Lord Zarkov:
Just thought I’d transfer this here
Lots of names need changing really, but most of the rules appear balanced; although they still need work I think
Warriors
M Ws Bs S T W I A Ld3 4 3 3 4 1 2 1 98 Points
Unit size: 10+
Equipment: Hand weapons, heavy armour
-May take shields for +1 point
-May take Great weapons for +2 points
-Upgrade one Warrior to Musician for +5 points
-Upgrade Warrior to Standard bearer for +10 points
-Promote one Warrior to Champion for +10 points
Chaos Dwarf Lord (other ideas?)
M WS BS S T W I A Ld3 7 4 4 5 3 4 4 10140points
Equipment: Hand weapon, Heavy armor.
-May take a Great weapon for +6 points, or an additonal hand weapon for +6 points…
-May take Darkmail for +6 points and/or Shield for +3 points.
-May ride on a Great Taurus (+230).
-May choose magic items from the Common or Chaos Dwarf magic item list for a maximum value of 100 points.
Chaos Dwarf OverseerM WS BS S T W I A Ld3 6 4 4 5 2 3 3 970 points
Equipment: Hand weapon, Heavy armour
-May take Great weapon for +4 points, or an additional hand weapon for +4 points.
-May upgrade heavy armour to Darkmail for +4 points and/or shield for +2 points
-May take magic items from the common or Chaos Dwarf magic item list for a maximum value of 50 points
Immortals of Hashut
May buy one extra unit for each Sorcerer Lord in the army. Takes up one special choice.M Ws Bs S T W I A Ld3 5 3 4 4 1 2 1 9
Points: 17
Unit size: 10+
Equipment: Hand Weapon, Great Weapon, Shield, Darkmail Armour
-May swap Great weapons for Spears for free.
-Upgrade one Immortal to a musician for +6 points
-Upgrade one Immortal to a standard bearer for +12 points
-Upgrade one Immortal to a champion for +12 points
-One unit may take a magic banner for up to 50 points
Special rules: Immune to Psychology, Obsidian weapons
Obsidian weapons: -1 to enemy armour saves
Darkmail Armour: 5+ armour save. Armour save is reduced by one less than usual (i.e. a s4 attack has no modifier, while a s5 attack only reduces the save by 1, etc. Attacks that ignore armour saves obviously totally ignore this armour.)
Hobgoblin WarriorsM Ws Bs S T W I A Ld4 3 3 3 3 1 3 1 63 pts/model
Unit size: 10+
Equipment: Hand weapon, Shield
-May take spears for +1 point/model
-May take light armour for +1 point/model
-Upgrade one Hobgoblin to a Musician for +5 points
-Upgrade one Hobgoblin to a Standard bearer for +10 points
-Promote Hobgoblin to Champion for +10 points
Special rules: Cowardice
Hobgoblin ArchersM Ws Bs S T W I A Ld4 3 3 3 3 1 3 1 65 pts/model
Unit size: 10+
Equipment: Hand weapon, Bow
-May take light armour for +1 point
-May take shields for +1point
-Upgrade one Hobgoblin to a Musician for +5 points
-Upgrade one Hobgoblin to a Standard bearer for +10 points
-Promote Hobgoblin to Champion for +10 points
Special rules: Cowardice
Hobgoblin Wolfriders
M Ws Bs S T W I A Ld4 3 3 3 3 1 3 1 6
11 Points/model
Unit size: 5+
Equipment: Hand weapon, Wolf
-May take Spears for +1 point/model or bows for +3 points/model.
-May take Shields for +1 point/model and/or Light Armour for +1 point/model*
-Upgrade one Hobgoblin to Musician for +7points
-Upgrade one Hobgoblin to Standard bearer for +14 points
-Promote Hobgoblin to Champion for +14 points
Special rules: Cowardice, Fast cavalry
*If hobgoblin wolfriders take light armour AND shields, they lose their fast cavalry ability.
Note: Hobgoblin warriors, bowmen and wolfriders do not count towards the minimum amount of core units required in an army.
Cowardice
roll a dice at the beginning of each turn, on a roll of a 1 roll a dice and consult the following table:
1: Dem humies look scary!: Hobgoblins automatically take a panic test.
2-5: Cower: Hobgoblins Squabble
6: Da maztaz are lookin at us funny!: Hobgoblins move towards the nearest enemy unit and charge if possible.
Sorcerer-Lord of Hashut
M Ws Bs S T A W I Ld3 4 3 3 5 1 3 1 10
Points: 185
Equipment: Hand weapon
Magic: The Sorceror-Lord is a Level 3 Wizard. He may select from the lores of Fire, Shadow, Metal or Hashut
Options:
- May be upgraded to a Level 4 Wizard for +35 points.
- May take up to 100 points of equipment from the common or Chaos Dwarf Magic Items list.
- He may either ride a lammasu for +80 points or be carried in a palanquin for +70 points.
The Palanquin:
This should be modeled on [the base that takes up 4 cd bases] and consistes of a throne and 4 bearers
This grants +2 Ws5 S4 attacks from the front two bearers and gives him +4 to his US; however as he is lowerd after movemet he may still be protected by ‘look out sir’ and is always treted as infantry except in the case that he MAY be targeted if outide a unit as the groups large enought o be picked out.
In addition as the bearers are heavily armoured and only the most ancient, immobile, sorcerers are usually caried in this way, he gains a 2+ armour save that does not affect his spell casting.
Sorcerer-Priest of Hashut
M Ws Bs S T A W I Ld3 4 3 3 4 1 2 2 9
Points: 65
Equipment: Hand weapon
Magic: The Priest is a Level 1 Wizard who. He may select from the lores of Fire, Shadow, Metal or Hashut.
Options:
-May be upgraded to a Level 2 Wizard for +35 points
-May take up to 50 points of equipment from the common or Chaos Dwarf magic items list
Arcane engineer
M Ws Bs S T W I A Ld3 4 5 4 4 2 2 2 9
Equipment: Heavy armour, Hand weapon
Options:
-May buy a blunderbuss or a Arcane Pistol (+10pts)
-May be upgraded to a Daemonsmith for +35 points and looses heavy armour.
-If neitehr of the above options is taken he may take one experimental weapon
-May choose magic items from the CD or common magic item list for a maximum value of 50 points.
Special rules:
Artillery master: If joined by an Arcane Engineer, the non-daemonic warmachine may make two range guesses and choose which one to use aswell as counting as a crew member.
*Daemonsmith: If the Arcane Engineer is upgraded to a Daemonsmith, he may join Daemonic warmachines and may count as a crew member, if he does the machine will not Rampage.
He is also a lvl1 wizard using the lore of metal. A daemon smith does not benefit from the ‘Artillary Master’ Special rule but does allow you to re-roll the result on the misfire table
For both
Arcane Pistol: R8 S5 Ap Pistol (like the skaven one but -2 R and withut ‘reliable’)
Engeneer only (i.e. not for DS) Experimental weapons
Shouder Missile 25pts:
R18, S5, MOF, AP
Explosive: for each hit make D3 rolls to wound, and every wounded model takes d3 wounds
Experimental: on a roll of a 1 to hit the rocket misfires, make a single roll to wound against the firing model at S5 doing D3 wounds
Grenade 10pts:
R8 S5 thrown weapon, if the shot hits make D6 rolls to wound, distributes as normal. (Skirmishers take D3?)
Spiral Bore Handgun 10pts:
R30, S4, Ap, MOF. +1 to hit, on a roll of a 1 to hit it jamms and an entire shooting phase is required to fix it