Far to the east in the ash-strewn lands of the Chaos Dwarfs lie the towers of Zharr Naggrund. In these blackened spires the Chaos Dwarfs plot their overthrow of the west and their eventual dominion over the world. Any unit of foot troops or Hobgoblin Wolfboyz in the army may upgrade a model to a Champion, musician or standard bearer for +10 points each. Any unit of Bull Centaurs in the army may upgrade a model to a Champion, musician or standard bearer for +15 points each. A Champion will have +1A. A standard bearer from the following units may carry a magic banner worth up to 50 points: Chaos Dwarf Warriors, or Bull Centaurs. The following spocial rules apply to the Chaos Dwarf army.
SORCERER LORD, 0-1 BULL CENTAUR LORD
Equipment: Hand weapon. A Sorcerer Lord may not have other equipment. 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 Chaos Dwarf Lord may ride a Great Taurus (+230 pts). A Sorcerer Lord may ride a Lammasu (+200 pts). Special Rules: A Sorcerer Lord is a lovel 3 wizard. This may be increased to level 4 at a cost of +35 points. Great Taurus and Lammasu are large targets, cause terror and can fly. A Great Taurus is immune to fire-based attacks, has a 4+ save and breathes S3 fire. A Lammasu gives its rider +2 Dispel dice to dispel each spell that affects them. CHAOS DWARF SORCERER, BULL CENTAUR HERO, HOBGOBLIN HERO
Equipment: Hand weapon. A SorcGrer may not have other equipment. 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). A Hobgoblin Hero may ride a wolf (+12 pts). One Chaos Dwarf or Bull Centaur 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 so 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. Special Rules: A Sorcerer is a level 1 wizard. This may be increased to level 2 at a cost of +35 points.
Unit Size: 10+ Equipment: Hand weapon, heavy armour and shield. May either have a Great axe (+2 pts) or replace their shield with a blunderbuss (+3 pts).
Unit Size: 10+ Equipment: Hand weapon. May have bow (+3 pts). May have light armour (+1 pt) and/or shield ( + 1 pt). May ride wolves (+9 pts). Special rules: IMPORTANT: Hobgoblins do not count towards the minimum number of Core units required in the army ie you must have some units of Chaos Dwarf Warriors regardless of the number of Hobgoblins present. If Hobgoblins are mounted on wolves they are fast cavalry. GOBLINS See the entries in the Orcs & Goblins list.
Unit Size: 1 war machine with 2 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 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. See the entry in the Orcs & Goblins list.
Unit Size: 1 war machine with 2 Hobgoblin crew. You may take up to 2 Hobgoblin Bolt Throwers as a single Special choice. Equipment: Hand weapon. Special rules: See the Warhammer rulebook for details.
Unit Size: 10+ Equipment: Two hand weapons. Special rules: Poisoned attacks. Enemy units may never lap round Sneaky Gits. Sneaky Gits may always lap round any number of models against enemy units regardless of whether they won the round of combat or not.
Unit Size: 5+ Equipment: Hand weapon, Great axe, light armour and shield. May swap Great axe for additional hand weapon for free. May upgrade light armour to heavy armour (+1 pt). Special rules: Bull Centaurs have a Unit Strength of 2 рeг model.
Unit Size: 1 war machine with 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 in the area may only fire on a 4+. You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook. Black Hammer of Hashut (magic weapon): Obsidian Blade (magic weapon): Dark Mace of Death (magic weapon): Armour of Gazrakh (magic armour): Armour of the Furnace (magic armour): Talisman of Obsidian (talisman): Gauntlets of Bazhrakk the Cruel (enchanted item): Black Gem of Gnar (enchanted item): Chalice of Darkness (arcane item): Banner of Slavery (magic banner): |