Hobgoblyn:
Okay, here is a large army list of stuff that has been “finished” or at least not commented on for a while based on the Chaos Dwarf list I was trying to create by pulling everyone’s various ideas together into a single list and having similar units competing with each other. Now, this list has a HUGE glaring hole right now and that is that none of the army special rules and especially the War Machines have been left undone. Even so, here is what we have right now.
I’d like to see a lot more work to be done on the War Machines section as this is nearly the entire Special and Rare section of the Chaos Dwarves army list. I have a thread for that right here:
https://discourse.chaos-dwarfs.com/t/5633
Once we have worked out which War Machines we will keep and which we will discard I’ll move them in here and then we can work on the army special rules and the magic item options.
I worked out various point costs here using the Dwarf book, the Empire book, the O&G book and relied on the Ravening Hordes list where there was no good guide to work with (there weren’t many of those). So while some of these costs vary quite a bit from the current Ravening Hordes list I am 70% confident that they are balanced. Still, look them over and comment.
Main List
Lords - All Lords may be given up to 100pts of Magic Items
Chaos Dwarf Lord (115 pts)
|�������� M����WS�� BS�� S����T����W����I����A����LdBasic Equipment: Hand weapon & 3+ Armor
Lord������3����7����4����4����5����3����4����4����10
Upgrades: Additional hand weapon (+6 pts), great weapon (+6pts), blunderbuss (+15pts), handgun (+15pts), shield (+3pts)
Mount Options: Great Tauren (+230)
Chaos Dwarf Sorcerer (190 pts)
|����������M����WS�� BS�� S����T����W����I����A�� LdDomains: Fire, Metal, Shadow, Hashut
Sorcerer�� 3����4����3����4����5����3����1����1�� 10
Sorcerer starts as level 3 Wizard, upgrades to level 4 for +35pts
Equipment: Hand Weapon
Mount Options: Lammasu (+200pts), Altar of Hashut (+170pts)
Bull Centaur Lord (135pts)
|�������� M����WS�� BS�� S����T����W����I����A����LdEquipment: Hand weapon, Great axe,��Light Armor, Shield
Lord������7����6����3����5����5����3����5����5����9
Special Ability: Trample, Ability to use 2 hand weapons
Upgrade: Heavy Armor (+6pts) or Bull Centaur Armor (4+ armor, Movement reduced by 1) (+9pts)
Heroes - All Heroes may be given up to 50pts of Magic Items
Chaos Dwarf Hero (65 pts)
|�������� M����WS�� BS�� S����T����W����I����A����LdBasic Equipment: Hand weapon & 3+ Armor
Hero������3����6����4����4����5����2����3����3����9
Upgrades: Additional hand weapon (+4pts), great weapon (+4pts), blunderbuss (+10pts), handgun (+10pts), shield (+2pts)
Chaos Dwarf Priest (65 pts)
|����������M����WS�� BS�� S����T����W����I����A�� LdDomains: Fire, Metal, Shadow, Hashut
Priest���� 3����4����3����3����4����2����2����1�� 9
Priest starts as level 1 Wizard, upgrades to level 2 for +35pts
Equipment: Hand Weapon
Arcane Engineer (115 points)
|�������������� M Ws Bs S T W I A LdEquipment: Heavy armour, Hand weapon
Arcand Eningeer 3��4��5 4 4 2 2 2 9
Special Rules: The character may join a warmachine crew and act as a replacement crewman if one is killed. Any warmachine the Arcane Engineer is attached to may re-roll a single Artillery Dice or D6 once per turn. Any warmachine the Arcane Engineer is attached to may also re-roll any result rolled on a Misfire table.
Magic:��Level 1 Wizard. May use the Lore of Metal and may cast spells in armour.
Upgrades: Blunderbuss (+10pts), handgun (+10pts), Experimental Weapons
Experimental Weapons for Engineer
Arcane Pistol (+12pts): R8" S5 Ap Pistol
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
Bull Centaur Hero (80pts)
|�������� M����WS�� BS�� S����T����W����I����A����LdEquipment: Hand weapon, Great axe,��Light Armor, Shield
Hero������7����5����3����4����5����2����4����4����9
Special Ability: Trample, Ability to use 2 hand weapons
Upgrade: Heavy Armor (+4pts) or Bull Centaur Armor (4+ armor, Movement reduced by 1) (+6pts)
Hobgoblin Khan (50pts)
|�������� M����WS�� BS�� S����T����W����I����A����LdEquipment: Hand weapon & light armor
Khan������4����5����4����4����4����2����4����3����7
Upgrades: Additional hand weapon (+4 pts), great weapon (+4 pts), spear (+2 pts), heavy armour (+4pts), shield (+2pts)
Mount Options: Giant Wolf (+12pts), Battle Mount (+25pts)
Hobgoblin Shaman (60 pts)
|����������M����WS�� BS�� S����T����W����I����A�� LdDomains: Beast, Heavens, Shadow
Shaman���� 4����3����3����3����3����2����3����1�� 6
Waaagh! you must use the Waaagh! Magic miscast table)
Warlock starts as level 3 Wizard, upgrades to level 4 for +35pts
Shaman starts as level 1 Wizard, upgrades to level 2 for +35pts
Equipment: Hand Weapon
Mount Options: Wolf (+12 pts)
Core
Chaos Dwarf Warrior
Point/model: 8
Unit Size: 5+
|�������� M����WS�� BS�� S����T����W����I����A����LdBasic Equipment: Hand weapon & heavy armor
Warrior�� 3����4����3����3����4����1����2����1���� 9
Champion��3����4����3����3����4����1����2����2����9
Upgrades: Additional hand weapon (+2pt/model), great weapon (+2pt/model), shield (+1pt/model)
Command: Musician (+5pts), Standard Bearer (+10pts), Champion (+10pts)
Chaos Dwarf Blunderbusses
Point/model: 14
Unit Size: 5+
|������������ M����WS�� BS�� S����T����W�� I����A����LdEquipment: Light Armor, Hand Weapon and Blunderbuss
Chaos Dwarf�� 3����4����3����3����4����1�� 2����1����9
Champion������3����4����4����3����4����1�� 2����1����9
Upgrades: Heavy Armor (+2pt/model), Shields (+1pt/model)
Command: Musician (+5), Standard Bearer (+5), Champion (+5)
Blunderbuss Rules: Range 12", S4, armor piercing, 2x multiple shots. Blunderbusses must always use multiple shots. Blunderbusses may fire in one more rank than usual.
Hobgoblin Warrior
Point/model: 4
Unit Size: 10+
|�������� M����WS�� BS�� S����T����W����I����A����LdEquipment: Hand weapon & light armor
Warrior�� 3����3����3����3����3����1����3����1���� 6
Boss������4����3����3����3����3����1����3����2����6
Upgrades: Additional hand weapon (+1 pts), spear (+1 pts), shield (+1pts)
Command: Musician (+5pts), Standard Bearer (+10pts), Boss (+10pts)
Hobgoblin Archers
Point/model: 5
Unit Size: 10+
|������������M����WS�� BS�� S����T����W����I����A����LdEquipment: Hand Weapon & Bows
Archer������ 4����3����3����3����3����1����3����1����6
Elite Hunter 4����3����4����3����3����1����3����1����6
Upgrades: Light Armor (+1pt/model)
Command: Musician (+5), Standard Bearer (+10), Elite Hunter (+5)
Wolf Riders
Point/model: 13
Unit Size: 5+
The basic light calvary unit that ride the Giant Wolves (explained above)
|������������ M����WS�� BS�� S����T�� W�� I�� A����LdEquipment: Light armor, hand weapons, mounted on Giant Wolves
Wolf Rider����4����3����3����3����3�� 1�� 3�� 1����6
Specail Rules: Fast Calvary
Upgrades: Spears(+1pt/model), Bows (+3pt/model), Shields (+1pt/model) (Note: if you equip the shield you lose Fast Calvary)
Special
Gurdians
Points/model: 15
Unit Size: 5+
| M WS BS S T W I A LdUnit Size: 10+
Guardian 3 5 3 4 4 1 2 1 9
Champion ��3 5�� 3 4 4 1 2 2�� 9
Equipment:��Halberd, 4+ Armor (name?)
Special Rules: Magic Resistance (1), Stubborn
Command: Musician (+6pts), Standard Bearer (+12pts), Champion (+12pts)
Immortals of Hashut
Point/model: 17
Unit size: 10-25
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 LdEquipment: Great Weapons, 4+ Armor (name?)
Immortals 3 5 3 4 4 1 2 1 9
Champion 3 5 3 4 4 1 2 2 9
Special rules: Immune to Psychology, Obsidian weapons (counts as magical)
Upgrades: Musician (+6), Standard Bearer (+6), Champion (+12)
Command: May take a banner worth 50pts
Sneaky Gits
Ponts/model: 8
Unit Size: 5+
|������������M����WS�� BS�� S����T����W����I����A����LdEquipment: 2 Hand Weapons
Sneaky Git�� 4����3����3����3����3����1����3����1����6
Guild Master 4����3����3����3����3����1����3����2����6
Special Rules: Skirmish, Poisoned Weapons
Distraction: Unlike normal skirmishers, Sneaky Gits do remove a unit’s rank bonus of a unit they flank like a normal unit. However they still don’t gain a rank bonus themself.
Upgrades: May be giving throwing daggers for +1pt/model
Command: Guild Master (+10 pts)
Hobgoblin Bolt Throwers
Bolt Thrower(35 pts)
2 Bolt Throwers count as 1 Special Choice
|������������ M����WS�� BS�� S����T����W����I����A����LdUnit Size: 1 Bolt Thower and 3 Hobgoblin crew
Bolt Thrower -����-����-����-����7����3����-����-����-
Crew�������� 4����3����3����3����3����1����3����1����6
Equipment: Crew are armed with light armor and hand weapons
Special Rules: Works as a Bolt Thrower
Rare
Bull Centaur
Point/model: 18
Unit Size: 5+
|�������� M����WS�� BS�� S����T����W����I����A����LdEquipment: Hand weapon, Great axe,��Light Armor, Shield
Warrior�� 7����4����3����4����4����1����3����2���� 9
Champion��7����4����3����4����4����1����3����3����9
Special Ability: Trample, Ability to use 2 hand weapons
Upgrade: Heavy Armor or Bull Centaur Armor (4+ armor, Movement reduced by 1)
Command: Musician (+5 pts), Banner Wielder (+10pts), Champion (+10pts)
Mounts
Taurus
This is basically a huge winged bull. Everyone has seen the old model, I would hope.
|������������ M����WS�� BS�� S����T�� W�� I�� A����LdSpecial Abilities: Large target, Terror, Fly, Immune to Fire, Tough Hide (4+ Save), Breath Weapon (S3)
Great Taurus��6����5����0����6����5�� 4�� 3�� 4����6
Usable By: Chaos Dwarf Lord (+230 pts)
Lammasu
This is a huge lion with wings, the horns of a bull and the huge face of a Chaos Dwarf.
|������������ M����WS�� BS�� S����T�� W�� I�� A����LdSpecial Abilities: Large target, Terror, Fly, Magic Resistance (2)
Lammasu������ 6����3����0����5����5�� 4�� 2�� 2����8
Usable By: Chaos Dwarf Sorcerer
Altar of Hashut
|������������M����WS�� BS�� S����T����W����I����A����LdEquipment: the guards are armed with hand weapons, great weapons and heavy armor.
Altar��������-����-����-����-����8����5����-����-����-������
Bull Centaur 6����5����3����4����5����1����2����1(2) 9
Special Rules: Altar of Hashut. The Bull Centaur guards follow all the rules for Bull Centaurs. In addition as long as at least one of the Bull Centaurs are alive, the Altar unit is Stubborn
Altar of Hashut: This stone altar is used as a focus for the magical energy of a High Priest of Hashut. It consists of a stone dais on top of a magical forge used in the binding of demons into weapons of power, and is circled by the petrified remains of several powerful High Priests of ages past. The Altar, guards, and any High Priest with them are treated as a war machine, except that the Altar cannot be moved during the course of the battle. The altar and its “crew” are considered a large target for the purposes of drawing line of sight to and from the Altar. While using the Altar of Hashut, the range of all spells cast by the High Priest is extended by 12".
The High Priest may cast all his spells with an additional power die, rolled along with the other casting dice. This power die is in addition to the normal power dice generated by the Chaos Dwarf army. This additional power die may cause an Irresistible Force result or a Miscast as normal.
Giant Wolf
The basic mount of the Hobgoblins, it is exactly like the Goblin one except it is big enough for a man-sized hobgoblin to ride.
|������������ M����WS�� BS�� S����T�� W�� I�� A����LdSpecial Abilities: Provides the Fast Calvary ability unless a unit has heavy armor or both light armor and a shield
Giant Wolf����9����3����0����3����3�� 1�� 3�� 1����3
Hobgoblin Army Expansion Units - Hobgoblin players utilize this stuff in addition to the Hobgoblin units above with no restrictions that the CD army has on those units. Chaos Dwarf players can IGNORE this part.
Lords - All Lords may be given up to 100pts of Magic Items
Hobgobolin Warlord (90 pts)
|�������� M����WS�� BS�� S����T����W����I����A����LdEquipment: Hand weapon & light armor
Warlord�� 4����6����5����4����4����3����5����4����8
Upgrades: Additional hand weapon (+6 pts), great weapon (+6 pts), spear (+3 pts), heavy armour (+6pts), shield (+3pts)
Mount Options: Giant Wolf (+20pts), Battle Mount (+40pts), Storm Raven (+200pts)
Hobgoblin Warlock (170 pts)
|����������M����WS�� BS�� S����T����W����I����A�� LdDomains: Beast, Heavens, Shadow
Warlock����4����3����3����3����4����3����3����1����7
Waaagh! you must use the Waaagh! Magic miscast table)
Warlock starts as level 3 Wizard, upgrades to level 4 for +35pts
Equipment: Hand Weapon
Warlock Mounts: Storm Raven (+200pts), Batle Mount (+40pts), Giant Wolf (+20)
Heroes - All Heroes may be given up to 50pts of Magic Items
Thief Prince (105pts)
|�������������� M����WS�� BS�� S����T����W����I����A����LdEquipment: Hand Weapon, Throwing Daggers
Thief Prince����5����6����5����4����4����2����7����3����7
Special Rules: Poisoned Weapons, Sneaky Tricks
Upgrades: May be given an additional hand weapon (+4 pts) and light armor (+3 pts)
Sneaky Tricks: The Thief Prince has the following abilities
. Steal: If the unit that the Thief Prince is in ever wipes out a unit containing a character in close combat, then the Thief Prince may take one of that character’s magical items and attach it to himself. He may only carry one stolen magic item at a time. If he already has a stolen magic item he may drop it in exchange for the new one.
. Infiltrate: The Thief Prince and one unit of Sneaky Gits he is attached to may deploy as Scouts.
Core
Hobgoblin Archers
Additional Rules - Special Upgrades: 1 unit in the army may become Skirmishing (+1pt/model) or take poisoned arrows (+2pts/model)
Hobhounds
Point/model: 8
Unit Size: 5+
|������������ M����WS�� BS�� S����T�� W�� I�� A����LdEquipment: Teeth & claws
Hobhound������8����3����0����4����3�� 1�� 2�� 1����4
Beast Master��4����3����3����3����3�� 1�� 3�� 1����6
Special Abilities
Relentless Chase: Hobhounds are used to track down enemies within the snowy forests and icy plains of the Hobgoblin’s home. They suffer no movement penalties for moving through woods. They suffer penalties for other terrain as nomrla. HobHounds cannot be joined by characters other than their Beast Masters and do not cause Panic tests in friendly units except other HobHounds, although they benefit from the General’s Leadership and Battle Standard as normal.
Beast Master: Hobhounds are often led by Beast Masters, warriors mounted on Giant Wolves who guide them towards the foe. The Beast Master is bought as an upgrade in the same way as a unit Champion and is treated as a Champion in all respects, ie, he cannot be singled out as a target for missle weapons, may issue and accept challenges, etc. Note that as long as any HobHounds remain alive, the Beast Master will be restricted to their movement of 8, even though his wolf would nomrlaly be able to move faster. He still benefits from the HobHounds’ Relentless Chase rule.
Command: Beast Master (+13pts). The Beastmaster has light armor and a hand weapon, a shield and a hand weapon and is mounted on a giant wolf.
Special
Rage Riders
Point/model: 16
Unit Size: 5+
Wolf riders that are upgraded slightly for melee confrontation.
|������������ M����WS�� BS�� S����T�� W�� I�� A����LdEquipment: Light armor, hand weapon, shield, mounted on Giant Wolves
Rage Rider����4����3����3����3����3�� 1�� 3�� 1����7
Boss����������4����3����3����3����3�� 1�� 3�� 2����7
Giant Wolf����9����3����3����3����3�� 1�� 3�� 1����3
Special Rules: Frenzy
Upgrades: Spears (+1pt/model), Heavy Armor (+2pt/model)
Command: Musician (+6pts), Standard Bearer (+12pts), Boss (+12pts)
Rare
Battle Riders
Points/model: 35
Unit Size: 5+
|������������ M����WS�� BS�� S����T�� W�� I�� A����LdEquipment: Heavy Armor, Hand Weapon, Shield
Battle Rider��4����4����3����4����3�� 2�� 3�� 1����6
Battle Mount��8����4����0����4����-�� -�� 4�� 2����4
Upgrades: Spears (+1pt/model) or Great Weapons (+1pt/model)
Special Upgrades: 1 unit may take a magical banner worth up to 50pts
Command: Musician (+8pts), Standard Bearer (+16pts), Boss (+16pts)
Wind Daemons
Unit Size: 3-20
Points/Model: 35
| M WS BS S T W I A LdSpecial Rules:��Daemonic; Flying Unit; Tornado Attack
Wind Daemon 1 4 0 4 4 2 4 2 8
Daemonic: The Wind Elemental has the following traitsTornado Attack:��During any turn the Wind Daemons don’t charge a unit, they may fly through a unit and deal a S3 attack to that unit for each Wind Daemon passing over the unit. These attacks are considered to be ranged attacks.
��������. 5+ Ward Save
��������. Immune to Psychology
��������. Cause Fear
��������. Attacks count as Magical Attacks and can hurt ethereal creatures
��������. Must take instability test if they lose combat
Battle Mounts
These can either be giant wolves that are bigger and stronger than normal or tigers instead. The important thing is that they are bigger, stronger and deadlier than the Giant Wolves.
|������������ M����WS�� BS�� S����T�� W�� I�� A����LdSpecial Abilities: Mount gives the rider an additional +1 to armor
Battle Mount��8����4����0����4����4�� 2�� 4�� 2����4
Storm Ravens
Giant birds that are said to be able to create thunder claps with the flap of their wings and are able to pick up horses with each talon.
|������������ M����WS�� BS�� S����T�� W�� I�� A����LdSpecial Abilities: Large Target, Fly, Terror
Storm Raven�� 3����6����0����5����5�� 4�� 6�� 4����7