically killed if they take a single unsaved

    wound.

    Obsidian Blade: 70 Points

    No Armour Save allowed. If target takes an unsaved wound his armour and shield

    (including Magic Armour and Magic Shields) is destroyed.

    Dark Mace of Death: 55 Points

    Once per battle the wielder may make a single special attack instead of rolling to hit,

    etc as normal. All models in base contact (not the bearers mount) take D3 wounds

    with no Armour Saves allowed.

    Berserkers Axe: 60 Points

    The bearer of the axe has +2 added to their Strength, and may join a unit of Chaos

    Dwarf Berserkers if he wishes.

    Warpstone Shamshir: 50 PointsThe bearer of the axe has +2 added to their Attacks

    Whip of the Overlord: 20 Points

    Slavemasters only

    If the bearer of the Whip joins a Greenskin unit then he and his unit may reroll any

    failed Psychology test.

    Hashuts Scimitar: 25 Points

    The bearer of the Scimitar has the killing blow ability.

    MAGIC ARMOUR

    Armour of Gazrakh: 30 Points

    Gives the wearer a 1+ armor save which can't be improved in any way

    Armour of the Furnace: 45 Points

    Counts as wearing armour (4+ armour save). 5+ ward save. Wearer and his mount is

    immune to fire based attacks and spells.

    Cloak of Flayed Flesh: 15 Points

    +2 armour save versus all magical and non-magical missile fire, up to a maximum of1+. This can be combined with non-magical armour.

    TALISMANS

    Talisman of Obsidian: 100 Points

    Wearer cannot be affected by spells at all (not even friendly spells), and obviously

    cannot cast any himself. Wizards in base contact cannot cast spells.

    The Cursed Skull: 30 Points

    The possessor of the Cursed Skull gains a 5+ ward save

    Shroud of Black Fog: 30 Points

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    The Shroud grants its owner a 3+ ward save versus all magical and non-magical

    missile fire.

    ARCANE ITEMS

    Chalice of Darkness: 50 PointsYou may choose to roll a D3 at the start of either players Magic phase. Remove this

    many dice from both players magic pools.

    Staff of Hidden Terrors: 40 Points

    Grants +1 to all casting attempts

    Power Familiar: 50 Points

    +1 power dice and dispel dice, so long as the Familiars Sorceror remains alive

    Warrior Familiar: 30 Points

    So long as the Familiars Sorceror remains alive, the Familiar will deliver a Strength 5

    hit at a model in base to base contact with the wizard at the beginning of each close

    combat phase. Wounds inflicted do count towards combat res.

    Spell Familiar: 15 Points

    The Sorceror knows one more spell than he would otherwise be normally allowed.

    ENCHANTED ITEMS

    Gauntlets of Bazhrakh the Cruel: 20 Points

    +1 Strength. If the wearer rolls a 1 to hit, this blow strikes a random friendly modelin base contact instead. This could be the mount.

    Black Gem of Gnar: 35 Points

    Can be activated at the beginning of either players close combat phase, after

    challenges are issued and accepted. The bearer and one model in base contact

    (bearers choice) may not attack or be attacked for the duration of that phase. Work

    out combat resolution as normal. Steeds may not attack either. One use only.

    The Dark Brooch: 25 Points

    One use only

    The bearer may reroll any one dice, which can even be used to avoid a miscast orcause irresistible force.

    Snakebeards Telescope: 20 Points

    Engineers Only

    Ballistic Skill+1

    Manticore Venom: 15 Points

    Any mundane weapon used the owner of the manticore venom (close combat or

    ranged) counts as a poisoned weapon.

    Hooves of Hashut: 45 Points

    Bound item, power level 4

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    Magic Missile, 18 range, 3D6 Strength 2 hits.

    Powdered Dwarf bones: 25 Points

    Engineers Only

    This powder, which is a mixture of Dwarf bones and other secret ingredients, has the

    curious effect of enhancing the effect of the black powder used in blunderbusses. Ifone of your Engineers has this item then one Blunderbuss unit you field is considered

    to have one more rank than it actually does in terms of calculating the strength of the

    weapon based upon ranks (this unit must be nominated before the game starts). For

    example, if your Blunderbuss unit has two ranks then the Blunderbusses would

    normally fire at Strength 4 (base strength of three, plus one for the second rank to

    bring it up to Strength 4). However, if one of your Engineers was armed with this

    powder then when calculating the strength of the Blunderbusses that unit would be

    considered to have an extra rank when determining the Strength of the blunderbuss

    (in other words, if your Blunderbuss unit has two ranks then the Blunderbusses would

    normally fire at Strength 4 (base strength of three, plus one for the second rank to

    bring it up to Strength 4), then they would add an extra +1 for the Powdered Dwarfbones to bring it up to Strength 5, as though they had a third rank). Remember that

    blunderbusses may never have more than Strength 5, even with the Powdered Dwarf

    bones.

    Note that unlike other enchanted items this item can be taken multiple times. Each

    additional time you take it enables one more blunderbuss unit to be effected.

    MAGIC STANDARDS

    Banner of Slavery: 50 Points

    Orc, Goblin and Hobgoblin units within 12 of the banner may re-roll any failedPsychology tests.

    Banner of Eternal Servitude: 75 Points

    All models in the unit cause Fear

    Rage Banner: 60 Points

    All models in the unit get +1 Attack on the charge.

    Banner of the Raging Bull: 125 Points

    All non-Daemonic units within 6 become Stubborn (even if normally immune to

    Psychology)

    Banner of Ghostly Visions: 10 Points

    Enemy troops being charged by the unit wielding this banner may not stand and shoot

    as a charge reaction.

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    ARMIES OF THE CHAOS DWARFS

    CHOOSING CHARACTERS

    ArmyPoints value Max. TotalCharacters Max.Lords Max.HeroesLess than 2,000 3 0 3

    2,000 or more 4 1 4

    3,000 or more 6 2 6

    4,000 or more 8 3 8

    Each +1,000 +2 +1 +2

    CHOOSING TROOPSArmy

    Points value

    Core

    Units

    Special

    Units

    Rare

    UnitsLess than 2,000 2+ 0-3 0-1

    2,000 or more 3+ 0-4 0-2

    3,000 or more 4+ 0-5 0-3

    4,000 or more 5+ 0-6 0-4

    Each +1,000 +1 minimum +0-1 +0-1

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    LORDS

    Chaos Dwarf Lord 145 points

    Chaos Dwarf

    Lord

    M WS BS S T W I A Ld

    3 7 4 4 5 3 4 4 10Great Taurus 6 5 0 6 5 4 3 4 6

    Weapons: Hand weapon and dark metal armour

    Options:

    May choose a mix of items from the common or Chaos Dwarfs magic item listwith a maximum total value of 100 points.

    May have a great weapon (+6 pts) and/or a pistol (+10 points). May have a shield (+3 pts). A Chaos Dwarf Lord may ride a Great Taurus (+230 pts)

    Special Rules: Dark Master

    Sorceror Lord 190 points

    Sorceror

    LordM WS BS S T W I A Ld

    3 4 3 4 5 3 1 1 10

    Lammasu 6 3 0 5 5 4 2 2 8

    Weapons: Hand weapon

    Magic: A Sorceror Lord is a level 3 wizard. This may be increased to Level 4 at a

    cost of +35 points. Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow

    and Death

    Options:

    May choose a mix of items from the common or Chaos Dwarfs magic item listwith a maximum total value of 100 points.

    A Sorceror may ride a Lammasu (+200 pts) If you wish then the Sorceror Lord can have begun the process of petrification,

    in which case he may buy any of the following upgrades (these do not count as

    magic items):

    o Stoneskin: W.+1 25 pointso The Stone Everlasting: T.+1 35 pointso Stonesoul: model gains the Regeneration ability 50 points

    Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow and Death

    Special Rules: Daemonic Slavelord0-1 Bull Centaur Lord 170 points

    Bull Centaur

    Lord

    M WS BS S T W I A Ld

    7 6 3 5 5 3 5 5 9

    Weapons: Hand weapon and dark metal armour

    Options:

    May choose a mix of items from the common or Chaos Dwarfs magic item listwith a maximum total value of 100 points.

    May have an additional hand weapon (+6 pts) or great weapon (+6 pts). May have a shield (+3 pts).

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    HEROES

    Chaos Dwarf Hero 65 points per model

    Chaos

    Dwarf Hero

    M WS BS S T W I A Ld

    3 6 4 4 5 2 3 3 9Weapons: Hand weapon and dark metal armour

    Options:

    May choose a mix of items from the common or Chaos Dwarfs magic item listwith a maximum total value of 50 points.

    May have an additional hand weapon (+4 pts) or great weapon (+4 pts). May have a shield (+2 pts).

    Chaos Dwarf Sorceror 65 points per model

    Chaos Dwarf

    Sorceror

    M WS BS S T W I A Ld

    3 4 3 3 4 2 2 1 9

    Weapons: Hand weaponMagic: A Sorceror Lord is a level 1 wizard. This may be increased to Level 2 at a

    cost of +35 points. Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow

    and Death

    Options:

    May choose a mix of items from the common or Chaos Dwarfs magic item listwith a maximum total value of 50 points.

    Special Rules: Daemonic Slavemaster

    Bull Centaur Hero 100 points per model

    Bull Centaur

    Hero

    M WS BS S T W I A Ld7 5 3 4 5 2 4 4 9

    Weapons: Hand weapon and dark metal armour

    Options:

    May choose a mix of items from the common or Chaos Dwarfs magic item listwith a maximum total value of 50 points.

    May have an additional hand weapon (+4 pts) or great weapon (+4 pts). May have a shield (+2 pts).

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    Hobgoblin Hero 40 points per model

    Hobgoblin

    HeroM WS BS S T W I A Ld

    4 5 3 4 4 2 3 3 7

    Wolf 9 3 0 3 3 1 3 1 3

    Weapons: Hand weapon

    Options: May choose a mix of items from the common or Chaos Dwarfs magic item list

    with a maximum total value of 50 points.

    May have an additional hand weapon (+6 pts) or great weapon (+6 pts). May have light armour (+3 pts), heavy armour (+6 pts) and/or a shield (+3 pts). A Hobgoblin Hero may ride a Wolf (+12 pts). If on a Wolf then he will

    follow the rules forfast cavalry

    Chaos Dwarf Slavemaster 85 points per model

    Slavemaster

    M WS BS S T W I A Ld

    3 6 4 4 5 2 3 3 9Weapons: Hand weapon

    Options:

    May choose a mix of items from the common or Chaos Dwarfs magic item listwith a maximum total value of 50 points.

    May have an additional hand weapon (+4 pts) or great weapon (+4 pts). May have light armour (+2 pts), heavy armour (+4 pts) and/or a shield (+2 pts).

    Special Rules: Overlord

    Chaos Dwarf Engineer 85 points per model

    Chaos

    Dwarf Hero

    M WS BS S T W I A Ld

    3 4 5 4 4 2 2 2 9

    Weapons: Hand weapon and dark metal armour

    Options:

    May choose a mix of items from the common or Chaos Dwarfs magic item listwith a maximum total value of 50 points. May have an additional hand weapon (+4 pts) or great weapon (+4 pts). May have a shield (+2 pts).

    Special Rules: Master of the Infernal Machineries

    Army Battle Standard:One Chaos Dwarf Hero or Bull Centaur Hero may carry the Battle Standard 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 except light or heavy armour.A Battle Standard Bearer may not be your army general.

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    CORE UNITS

    Chaos Dwarf Warriors 9 points per modelChaos Dwarf

    WarriorsM WS BS S T W I A Ld

    3 4 3 3 4 1 2 1 9Champion 3 4 3 3 4 1 2 2 9

    Unit Size: 10+

    Weapons and Armour: Hand weapon, heavy armour and shield

    Options:

    May either have a great axe (+2 pt/model) or replace their shield with aBlunderbuss (+3 pt/model)

    Upgrade one Chaos Dwarf Warrior to a musician for +5 pts. Upgrade one Chaos Dwarf Warrior to a standard bearer for +10 pts. Upgrade one Chaos Dwarf Warrior to a champion for +10 pts.

    Special rules:Mainstay Unit

    Hobgoblins 3 points per model

    HobgoblinM WS BS S T W I A Ld

    4 3 3 3 3 1 2 1 6

    Champion 4 3 3 3 3 1 2 2 6

    Wolf 9 3 0 3 3 1 3 1 3

    Unit Size: 10+ (5+ if mounted on wolves)Weapons and Armour: Hand weapon

    Options:

    May have a bow (+3 pt/model) May have light armour (+1 pt/model) and/or shield (+1 pt/model) May ride Wolves (+9 pt/model) Upgrade one Hobgoblin to a musician for +10 pts. Upgrade one Hobgoblin to a standard bearer for +10 pts. Upgrade one Hobgoblin to a champion for +10 pts.

    Special rules: Hobgoblins do not count towards the minimum number of core troops

    required in the army. If Hobgoblins are mounted on wolves then they are fast cavalry

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    SPECIAL UNITS

    Orc Boyz (see the entry in the Orc and Goblin Army Book)

    Goblins (see the entry in the Orc and Goblin Army Book)

    Arrer Boyz (see the entry in the Orc and Goblin Army Book)

    0-1 Black Orcs (see the entry in the Orc and Goblin Army Book)

    Death Rocket 80 points per model

    Death

    Rocket

    M WS BS S T W I A Ld

    7 3

    Crew 3 4 3 3 4 1 2 1 9

    Unit Size: 1 warmachine and 2 Chaos Dwarf crew

    Equipment: Hand weapon and heavy armourSpecial rules: Treat as a stone thrower in the rulebook with the following exceptions:

    You may only guess up to 48 for range. Use the cannon misfire table if you roll a

    misfire and an arrow. However, if you roll a hit and a misfire the rocket hits the

    ground where you aimed and then shoots off in a random direction before exploding.Roll 4D6 for the distance the rocket moves (in the direction of the arrow on the hit

    symbol), and resolve the explosion there. It does no damage where it lands originally.

    Hobgoblin bolt thrower 30 points per model

    Bolt

    ThrowerM WS BS S T W I A Ld

    7 3

    Crew 4 3 3 3 3 1 2 1 6

    Unit Size: 1 warmachine and 2 Hobgoblin crew

    Equipment: Hand weapon

    Special rules: see the Warhammer rulebook for details

    Chaos Dwarf Warmachine 100 points per model

    Whirlwind/

    TenderiserM WS BS S T W I A Ld

    5 5 4Boar Centaur 7 4 5 3 2 9

    Unit Size: 1

    Crew: One Boar CentaurEquipment: The Boar Centaur is equipped with a hand weapon. The Chariot has

    scythed wheels.

    Armour Save: 3+

    Special rules: Whirlwinds and Tenderisers count as Chariots in all respects.

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    Chaos Dwarf Immortals 12 points per model

    Chaos Dwarf

    Immortal

    M WS BS S T W I A Ld

    3 5 3 4 4 1 2 1 9

    Champion 3 5 3 4 4 1 2 2 9

    Unit Size: 10+

    Weapons and Armour: Hand weapon, heavy armour and great weaponOptions:

    May have a shield (+1 pt/model) Upgrade one Chaos Dwarf Immortal to a musician for +6 pts. Upgrade one Chaos Dwarf Immortal to a standard bearer for +12 pts. Upgrade one Chaos Dwarf Immortal to a champion for +12 pts. A Standard Bearer may carry a magic standard worth up to 50 pts.

    Special rules: Stubborn, Can only be taken if your army includes a Chaos Dwarf

    Lord

    Minotaurs 40 points per model

    MinotaurM WS BS S T W I A Ld

    6 4 3 4 4 3 4 3 8

    Bloodkine 6 4 3 4 4 3 4 4 8

    Unit Size: 3+

    Weapons and Armour: Hand weapon

    Options:

    A unit may be equipped with either an additional hand weapon (+4 pts/model)or a great weapon (+6 pts/model)

    Any unit may be equipped with light armour (+3 pts/model) Upgrade one Minotaur to a standard bearer for +20 pts. Upgrade one Minotaur to a Bloodkine for +20 pts. A Standard Bearer may carry a magic standard worth up to 50 pts.

    Special rules: Cause Fear, Bloodgreed

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    RARE UNITS

    Bull Centaurs 20 points per model

    Bull

    Centaur

    M WS BS S T W I A Ld

    7 4 3 4 4 1 3 2 9Champion 7 4 3 4 4 1 3 3 9

    Unit Size: 5+

    Weapons and Armour: Hand weapon, great axe, light armour and shield

    Options:

    May swap great axe for additional hand weapon May upgrade light armour to heavy armour (+1 pt/model) Unit strength 2 per model Upgrade one Bull Centaur to a musician for +15 pts. Upgrade one Bull Centaur to a standard bearer for +15 pts. Upgrade one Bull Centaur to a champion for +15 pts. A Standard Bearer may carry a magic standard worth up to 50 pts.

    Earthshaker 110 points per model

    EarthshakerM WS BS S T W I A Ld

    7 3

    Crew 3 4 3 3 4 1 2 1 9

    Unit Size: 1 warmachine and 3 Chaos Dwarf crew

    Equipment: Hand weapon and heavy armour

    Special rules: Treat as a stone thrower in the rulebook with the following exceptions.

    You may only guess between 12 and 48 for range. Use the cannon misfire table. In

    addition to normal damage, roll 2D6 once you have worked out where the shell lands.

    Any troops within this distance in inches from the centre of the template move at half

    rate in their next turn and may not shoot missile weapons. War machines caught inthe area may only fire on a 4+.

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    Chaos Dwarf Berserkers 16 points per modelChaos Dwarf

    BerserkerM WS BS S T W I A Ld

    3 4 3 3 4 1 2 1 10

    Champion 3 4 3 3 4 1 2 1 10

    Unit Size: 5-30

    Weapons and Armour: Two hand weapons, great weapon, heavy armour and shield Options:

    May swap great axe for additional hand weapon Upgrade one Berserker to a musician for +6 pts. Upgrade one Berserker to a standard bearer for +12 pts. Upgrade one Berserker to a champion for +15 pts.

    Special rules: Frenzy, No Lord or Hero may join the unit