Infinitum:
Just looking for some feedback on the Armylist I’m currently working on. The “feel” for the army as I envision it is an aggressive steampunk one where the entire army has a “machine” sort of inevitability hanging over it. Note that I haven’t added point costs yet as I have yet to playtest it thouroughly. These are merely concepts (some of which are borrowed from other sources). So far I’ve listed special rules, the CD armoury, Arcane Machination upgrades, a complete armylist and a bestiary for things I probably have to explain. Enjoy! (Also feedback regarding design and/or point costs are appreciated).
NOTE: I’ve graciously removed the Hobbo Chieftains, Great Taurus, Earthshaker, Bolt Thrower and changed the rules for Death Rockets (now part of Rocket Teams). You want to add them again - you provide the rules. Thank you :).
EDITS: * Changed the Untrustworthy/Ignore Hobgoblin Panic wording courtesy of duktu, it now refers to Hobgoblins instead of Untrustworty units.
����������* Changed the Icarii’s Heavy Armour to a Metallic Hide save.
����������* Added the Lammasu to the bestiary
����������* Added Characters other than the Arcane Engineer to the Bestiary.
����������* Added the Thouroughly Subdued rule to the Hobbos; no bickering on the job for you! Point cost upped to 3 to compensate.
����������* Finished the Bestiary. Yay me.
����������* Added Ziggurat Guard. The hole in the Special section is glaring and the lack of Elites may be damaging the list. Should they have Hatred? Being bitter with age mirrors Longbeards turning stoic nicely but a potential WS5 with re-roll S5 fighting in 2 ranks unit when charged is nasty. Of course if the enemy unit survives they will become significantly softer in consecutive turns of combat so why not? Also it justifies Immortals ITP as being more disciplined fighters.
����������* Reducing the Flying movement of the icarii to 15’’, having an effective range of 32’’ with no moving or long range penalties is excessive come to think of it. Thanks again to Ductu for point�ng this out.
����������* Changed Ignore Hobgoblin Panic to Insignificant.
����������* Made Sneaky Gits a 0-1 core choice instead of a special one.
����������* Set point costs for everything, tweaked the rules for Constructs and Hobgoblin Khans. Added Pistols as an option for some charcters. Tweaked the Black Heart item. List essentially completed.
����������* Added the Lore of Hashut. I’ve yet to set difficulty costs for the spells though.��
Edit: Added the Lore of Hashut.
����������Set casting costs for the lore of Hashut
����������Removed the Ziggurat Guard, upped the Kollossus starting wounds to 8(!), removed Daemonblood Infusion, added Reinforced Armour, upped the point costs for Lammasu and Mechanical Monstrosities. Almost there.
To Do: Add magic gizmos, hopefully find people wiling to playtest. Hobgoblin contingency with Hero and Special Choice Hobhound packs & Bolt Throwers maybe? Input needed!
Chaos Dwarf Special Rules
Insignificant
All non-Hobgoblin units ignores Panic caused by Hobgoblin units.
Thouroughly Subdued
The Hobbos know what fate awaits those who bicker at the job at hand… unlike other greenskins, Hobgoblins are not subject to animosity.
Untrustworthy
There may never be more units of Hobgoblins in your army than there are units of Blunderbussers, Warriors and Immortals. Hobgoblin units doesn’t count towards your minimum core units. In addition, non-Hobgoblin characters may never join a Hobgoblin unit. Hobgoblin units are Asterixed () in the armylist.
Relentless
All units except Hobgoblins and Lumbering Units may march as normal even if there are an enemy model within 8".
Short of Statue
All units of Blunderbusses, Warriors, Immortals, Rocketeers and Icarii who for some reason are prohibited from flying as well as all Chaos Dwarf characters except Bull Centaur Sentinels and Arcane Engineers wearing Daemonfused Armour flee and pursue 2d6-1’’.
Daemonic Constructs
At the beginning of your movement phase before charges are declared roll 2d6. If there is an enemy unit within the Constructs line of sight and within the amount of inches rolled by the dice then it will charge that unit if possible. If it is not possible then it must instead move as quickly towards it as possible if able to. If there are multiple eney units within the range indicated by the dice the Construct wil attempt to charge the closest legal target. If there are multiple units the same distance from the construct who are legal target then randomize which one the construct will attempt to charge.
In addition, if all the Constructs Crew/Riders are killed then it will go on a Rampage; at the beginning of the Chaos Dwarf movement phase it will charge the closest unit within it’s line of sight (even friendly units). The charged unit will fight back as normal. In addition, if there are no units within its charge range then it will move as quickly as possible towards the closest unit in its line of sight. If there are no units in its line of sight then it will allocate part of its movement points in order to turn to face the closest unit on the tabletop, after it will use the remainder of its move to move towards that unit. The construct is considered an enemy unit for shooting & combat purposes, although victory points will only be awarded to the opponent if the construct is actually destroyed.
A Daemonic Construct must always pursue enemy units broken in combat.
A Daemonic Construct whos rider or crewmen are slain will suffer from Daemonic Instability for the rest of the battle.
Daemonic Constructs are Unbreakable.
Daemonic Constructs have a 5+ ward save versus non-magical attacks.
All close combat attacks made by Daemonic Constructs count as magical attacks.
Symbiotic Constructs
At the beginning of each of your turns each unit or characters being symbiotic constructs must pass a leadership test or be forced to charge the closest enemy unit within 2d6" within its line of sight. If it cannot charge that unit for whatever reason it will instead move as quickly as possible towards it. Also it must pursue enemy units broken in close combat until the beginning of the Chaos Dwarf player’s next turn.
All close combat attacks made by Symbiotic Constructs counts as magical attacks.
Lumbering
A Lumbering unit may not march.
Metallic Hide / Stone Skin
Both of these counts as a Scaly Skin armour save for all intents and purposes.
Chaos Dwarf Armory
Blunderbuss
Ranged Weapon
Range 12"
Strength 4 with -2 AS modifier
Doesn’t receive -1 to hit penalties for long range or moving and shooting.
Glaive
Requires 2 hands
Fight in 2 ranks except when charging
+1 Strength first round of combat
Obsidian Armour
5+ Armour Save
-1 to hit penalty for ranged weapons versus model (doesn’t affect joined unit or mount)
Magic resistance (1) (doesn’t affect joined unit or mount)
Daemonfused Armour
5+ Armour Save
Character becomes a Symbiotic Construct, adds +2M +2S +1A to its stats and may choose Arcane Machinations as part of its magic item allowance. The character may still cast spells as normal.
model on foot only
(Note that whilst it technially is a suit of mundane armour, it still doesn’t allow High Sorcerers to buy magical armour)
Arcane Machinations
Reinforced Armour - 15 points
The model’s Metallic Hide save increases to 3+. May not be taken by characters wearing Daemonfused Armour.
Warpstone Core - 15 points
May be activated at the beginning of either players movement phase.
When activated, model adds +1M +1S +1A to its stats until end of turn.
Model loses 1 wound with no save of any kind allowed.
Extended Crew Platform - Kollossus only - 25 points
Model has 2 extra Chaos Dwarf crewmen with hand weapons and heavy armour.
Hellfire Incinerator - 25 Points[/i]
Model has a S3 -1 Armour Save modifier Breath Weapon.
Black Heart - Daemonfused armour only - 25 points[/i]
When slain, place the small blast template over the model. Models fully covered by the template are affected automaticly, those partially covered are affected on a roll of 4+ on a d6. Models affected take a S6 hit.
Shattering Limbs - 25 points[/i]
The model has the Killing Blow special rule and may not wear any magical weapon.
Meatgrinder - 25 points[/i]
Model causes d3 impact hits resolved at its base strength. May not be taken by characters wearing Daemonfused Armour.
Abyss Gun - Kollossus only - 30 points[/i]
Treated exactly as the smaller cannon described in the WHFB rulebook with the following exceptions:
Hits are resolved at S5 with a -2 AS moifier
Maximium guessing range is 36"
On a misfire the cannot doesn’t fire this turn. Also roll a d6; on a roll of 1-3 it jammed and may be fired normally the next turn, on a roll of 4-5 it had a severe malfunction and may not be fired again for the remainder of the game. On a roll of 6 it explodes, taking most of the Kollossus head with it. It may not be fired again for the remainder of the game, and in addition the Kollossus itself takes d3 wounds (no saves allowed).
Lore of Hashut
Gaze of Destruction[/i] 5+
Gaze of Destruction is a Magic Missile[/i] with a maximum range of 12’’. The target takes 1d6 S4 hits. In addition, any unit suffering casualties from Gaze of Destruction must immediatly pass a LD test or flee directly away from the caster. Units that are immune to Panic[/i] are not affected by this secondary effect.
Blessing of the Furnace - Remains in play[/i] 6+
May be cast on the sorcerer himself and any unit he has joined or a friendly unit within 18’’ of and visible to the sorcerer. The units ranged and close combat attacks counts as Magical[/i] and Flaming[/i]. In addition the unit may re-roll any failed rolls to wound using ranged or close combat attacks. Magic Weapons are not affected by this spell. May be cast on a unit engaged in Close Combat. This spell lasts until disspelled by the opponent, the sorcerer attempts to cast another spell, is slain or chooses to end it (which he may do at any time).
Cloud of Ash - Remains in play[/i] 7+
May be cast on an enemy unit not engaged in close combat within 24" of and visible to the sorcerer. The unit halves its movement and ballistic skill scores for the duration of the spell. This spell lasts until disspelled by the opponent, the sorcerer attempts to cast another spell, is slain or otherwise chooses to end it (which he may do at any time). In addition, the spell automaticly ends if the affected unit enters close combat.
Unholy Toil[/i] 8+
May be cast on any unit within 24" and in line of sight of the sorcerer except his own. The affected units take 1d6 S4 hits randomized as per shooting and immediatly moves 1d6’’ directly forward. If this brings it into contact with an enemy unit then it counts as charging[/i] that unit. The charged unit may choose a charge reaction as normal.
Petrification - Remains in Play[/i] 10+
Choose an enemy model in base contact with the sorcerer. That model receives a 5+ special Scaly Skin armour save (that may be combined with other armour and/or Scaly Skin as normal) and immediatly detracts 1d6 from its Movement, Initiative and Attack scores. A model with 0 or lower Initiative always strikes last in close combat, regardless of other special rules or weapon modifiers. A model with 0 or lower movement has completely turned to stone an is immideatly slain. This spell lasts until disspelled by the opponent, the sorcerer attempts to cast another spell, is slain or chooses to end it (which he may do at any time).
Eruption[/i] 12+
Choose a spot within 24’’ of the sorcerer and within his line of sight. Place the Large Template directly over this spot and then move it 1d6" in a random direction determined by the scatter die. The template may not be placed so that friendly units or units engaged in close combat are covered by it, although it may scatter into such units. Models that are fully covered by the template take a S6 hit, models that are partially covered by the template take a S4 hit on the roll of 4+ on a d6. All hits caused by eruption counts as flaming[/i].
Armylist
Lords
Dictator
Sorcerer Lord
Heroes
Despot
Bull Centaur Sentinel (Uses up 2 Hero Choices)
Sorcerer
Arcane Engineer
Mounts
Lammasu
Mechanical Monstrosity
Core
Blunderbussers
Warriors
Hobgoblins
Hobgoblin Wolfriders
0-1 Sneaky Gits
Special
0-1 Icarii
Infernals
0+ Immortals
Rocket Teams
Rare
Hellcannon (1 rare slot)
Kollossus
0-1 Bull Centaurs
Bestiary
Dictator - 135 points/model
Dictator M3 WS7 BS4 S4 T5 W3 I4 A4 LD10
Hand Weapon
May wield a Great Weapon (+6 points), a pistol (+10 points) and/or an Additional Hand Weapon (+6 points)
May equip a Blunderbuss (+20 points)
May wear Heavy Armour (+6 points) or Obsidian Armour (+10 points)
May wear a Shield (+3 points)
* May choose up to 100 points of Magic items taken from the common and/or Chaos Dwarf magic item list
* May Ride a Mechanical Monstrosity (+85 points)[/i]Special Rules
Relentless, Short of Statue[/i]
-
Sorcerer Lord - 225 points/model
Sorcerer Lord M1 WS4 BS3 S3 T5 W3 I1 A1 LD10
Hand Weapon
A Sorcerer Lord is a level 3 Wizard who may cast spells from the Hashut, Fire, Metal or Shadow lores.
* May be upgraded to a level 4 Wizard for +35 points
* May wear Daemonforged Armour (+45 points)
* May choose up to 100 points of Magic items taken from the common and/or Chaos Dwarf magic item list
* May ride a Lammasu (+140 points)
Special Rules
Relentless, Short of Statue, Stone Curse
Stone Curse[/i][/b]
A Sorcerer Lord has slightly altered stats as shown above, as well as a 5+ Stone Skin save.
-
Despot[/b] 70 points/model
Despot M3 WS6 BS4 S4 T5 W2 I3 A3 LD9
Hand Weapon
* May wield a Great Weapon (+4 points), a pistol (+7 points) and/or an Additional Hand Weapon (+4 points)
* May equip a Blunderbuss (+14 points)
* May wear Heavy Armour (+4 points) or Obsidian Armour (+6 points)
* May wear a Shield (+2 points)
* May choose up to 50 points of Magic items taken from the common and/or Chaos Dwarf magic item list
* One Despot may be upgraded to Battle Standard Bearer for +25 points. A Battle Standard Bearer may not wear any other mundane equipment save Heavy or Obsidian Armour.
* A Battle Standard bearer may take any Magic Standard from the common or Chaos Dwarf Magic Item list. If he does, he may not take any additional magic items.
Special Rules[/b]
Relentless, Short of Statue[/i]
-
Sorcerer - 100 points/model
Sorcerer M3 WS4 BS3 S3 T4 W2 I2 LD9
Hand Weapon
A Sorcerer is a level 1 Wizard who may cast spells from the Hashut, Fire, Metal or Shadow Lores.
* May be upgraded to a level 2 Wizard for +35 points
* May choose up to 50 points of Magic items taken from the common and/or Chaos Dwarf magic item list
Special Rules
Relentless, Short of Statue[/i]
-
Bull Centaur Scion - 110 points/model
Bull Centaur Scion M7 WS6 BS3 S5 T5 W2 I3 A3(4) LD9
Hand Weapon
* May wield a Great Weapon (+4 points) and/or an Additional Hand Weapon (+4 points)
* May wear Heavy Armour (+4 points)
* May choose up to 50 points of Magic items taken from the common and/or Chaos Dwarf magic item list
Special Rules
Relentless, Aloof, Hoof Attack, Tough Hide, Centaur
Aloof[/i][/b]
A Bull Centaur Scion may not join any unit except Bull Centaurs. In addition it may never be the army general.
Hoof Attack[/b][/i]
In addition to his normal attacks a Bull Centaur Scion gets an extra attack made at his base strength. This attack is not affected by bonuses from whatever weapon the Bull Centaur Scion is wielding.
Tough Hide[/i]
A Bull Centaur Scion is a huge, thick-skinned and heavily barded beast of battle. It gets a natural 5+ armour save which may be combined with other armour as normal.
Centaur[/i]
Although being mounted on a cavalry base, a Bull Centaur Scion is for all purposes considered a model on foot, except that it has Unit Strength of 2.
-
Arcane Engineer - 70 points/model
Arcane Engineer M3 WS4 BS4 S3 T4 I2 A2 LD9
Hand Weapon
* May wear Heavy Armour (+4 points) or Daemonfused Armour (+45 points)
* May Wield a Great Weapon (+4 points) , a Pistol (+7 points) or a Brace of Pistols (+14 points)
* May equip a Blunderbuss (+14 points)
* May choose up to 50 points of Magic items from the common and/or Chaos Dwarf magic item list
* May ride a Mechanical Monstrosity (+85 points)
* May replace one of the Crewmen on a Kollossus. The Lost crewmans cost will not be refunded.[/i]Special Rules:
Relentless, Short of Statue, Gearhead, Crewman, Engineer
Gearhead[/i]
An Arcane Engineer may never be your army general.
Crewman[/i][/b]
An Arcane Engineer on foot may join a Hellcannon as an extra Crewman. If he joins a Rampaging Hellcannon (ie gets into base contact with it) it will immideatly submit to his will and will behave as normal the following turn.
Engineer[/b][/i]
A single pair of Rocketeers or a Hellcannon joined by an Arcane Engineer may re-roll the first artillery dice once per shooting phase if accompanied by an Arcane Engineer. This may be used to prevent a misfire. The second result stands. He may not fire his own missile weapon if using this power, and if the crew is removed as casualties as the result of a misfire he is removed with them. In addition, when the Engineer or any mount he is riding or War Machine he is crewing (including the Hellcannon) rolls for Daemonic or Symbiotic construct you may instead use 3d6 and discard the highest. If fighting a challenge whilst riding a Kollossus, the Kollossus will not partake in the challenge unless the enemy character (and its mount) is the only enemy model in base contact with the Kollossus. The Chaos Dwarf crew will never interfere in the challenge as per normal.
-
Lammasu (40x40 base)
Lammasu M6 WS3 BS0 S5 T5 W3 I3 A2 LD9
Special Rules
Causes Fear, Flying, Magic Resistance (2), 5+ Stony Skin, S3 Breath Weapon[/i]
-
Mechanical Monstrosity (Kinda like a more mechanical Juggernaut; think cogs, gears, vents etc) (40x40 base)
Mechanical Monstrosity M7 WS4 BS0 S5 T6 W4 I1 A3 LD10
* May choose up to 25 points of Arcane Machinery
Special rules:
Fear, Large Target, Daemonic Construct, Lumbering, 4+ Metallic hide[/i]
-
Warriors - 8 points/model
Warrior M3 WS4 BS3 S3 T4 W1 I2 A1 LD9
Enforcerer M3 WS4 BS3 S3 T4 W1 I2 A2 LD9
Hand Weapons, Heavy Armour
Unit Size: 10+
* May wield Glaives (+1 point/model) or Great Weapons (+2 points/model)
* May wear Shields (+1 point/model)
* May upgrade one model to Enforcerer for 10 points
* May upgrade one model to Standard Bearer for 10 points
* May upgrade one model to Musician for 5 points
Special Rules
Relentless, Short of Statue[/i]
-
Blunderblussers - 12 points/model
Blunderblusser M3 WS4 BS3 S3 T4 W1 I2 A1 LD9
Deadeye M3 WS4 BS4 S3 T4 W1 I2 A1 LD9
Hand Weapon, Blunderbluss, Heavy Armour
Unit Size: 10+
* May wear Shields (+1 point/model)
* May upgrade one model to Deadeye for 5 points
* May upgrade one model to Standard Bearer for 10 points
* May upgrade one model to Musician for 5 points
Special Rules
Relentless, Short of Statue[/i]
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Hobgoblins - 4 points/model
Hobgoblin M4 WS3 BS3 S3 T3 I2 A1 LD6
Khan M4 WS4 BS3 S3 T3 I3 A2 LD7
Hand Weapons, Shields
Unit Size: 20+
* May wield Spears (+1 poin/model)
* May exchange their Shields for Short Bows (+1 point/model)
* May wear Light Armour (+1 point/model)
* May upgrade one model to Khan for 13 points
* May upgrade one model to Standard Bearer for 8 points
* May upgrade one model to Musician for 4 points
Special Rules
Insignificant, Thouroughly Subdued, Untrustworthy[/i]
-
Hobgoblin Wolf Riders - 13 points/model
Hobgoblin M4 WS3 BS3 S3 T3 I2 A1 LD6
Khan M4 WS4 BS3 S3 T3 I3 A2 LD7
Giant Wolf M9 WS3 BS0 S3 T3 I4 A1 LD3
Hand Weapons, spears, Shields
Unit Size: 5+
* May exchange their spears and Shields for Short Bows at no additional point cost.
* May wear Light Armour (+1 point/model) (Note that they won’t be fast cavalry anymore if wearing both LA and Shields)
* May upgrade one model to Khan for 15 points
* May upgrade one model to Standard Bearer for 10 points
* May upgrade one model to Musician for 5 points
Special Rules
Insignificant, Thouroughly Subdued, Untrustworthy, Fast Cavalry[/i]
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Sneaky Gits - 7 points/model
Sneaky Git M4 WS3 BS3 S3 T3 W1 I3 A1 LD6
Backstabber M4 WS4 BS3 S3 T3 W1 I4 A2 LD7
2 Poisoned Hand Weapons, Light Armour
Unit Size: 20-40
* May upgrade one model to Backstabber for 15 points
* May upgrade one model to Standard Bearer for 10 points
* May upgrade one model to Musician for 5 points
Special Rules
Insignificant, Thouroughly Subdued, Untrustworthy, Poisoned Attacks, Sneaky Fightin’ Style[/i]Sneaky Fightin’ Style[/i][/b]
As long as they have the prerequisite extra ranks, a unit of Sneaky Gits will always lap around after close combat, even if they lost the previous round of close combat.
-
Icarii[/b] - 18 points/model (Dwarwes fused into half mechanical half daemon armour with grafted wings)
Icarius M3 WS4 BS3 S3 T4 W1 I2 A1 LD9
Sungazer M3 WS4 BS4 S3 T4 W1 I2 A1 LD9
Hand Weapon, Blunderbuss
Unit Size: 5-20
* May upgrade one model to Sungazer for 7 points
Special Rules:[/b]
Relentless, Short of Statue, Flying Unit, Skirmishers, Symbiotic Constructs, 5+ Metallic hide
Flying Unit[/i][/b]
Icarii are a Flying Unit as per the rulebook, with the exception that their flying movement is reduced to 15’’ in order to represent the Icarii’s relative inexperience at handling their wings, as well as continously having to fight back the daemonic sentience imbuing them.
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Infernals[/b] - 65 points/model (Ogre sized metallic/daemonic walker mechs with what used to be a chaos dwarf fused into the middle of it) (40x40 bases)
Infernal M6 WS4 BS0 S5 T5 W3 I2 A3 LD9
Hellraiser M6 WS4 BS0 S5 T5 W3 I2 A4 LD9
Unit size: 3-12
* May upgrade one model to Hellraiser for 20 points
* Hellraiser may take up to 25 points of Arcane Machinery
Special Rules:[/b]
Cause Fear, Symbiotic Constructs, Lumbering, 4+ Metallic Hide[/i]
-
Immortals - 16 points/model
Immortal M3 WS5 BS3 S4 T4 W1 I2 A1 LD9
Eternal M3 WS5 BS3 S4 T4 W1 I2 A2 LD9
Obsidian Armour, Hand Weapons, Great Weapons
Unit Size: 10-30
* May upgrade one model to Eternal for 14 points
* May upgrade one model to Standard Bearer for 14 points
* May upgrade one model to Musician for 7 points
* May take a Magical Standard worth up to 50 points
Special Rules:
Relentless, Short of Statue, Immune to Psychology, Personal Guard
Personal Guard[/i][/b]
You may have 1 unit of Immortals in your army for each Lord level character present in it.
-
Rocket Teams[/b] - 45 points/model (One dwarf holding a rocket launcher over his shoulder, the other feeding daemonically infused rockets.) (Cavalry Base)
Rocket Team M3 WS4 BS4 S3 T4 W2 I2 A2 LD9
Heavy Armour, Hand Weapons, Death Rocket Launcher
Unit Size: 3-10
Special Rules:[/b]
Relentless, Short of Statue, Skirmishers, Weapons Team, Death Rockets
Weapons Team[/i][/b]
Although individuals, for simplicity both members of a Rocket Team have a shared statline as above. All Rocket Teams in a unit share the same LOS and will all fire at the same target in the shooting phase. Also despite being mounted on cavalry bases the Rocket Teams counts as infantry for all intents and purposes.
Death Rockets[/b][/i]
Treat each Rocket Team as a stonethrower with the following exceptions:
Maximimum guessing range is 30"
Due to the malovelent intelligence of the rockets, you may re-roll the scatter Dice
Model at the center of the blast is hit at S5 with no armour save, models caught in the blast radius are hit at S3 with a -1 AS modifier
Each succesful wound causes D3 wounds
Use the following misfire table:
1-2 Boom. The rocket team is removed as casualties.
3-4 Rocket attempts to escape. Fire in a random direction determined by the scatter die (the scatter dice may not be re-rolled).
5-6 The rocket jammed. The unit fails to fire the rocket but is otherwise unharmed. It may fire as normal the next turn.
-
Kollossus - 250 points (50x50 base)
Kollossus M6 WS4 BS0 S6 T6 W8 I1 A4 LD10
Crewman M3 WS4 BS3 S3 T4 W1 I2 A1 LD9
Crew has Heavy armour and Hand weapons
Unit Size: 1 Kollossus with 4 crew
* May choose up to 75 points of Arcane Machinations
Special Rules:
Terror, Large Target, Unit Strength 8, Daemonic Construct, Lumbering, Crewed Construct, 4+ Metallic Hide
Crewed Construct[/i][/b]
Treat the crew as riding a ridden monster (ie randomize shooting, fights as normal in close combat etc). In addition the bulk of the construct protects the crew to a degree, increasing the armour save of any model crewing the construct by 1 (giving the crewmen a combined Armour Save of 4+).
Crewmen removed as casualties does not give Victory Points to the opponent, and if the Kollossus is destroyed all surviving crewmen are killed alongside it.
-
Bull Centaurs[/b] - 33 points/model
Bull Centaur M7 WS5 BS3 S4 T4 W1 I2 A1(2) LD9
Sentinel M7 WS5 BS3 S5 T4 W1 I2 A2(3) LD9
Hand Weapons, Great Weapons, Heavy Armour
Unit Size: 5-20
May swap their Great Weapons for additional hand weapons at no additional point cost.
May upgrade one model to Sentinel for 20 points
* May upgrade one model to Standard Bearer for 15 points
* May upgrade one model to Musician for 10 points
* May take a Magical Standard worth up to 50 points
Special Rules[/b]
Relentless, Aloof, Hoof Attack, Tough Hide, Centaurs
Aloof[/i][/b]
A unit of Bull Centaurs may not be joined by any characters except for Bull Centaur Scions.
Hoof Attack[/b][/i]
In addition to his normal attacks a Bull Centaur gets an extra attack made at his base strength. This attack is not affected by mundane or magical weapon bonuses.
Tough Hide[/i]
A Bull Centaur is a huge, thick-skinned and heavily barded beast of war. It gets a natural 5+ armour save which combines with the Heavy Armour for a total save of 3+.
Centaurs[/i]
Although being
TRUNCATED…