[Archive] Experimental Chaos Dwarf Army List

wallacer:

This is something i’ve been tinkering around with for a while.  It is an experimental Chaos Dwarf Army List.  It is based around the Ravening Hordes army list.

I Have updated the rules to reflect changes in 7th edition, and have brought the stats and points into line with what is in the regular Dwarf army book.  Most of the new units that have been added are basically just renamed Dwarf units.

I’ve also corrected some of the more glaring issues in the Ravening Hordes list that seem to annoy people (limitless 2 point Hobgoblin units, fast Bull Centaurs etc.)

There are also quite a lot of new magic items and special rules.

I guess the bottom line is: would you be willing to play this army list?

Oh yeah, and I apologise for the crappy text formatting.  It’s not easy to get it looking right in a forum post  :?   If anyone has too much trouble reading the stats then I can print you out a copy of the army list.

CHAOS DWARF ARMY LIST

Special Rules:


� Chaos Dwarf units flee and pursue 2D6-1� rather than 2D6�.

� 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 unit�s fire.

� Chaos Dwarfs and Bull Centaurs ignore panic tests for breaking and fleeing Orc and Goblin units of all types.

� 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.

� Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow and Death from the Warhammer rulebook.

� Bull Centaurs and Bull Centaur Lords count as infantry for the purposes of using Great Weapons and the +1 hand weapon/shield armour save bonus in combat.  In all other respects they are Cavalry.

Daemonic Slavemaster: Chaos Dwarf Sorcerors 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 in the army, you may field one (i.e. only one per sorceror) lesser Daemon unit, as listed in the Daemons of Chaos army book (i.e. a Plaguebearer, Daemonette, Horror or Bloodletter unit).

You must pay full points for the unit and all it�s normal rules apply.

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 Daemons 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 it�s normal rules apply.

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 Lord�s retinue and accompany him to battle.  For every Chaos Dwarf Lord you field you have the option of fielding one unit of Chaos Dwarf Immortals.

Overlord: If you have a Slavemaster in your army and he joins a unit of Greenskin slaves, then that unit becomes stubborn (as does the overlord) 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 unless he has a unit around him for protection, hence he will also cease to be stubborn if he leaves the unit.

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 Engineer�s Ballistic Skill.

� If he joins a machine that needs to roll an artillery dice then he may reroll the artillery 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 to two Hobgoblin Bolt Throwers as a single special choice.

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.

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 Points

Magic 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 wielder�s 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

+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 bearer may make a single special attack instead of rolling to hit, etc as normal. All models in base contact (not the bearer�s mount) take D3 wounds with no Armour Saves allowed.

Berserker�s 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 Points

The 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.

Hashut�s 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 of 1+.  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

The Shroud grants it�s owner a 3+ ward save versus all magical and non-magical missile fire.

ARCANE ITEMS

Chalice of Darkness: 50 Points

You may choose to roll a D3 at the start of either player�s Magic phase.  Remove this many dice from both player�s 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 Familiar�s Sorceror remains alive

Warrior Familiar: 30 Points

So long as the Familiar�s 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 model in base contact instead.  This could be the mount.

Black Gem of Gnar: 35 Points

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 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 or cause irresistible force.

Snakebeard�s 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

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

MAGIC STANDARDS

Banner of Slavery: 50 Points

Orc, Goblin and Hobgoblin units within 12� of the banner may re-roll any failed Psychology 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.

LORDS

Chaos Dwarf Lord 145 points

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Great Taurus

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Weapons: Hand weapon and dark metal armour

Options:

� May choose a mix of items from the common or Chaos Dwarfs magic item list with a maximum total value of 125 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 140 points

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Lammasu

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Weapons: Hand weapon and dark metal armour

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 list with a maximum total value of 150 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 points

o The Stone Everlasting:  T.+1 35 points

o Stonesoul:  model gains the Regeneration ability  50 points

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

Special Rules: Daemonic Slavelord

0-1 Bull Centaur Lord    170 points

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Weapons: Hand weapon and dark metal armour

Options:

� May choose a mix of items from the common or Chaos Dwarfs magic item list with a maximum total value of 100 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).

HEROES

Chaos Dwarf Hero 65 points per model

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Weapons: Hand weapon and dark metal armour

Options:

� May choose a mix of items from the common or Chaos Dwarfs magic item list with a maximum total value of 75 points.

� May have an additional hand weapon (+4 pts) or great weapon (+4 pts).  

� May have a shield (+2 pts).

Chaos Dwarf Sorceror       70 points per model

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Weapons: Hand weapon and dark metal armour

Magic: 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 list with a maximum total value of 75 points.

Special Rules: Daemonic Slavemaster

Bull Centaur Hero 100 points per model

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Weapons: Hand weapon and dark metal armour

Options:

� May choose a mix of items from the common or Chaos Dwarfs magic item list with a maximum total value of 75 points.

� May have an additional hand weapon (+4 pts) or great weapon (+4 pts).  

� May have a shield (+2 pts).

Hobgoblin Hero 40 points per model

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Wolf

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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 for fast cavalry

Chaos Dwarf Slavemaster   85 points per model

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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 (+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

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Weapons: Hand weapon and dark metal armour

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 (+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.

CORE UNITS

Chaos Dwarf Warriors         9 points per model

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Champion: A+1

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 a Blunderbuss (+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.

� A Standard Bearer may carry a magic standard worth up to 50 pts.

Special rules:  Mainstay Unit

Hobgoblins        3 points per model

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Champion: A+1

Wolf

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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

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

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Crew

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Unit Size: 1 warmachine and 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.

Hobgoblin bolt thrower      30 points per model

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Crew

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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/ Tenderiser

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Boar Centaur

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Unit Size:  1

Crew:  One Boar Centaur

Equipment:  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.

Chaos Dwarf Immortals 12 points per model

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Champion: A+1

Unit Size: 10+

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

Options:  

� 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



RARE UNITS


Bull Centaurs 20 points per model

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Champion: A+1

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

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Crew

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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 in the area may only fire on a 4+.

Chaos Dwarf Berserkers 16 points per model

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Champion: A+1

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

� May upgrade light armour to heavy armour (+1 pt/model)

� 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:  Unbreakable, Frenzy, No Lord or Hero may join the unit