I doubt many people here will remember, but I was part of a project group that was working on a complete book for about 18 months.��Most people lost interest back in Feb, so we stopped.
We were working on not just the list, but a complete re-write of fluff, new art, and some models as well.��For anyone interested, here is the link: http://www.tabletopwelt.de/forum/forumdisplay.php?f=130.��You can’t just register and post there as you need permission to join that project.��I recommend people take a look over there though as there is tonnes of cool art.
I’m proud of what we achieived, and though it was so close to being completed, it wasn’t quite.��Its pointless trying to imagine how many hours have gone into this, probably in the hundreds, with countless emails and messenger conversations.��I am planning to complete this in paper form by the end of september.��Maybe next year I will finally get it online as a pdf.
I think Revlid is the only member on CDO who was a part of this, so thanks to him for providing all the magic items, and helping on some other parts.
As I have countless versions of this list, I know this won’t be the most complete version.��Its the only one with all the web form��editing [ i][ b] etc.
The fluff behind all the units is here
All the finished fluff is here
Note as well that my views on certain things have changed since this, so there may be a few changes in the list yet to come.
Iron Will: Chaos Dwarf units march with a grim discipline. This means infantry sized Chaos Dwarf units may march move even if there are enemy within 8" (note: this rule does not apply to Expendable units).
Unyielding: As harsh and unyielding as the environment they control, infantry sized Chaos Dwarf units flee and pursue 2D6"-1 instead of the normal 2D6" (note: this rule does not apply to Expendable units).
Specific Entry Special Rules:
Expendable: With the exception of a Hobgoblin Khan (who may only join a unit of Hobgoblin infantry or cavalry), no characters may join an Expendable unit. Fleeing Expendable units do not cause panic amongst any unit other than those with the Expendable rule. Also, Expendable units do not count towards the minimum number of core units required.
Animosity: All Hobgoblins are Greenskins, and as such are prone to the infighting and bickering normally associated with others in that race. At the start of each turn of the Chaos Dwarf player all units of Hobgoblins, including Sneaky Gits and Great Wolf Riders, have to test for animosity, if they suffer from animosity, roll a D6 and check the result on the table below. If the unit consists of less than five models, or is fleeing or in close combat it is exempt from this test. Hobgoblin Khans will be affected by the same animosity as any Hobgoblin unit they join.
Hobgoblin Animosity Chart:
1. No one’s lookin’, kill 'em.
Knife 'em lads, those boyz are as soft as da slaves, kill ‘em all.
If your unit is armed with missile weapons then this turn it will halt and shoot the nearest Expendable unit. The target must be of a kind that currently has to take Animosity or Slave Animosity tests, even Hobgoblins wouldn’t risk incurring the wrath of the Chaos Dwarfs. Work out the effects of shooting immediately. Assume that individuals can turn to shoot to their side or rear without any penalties, you don’t need to worry about moving the models themselves. Note that all shots are worked out at the start of this turn, rather than in the Shooting phase. A unit which has shot cannot do anything else that turn. If there is no suitable Expendable unit within missile range the unit will Squabble instead (see next rule).
If your unit is not armed with a missile weapon, then it will charge the nearest Expendable unit only if it is currently able to do so. The target of the charge must be of a kind that currently has to take Animosity or Slave Animosity tests. The attacking unit must charge to its front and must be able to charge this unit as if it were an enemy. If there is no suitable Expendable unit within charge range the unit will Squabble instead (see next rule).
A unit able to charge is moved against its target, and fights using its usual rules. Once both units have fought, move the units 1" apart. They can be turned to face a different direction if desired. Do not calculate combat results. Both units will not be able to do anything for the rest of the turn. A unit that has been charged does not then have to test for animosity if it has not already done so.
What? Zorgat dat stinky git is paid more than me!
A minor dispute grows into a general riot as punches are thrown and curses made. This prevents all moving and shooting this turn. The unit can do nothing this turn as the Khagan gives them all a good bashin’.
6. We’re da best.
Come on ladz, we want da gold. Charge!
Determined to get to the enemy first and secure their gold bonus, the Hobgoblin unit moves a full normal move (not a march move) towards the nearest enemy unit, deducting the usual penalties for terrain, turning etc. The unit must move to get as close to the enemy as possible, and cannot move less unless there is an uncrossable obstacle or another unit in the way. If the unit moves into an enemy unit is counts as having charged
This extra move is an exception to the normal turn sequence, and units affected by this result will no longer be considered as suffering for Animosity this turn. It may still move in the Movement phase, shoot and fight as normal. If this extra move brings you into charge range, you may then declare a charge in your Movement phase if you wish.
SORCERERS, HIGH SORCERERS:��Stony Skin
������������M����ASBROTHERHOOD OF HASHUT, CENTAUR GUARD:��Hashut’s Chosen
Level 1���� 3���� -
Level 2���� 2����6+
Level 3���� 1����5+
Level 4���� 0����4+
As the unit defends the honour of Hashut and his sorcerers the mighty God delivers them with a protecting magical shield. The unit and any character that is with them receive a magical resistance (MR) of (1).
Before the game begins, after the deployment of troops, choose one spot on the battlefield and mark it. This is the point from which the Berserkers will emerge.
At the start of each of your Movement Phases after the first, before charges are declared, roll a D6 to see if the Berserkers emerge.
D6 Roll Required��Turn Number
When they do emerge, roll a Scatter Dice and an Artillery Dice to see where they scatter. Move the marker in the direction indicated by the Scatter Dice, the distance indicated by the Artillery Dice. Place the Berserker unit on the table so that at least one model of the unit is touching the marker. If the unit emerges with any model in contact with one or more enemy units, they are placed in combat in the front of one of the units (controlling player’s choice) and count as making a frontal charge. If the unit Scatters off the table, they are removed from the game, but the opponent does not recieve Victory Points for them. If a Misfire is rolled, consult the below chart.
1. Consumed by Chaos
The unit is killed.
The Berserker unit emerges at the selected point, but may not charge this turn.
Your opponent may place the Summon marker anywhere on the field.
Daemonic Attacks: As they are controlled by daemons, the machine makes magical attacks.
Daemonic Aura: The models receive a 6+ ward save.
Arcane Engineers are highly skilled in all aspects of engineering having spent a lifetime studying the workings of machines.��
Any warmachine or Rocketeers unit that the Arcane Engineer joins may re-roll on their misfire table
If he joins a Rocketeer unit, they may use his Ballistic Skill instead.
o Soul Reaper
If he joins a Soul Reaper you may re-roll one of the D6’s when firing.
o Earthshaker or Hellcannon
If he joins an Earthshaker or Hellcannon, the player may re-roll any single D6, be it an artillery dice or when testing to Rampage.
If an Arcane Engineer on foot, or any character riding a Mechanical Mount joins a Battlerager unit, that unit can have any number of Automaton Upgrades.
- - - - - - - - - - - - - - - - - - - -
Any model armed with a Blunderbuss projects a 20mm wide template 12" straight forward. If the model is part of (or joins) a unit of Blunderbussiers, this counts as a single template. Any enemy model or unit within this is a potential target and is hit based on Ballistic Skill. If the Blunderbuss armed model is part of (or joins) a Blunderbussier unit, the front rank may add +1 to hit for each complete rank behind the first up to a maximum of +2. The Blunderbusses do not suffer from the long range modifier (all other penalties apply as normal). All hits from a Blunderbuss are resolved at S3. The Blunderbuss is a move and shoot weapon.
Stand and Shoot:
Rule as normal from the Battle Rule Book, but with two exceptions. Blunderbuss armed models do suffer from a stand and shoot penalty since their guns are easy to load but have a very short range. The fire counts as a Concentrated Volley at the charging unit. No other units can be hit.
If an enemy model or unit is within the template firezone and within Line of Sight, a Blunderbuss armed unit may elect to concentrate fire on this target alone. This is bad news for the target concerned as the concentrated volley is the most devastating of all.��When firing a concentrated volley, roll one dice to hit for each Chaos Dwarf in the front rank, applying modifiers as normally. Resolve all hits against the target as you would for normal shooting. If the models being fired at consists of a chariot, character riding a monster, or other multiple targets, randomly distribute hits exactly as for normal shooting.
Forged from the toughest metals known to the Chaos Dwarfs and��reinforced with slabs of granite or marble, these suits of armour are very heavy to wear and fight in.��So much so that wearers will often wear them even when not in battle to improve their endurance.
Rules:��Stone Armour gives a 3+ Armour Save.