itcamefromthedeep:
Chaos Dwarf proposed army list as of Feb 23, 2007
ARMY SPECIAL RULES
-Overlords / Slaves: You must include at least one Overlord unit for each Slave unit in the army. Slave units never cause panic tests for Overlord units or units with “ignore Slave panic”.
-Relentless: Dwarf units may always march, even within 8" of an enemy unit.
-Resolute: Dwarf units, except for Bull Centaurs, flee and pursue 2d6-1 inches.
-Demonforged armor: this armor provides a 4+ armor save. In addition, demonforged provides a 6+ ward save against mundane (nonmagical) attacks.
-Demonforged: War machines with this ability may reroll the scatter die when resolving a hit, and its ammunition is considered magical. All war machines with this ability take a penalty of 1 on their misfire chart, to a minimum of 1. For instance, a stone thrower would destroy itself on a 1-2.
===LORDS
>>> Bull Centaur Lord: 275pts/model
(Takes up a Lord and a Rare choice)(50mm monster base)
M6 WS6 BS3 S5 T6 W5 I3 A5 LD9
WEAPONS/ARMOR: additional hand weapon, great weapon, heavy armor
SPECIAL RULES: Scaly Skin (5+), causes terror, immune to panic (ignore slave panic), stampede.
Lord of Ash: 150pts/model
M3 WS7 BS4 S4 T5 W3 I4 A4 LD10
WEAPONS/ARMOR: hand weapon, demonforged armor
OPTIONS: May carry a great weapon at +6 pts, an additional hand weapon at +6pts, or a halberd for +3pts, and may carry a shield at +3pts.
May carry up to 100pts of magic items chosen from the common or chaos dwarf list.
SPECIAL RULES: Overlord unit, relentless, resolute
High Priest of Hashut (Sorcerer Lord): 260pts/model
M3 WS4 BS3 S3 T5 W3 I1 A1 LD10
WEAPONS/ARMOR: hand weapon
OPTIONS: One High Priest in the army may join an Altar of Hashut for +160pts.
May carry up to 125pts of magic items chosen from the common or Chaos Dwarf list.
SPECIAL RULES: level 4 wizard (fire/shadow/metal/death), relentless, resolute
>>>Altar of Hashut: 170pts
M- WS- BS- S- T8 W5 I- A- LD-
M6 WS5 BS3 S4 T5 W1 I2 A1(2) LD9 Bull Centaur guards (2)
WEAPONS/ARMOR: the guards are armed with hand weapons, great weapons and heavy armor.
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.
===HEROES
Enforcer (Chaos Dwarf Hero): 70pts/model
M3 WS6 BS3 S4 T5 W2 I3 A3 LD9
WEAPONS/ARMOR: hand weapon, demonforged armor
OPTIONS: May carry a great weapon at +4 pts, an additional hand weapon at +4pts, or a halberd for +2pts, and may carry a shield for +2pts.
May carry up to 50pts of magic items chosen from the common or Chaos Dwarf list.
One Enforcer in the army may have the battle standard for +25pts, in which case he can take no other mundane equipment, nor may he use a magical shield. He may carry a magical banner of any points value, but if he does he may not carry any other equipment.
SPECIAL RULES: relentless, resolute, ignore Slave panic
Priest of Hashut (Sorcerer): 95pts/model
M3 WS4 BS3 S3 T4 W2 I2 A1 LD9
WEAPONS/ARMOR: hand weapon
OPTIONS: may become a level 2 wizard for +35pts, and may carry up to 75pts of magic items chosen from the common or Chaos Dwarf list.
SPECIAL RULES: level 1 wizard (fire/shadow/metal/death), relentless, resolute, ignore Slave panic
Hobgoblin Khan (Hobgoblin Hero): 35pts/model
M4 WS5 BS5 S4 T4 W2 I5 A3 LD7
WEAPONS/ARMOR: hand weapon, light armor
OPTIONS: May carry a great weapon at +4 pts, an additional hand weapon at +4pts, and may carry a shield for +2pts. May carry a bow for +4pts.
May carry up to 25pts of magic items chosen from the common or Chaos Dwarf list.
May be mounted on a wolf for +18pts
SPECIAL RULES: may not join Overlord units or units with “ignore Slave panic”
===CORE
Chaos Dwarf Warriors: 8pts/model, unit size 10+
M3 WS4 BS3 S3 T4 W1 I2 A1 LD8
M3 WS4 BS3 S3 T4 W1 I2 A2 LD8 Intimidator
WEAPONS/ARMOR: hand weapon, heavy armor
OPTIONS: may be given shields at +1pt/model, and great weapons at +2pts/model
COMMAND: A model may be upgraded to an Intimidator at +10pts, a standard bearer at +10pts, and a musician at +5pts
SPECIAL RULES: Overlord unit, relentless, resolute
Chaos Dwarf Destroyers (Blunderbussiers): 13pts/model, unit size 10+
M3 WS4 BS3 S3 T4 W1 I2 A1 LD8
M3 WS4 BS3 S3 T4 W1 I2 A2 LD8 Drill Master
WEAPONS/ARMOR: hand weapon, blunderbuss, heavy armor
COMMAND: A model may be upgraded to a Drill Master at +10pts, a standard bearer at +10pts, and a musician at +5pts
SPECIAL RULES: Overlord unit, relentless, resolute
-Blunderbusses: Range 12" S4, armor piercing, 2x multiple shots. Blunderbusses must always use multiple shots. Blunderbusses may fire in two more ranks than usual as the back ranks prepare and load the blunderbusses while the front rank fires, so they are able to produce a frightening volume of fire. For example, a unit on level ground relative to their target shoots in three ranks, while a unit on a hill may fire up to four ranks.
Hobgoblins: 3pts/model, unit size 20+
M4 WS3 BS3 S3 T3 W1 I3 A1 LD6
M4 WS3 BS3 S3 T3 W1 I3 A2 LD6 Chieftain
WEAPONS/ARMOR: hand weapon
OPTIONS: May be given shields at +1pt/model, light armor at +1pt/model, and/or bows at +3pts/model
COMMAND: a model may be upgraded to a Chieftain at +8pts, a standard bearer at +8pts, and a musician at +4pts
SPECIAL RULES: Slave unit
>>>Pit Slaves: 3pts/model, unit size 19+
(This unit represents humans, elves, skaven, goblins etc., who have been captured by the Chaos Dwarfs)
M4 WS2 BS2 S3 T3 W1 I3 A1 LD3
M4 WS4 BS3 S3 T4 W1 I2 A2 LD7 Slaver
WEAPONS/ARMOR: hand weapons, shields
COMMAND: The unit may include a Slaver at +20pts, and one model may be upgraded to a musician for +4pts.
SPECIAL RULES: Slave unit, expendable (does not cause Panic tests), does not count toward the minimum Core you must field,
Hobgoblin Wolf Riders: 13pts/model, unit size 5+
(Note that Hobgoblin Wolf Riders do not count toward the minimum Core units you must field)
M4 WS3 BS3 S3 T3 W1 I3 A1 LD6
M4 WS3 BS3 S3 T3 W1 I3 A2 LD6 Slavecatcher
M9 WS3 BS0 S3 T3 W1 I3 A1 LD5 Wolf
WEAPONS/ARMOR: hand weapons, light armor
OPTIONS: may be given shields at +1pt/model, or bows at +3pts/model
COMMAND: a model may be upgraded to a Slavecatcher at +12pts, a standard bearer at +12pts, and a musician at +6pts
SPECIAL RULES: Slave unit, fast cavalry
===SPECIAL
>>>Firefists: 13pts/model, unit size 10+
M3 WS4 BS3 S4 T4 W1 I2 A1 LD8
M3 WS4 BS3 S4 T4 W1 I2 A2 LD8 Flamebrother
WEAPONS/ARMOR: hand weapons, firefist war shield, heavy armor
COMMAND: a model may be upgraded to a Flamebrother at +12pts, a standard bearer at +12pts, and a musician at +6pts. The standard bearer may carry a magic banner of up to 50pts
SPECIAL RULES: relentless, resolute, ignore Slave panic
-Firefist war shield: The elite dwarfs known as firefists use these spiked shields to great effect for bashing and slicing as well as blocking enemy attacks. This tactic leaves them more vulnerable to enemy strikes, but makes them far more dangerous combatants. These shields are additional hand weapons as well as shields, but the user cannot claim the bonus armor save for using a hand weapon and shield in close combat.
>>>Immortals: 15pts/model, unit size 10+
M3 WS5 BS3 S4 T4 W1 I2 A1 LD9
M3 WS5 BS3 S4 T4 W1 I2 A2 LD9 Eternal
WEAPONS/ARMOR: hand weapons, halberds, demonforged armor
COMMAND: a model may be upgraded to an Eternal at +12pts, a standard bearer at +12pts, and a musician at +6pts. The standard bearer may carry a magic banner of up to 50pts
SPECIAL RULES: Overlord unit, relentless, resolute, Immune to Psychology
Sneaky Gits: 8pts/model, unit size 10-20
M4 WS3 BS3 S3 T3 W1 I4 A1 LD6
WEAPONS/ARMOR: hand weapons, additional hand weapons
SPECIAL RULES: Slave unit, Skirmishers, poisoned attacks
Death Rocket Platform: 80pts/model
M- WS- BS- S- T7 W3 I- A- LD-
M3 WS4 BS3 S3 T4 W1 I2 A1 LD8 dwarf crewmen (2)
WEAPONS/ARMOR: the crew is armed with hand weapons and heavy armor
OPTIONS: The rockets may be Demonforged for +20pts
SPECIAL RULES: stone thrower (12" to 48" guess range only), ignore Slave panic, the crew are relentless and resolute
-Death rockets: Notoriously unpredictable, Death Rockets are prone to fly off in a random direction instead of detonating on the spot where they land. To represent this, death rockets deviate twice the distance rolled on the artillery die (a range of 4" to 20"). Hits from a Death Rocket are resolved at S5, not S4.
>>>Brimstone Thrower: 85pts/model
M- WS- BS- S- T7 W3 I- A- LD-
M3 WS4 BS3 S3 T4 W1 I2 A1 LD8 dwarf crewmen (3)
WEAPONS/ARMOR: the crew is armed with hand weapons and heavy armor
OPTIONS: May be Demonforged for +20pts
SPECIAL RULES: brimstone thrower, flaming, ignore Slave panic, the crew are relentless and resolute
-Brimstone thrower: This war machine fires a grenade-like projectile that explodes where it lands, causing a shower of superheated metal shards over a wide area. Treat the Brimstone Thrower as a stone thrower with the following exceptions: use the large 5" template instead of the small 3" one, it only does multiple wounds to the target under the central hole, and hits are resolved at S3, not S4.
Hobgoblin Bolt Thrower: 35pts/model
(You may include 2 per special choice)
M- WS- BS- S- T7 W3 I- A- LD-
M4 WS3 BS3 S3 T3 W1 I2 A1 LD6 hobgoblin crewmen (2)
M3 WS4 BS3 S3 T4 W1 I2 A1 LD8 dwarf crewman (0-1)
WEAPONS/ARMOR: the crew is armed with hand weapons
OPTIONS: may be joined by a Chaos Dwarf crewman with an a hand weapon, whip and heavy armor for +10pts
SPECIAL RULES: bolt thrower
===RARE
>>> Lammasu: 170pts/model
(Unridden monster)
M6 WS4 BS3 S5 T5 W4 I2 A3 LD9
WEAPONS/ARMOR: none
SPECIAL RULES: Large Target, Fly, Terror, magic resistance (2), immune to fire-based attacks, 5+ ward save against mundane attacks.
Earthshaker Cannon: 150pts/model
M- WS- BS- S- T7 W3 I- A- LD-
M3 WS4 BS3 S3 T4 W1 I2 A1 LD8 dwarf crewmen (3)
WEAPONS/ARMOR: the crew is armed with hand weapons and heavy armor
SPECIAL RULES: stone thrower (12" to 48" range only), earthquake, ignore Slave panic, the crew are relentless and resolute
-Earthquake: An Earthshaker cannon causes violent quakes in addition to its
Deadly ammunition. When resolving a hit from an Earthshaker, roll 2D6 in addition to normal damage. Any unit within this distance in inches may not march or shoot in its next movement phase. War machines within this distance are only affected on a 4+ on a D6. Earthshakers suffer a -1 on the misfire chart, to a minimum of 1. For instance, a stone thrower would destroy itself on a 1-2.
>>>Bull Centaurs: 32pts/model, unit size 5+
M6 WS5 BS3 S4 T5 W1 I2 A1(2) LD9
M6 WS5 BS3 S4 T5 W1 I2 A2(3) LD9 Sentinel
WEAPONS/ARMOR: heavy armor, shields
OPTIONS: May have great weapons in addition to their shields for +2pts/model.
COMMAND: a model may be upgraded to a Sentinel at +16pts, a standard bearer at +16pts, and a musician at +8pts. The standard bearer may carry a magic banner of up to 50pts
SPECIAL RULES: ignore Slave panic, bull kick, stampede
-Bull kick: Bull Centaurs flail with their legs as well as striking with weapons. To represent this, one of the Attacks of a Bull Centaur or Great Taurus models is worked out at the basic strength of the model, with no weapon bonus or penalties applied. Note that this attack is included in the model’s profile.
-Stampede: Bull Centaurs are noticeably slower than other cavalry, however at times of crisis they can move with a speed that has surprised many foes. Bull Centaurs flee and pursue 3d6 inches.
Hellcannon: XXXpts
(Rules to be announced, pending review. Some details, like the daemonic items allowance, need to be worked out before any finalized rules are posted.)
===FROM THE FORGES OF ZHARR NAGGRUND
COMMON MAGIC ITEM PRICES
-Sword of Striking 25pts
-Sword of Battle 25pts
-Sword of Might 15pts
-Biting Blade 10pts
-Enchanted Shield 10pts
-Talisman of Protection 10pts
-Staff of Sorcery 35pts
-Dispel Scroll 35pts
-Power Stone 25pts
-War Banner 25pts
MAGIC WEAPONS
-The Blade of Cruelty 20pts
Any model wounded by this axe has their will sapped out of them. For each unsaved wound caused by this axe, the wounded model’s Leadership is reduced by 1 for the remainder of the battle (this has no effect on single wound rank and file models).
-The Dagger of Pain (Hobgoblin Khan only): 25pts
With the help of this dagger, Gorduz Backstabber now holds the title of the longest-lived hobgoblin chieftain in memory. He died not from the sting of an assassin’s blade but at the hands of his Master Ghorth the Cruel for reasons unknown. The dagger counts as being poisoned, but wounds automatically on a to hit roll of 5 or 6, even if the chieftain would normally need to roll a 6 to hit.
-Yurgoss’ War Pick: 30pts
The spike of this weapon pierces armor, flesh, and souls. The wielder gains +1 Strength in hand-to-hand combat. In addition, if the wielder wins a combat, his side’s combat result is increased by 1 in his favor.
-The Slaver’s Chain (requires two hands): 35pts
The character that wields this wickedly spiked chain always strikes first in hand-to-hand combat. If more than one combatant has this ability then resolve their attacks in initiative order. Any model that suffers a wound from this chain (whether it is successfully saved or not) strikes last in that combat, even after great weapons, and even if he charged.
-Black Hammer of Hashut: 50pts
+2S. Flaming. Flammable targets are automatically killed if they take a single wound.
-The Brass Axe of Azgathor (counts as a great weapon): 60pts
Long used for executions, this axe has developed a thirst for the blood of the living. The wielder gets +1 to hit in hand-to-hand combat, and the axe confers the killing blow ability upon the user.
-Obsidian Blade: 65pts
No armor saves allowed. If the target takes an unsaved wound his weapon and shield are destroyed (even if they are magical).
-Dark Mace of Death: 80pts
Once per battle the bearer may make a single attack instead of rolling to hit and wound as normal. All enemy models in base contact take D3 wounds with no armor save.
MAGIC ARMOR
-Shield of To’Ul’Koss: 40pts
The demon To’Ul’Koss resides in this shield, releasing her fury at any who draw near. This shield provides a 5+ armor save, which may be combined with other armor. Each enemy who hits the wielder in hand to hand combat suffers a Strength 3 hit in return after all other attacks have been made, even if the wielder is slain during combat. Any wounds caused by this effect count toward the combat result.
-Armor of Gazrakh: 25pts
This armor provides a 1+ armor save that cannot be improved.
-Armor of Fireglass: 40pts
The wearer of this obsidian breastplate gains magic resistance (2) and a 5+ armor save that may be combined with other equipment.
-Armor of the Furnace: 35pts
Grants the wearer a 4+ armor save, which may be combined with a shield as normal. Provides a 5+ ward save. Immune to fire based attacks.
-Duerkar’s Breastplate 75pts
This ancient suit of blackened bronze armor protected its original owner form countless assassination attempts, but could not protect him from the wrath of the Sorcerers of Zharr-Naggrund. It grants the wearer a 4+ armor save which may be combined with other equipment. The bearer may reroll failed armor saves and receives a 4+ ward save. The wearer is also immune to poison.
TALISMANS
-Stone Heart: 30pts
This petrified heart of a long forgotten Sorcerer retains some of the power of its master. It grants the character magic resistance (2).
-Ring of Roaring Flames: 30pts
The ring creates a wall of heat around the wearer, distracting and slowing his opponents in hand-to-hand combat. Any close combat attacks directed at the wearer suffer -1 to hit.
-Phylactery of Ghul Lorkurz: 40pts
The vicious demon prince known to the Chaos Dwarfs as Ghul Lorkurz was bound into this amulet by Astragoth himself. The demon’s power grants the wearer a 3+ ward save. Magic weapons and spells ignore this ward save.
-Spite Diamond: 50pts
A coven of ancient Sorcerers cut this diamond with the very anger and malice in their hearts. The spite diamond inflicts a S4 hit on any model that wounds the wearer in hand-to-hand combat, regardless of whether the wound was successfully saved.
-Talisman of Obsidian: 80pts
Wearer and any unit he is with cannot be affected by spells at all (not even friendly ones), and cannot cast spells he. Wizards in base contact cannot cast spells.
ENCHANTED ITEMS
-Collar of Torguk (hobgoblins only): 15pts
The sorcerer Torguk used this collar to control his minions by placing thoughts directly in their mind. A hobgoblin with this collar has the same leadership as the general as long as the general is alive.
-Gauntlets of Bazrakk the Cruel: 20pts
+1S. If the wielder rolls a 1 to hit, it strikes a friendly model in base contact (roll to wound ect. as normal)
-Fusil of Burning Ashes 35pts
The wielder gains a breath weapon that hits at S2 and ignores armor saves.
-Mask of Drukakk: 50pts
The sorcerer Drukakk wore this ornate bronze mask, which emanates an aura of authority. After three centuries as High Priest of Hashut he now stands watch over the approach to Zharr-Naggrund. All friendly units within 6" may reroll failed psychology tests.
-Black Gem of Gnar: 50pts
Can be activated at the beginning of any close combat phase, yours or your opponent’s, after challenges are issued and accepted or rejected. The bearer and one model of the bearer’s choice in base contact are removed from the fight and my not strike blows, nor can they be attacked in any way for the duration of that close combat phase. Work out combat result as normal. One use only.
-Skull of Kosherah: 65pts
Bound Item, power level 6. This item contains the spell Wall of Fire. Every time this item is used, roll a die. If the result is a 1 the Skull may no longer be used for the duration of the game.
ARCANE ITEMS
-Onyx Shard of Balance: 25pts
This shard acts as a focus for the Sorcerer, allowing him to control the winds of magic with greater precision. The bearer discounts the first miscast result he suffers during the battle. The spell still fails.
-Bracer of Command: 35pts
At the will of the Sorcerer, the hearts of the enemy become heavy with despair, and their weapons take all the victim’s effort to lift. Bound Item, power level 3. This item contains the spell Transmutation of Lead.
-Chalice of Darkness: 40pts
At the beginning of either player’s magic phase, you may roll D3 and remove that many dice from both die pools.
-Staff of Ghorth the Cruel: 75pts
Ghorth was the most powerful living Sorcerer of his day. He was found assassinated in his chambers on the eve of the Great Rebellion. This staff carries a measure of his prodigious magical might. The sorcerer who wields it adds 2 to the total casting roll of any spell he casts.
MAGIC BANNERS
-Slaver’s Goad: 30pts
The unit with this banner rolls an extra die to pursue, and drops the lowest result.
-Banner of Slavery: 50pts
The Banner is composed of the still living heads of rebellious slaves, magically preserved and screaming in pain. All Slave units within 12" may reroll failed psychology tests.
-Banner of Dominion: 50pts
The unholy aura of this banner forces all who are near to quake in fear at its presence. All enemy units in base contact suffer -1 to hit.
-War Standard of Atrocities: 75pts
A potent symbol of the power of the sorcerers, this banner has flown over countless tragedies for the races that defy the Dawn Shirr. All enemy units with a model within 12" suffer -1 to any leadership-based test they are forced to take.
-Icon of Hashut’s Glory 100pts
Any Overlord unit or unit with “ignore slave panic” within 6" is stubborn.
-30-
====APPENDIX 1: ADDITIONAL UNITS
===SPECIAL
>>>Sons of The Forge: 55pts/model: unit size 3+ (iron golems mounted on 40mm bases)
M5 WS3 BS0 S6 T5 W3 I2 A3 LD7
WEAPONS/ARMOR: Iron fists and Iron skin.
SPECIAL RULES: Scaly Skin (5+), Cause Fear, Daemonic Constructs, Sorcerous Hunger, Immune to fire-based attacks, Lumbering, Lava Gout, 5+ ward save versus mundane attacks, unbreakable
- Sorcerous Hunger:
Sons of Hashut require an almost constant supply of magic to maintain their fiery spirits, without it, the Sons of Hashut spirit would quickly burn out, leaving behind only a hollow shell of black iron. At the beginning of the Magic phase, if the Sons of Hashut are not within 12" of a Sorcerer, make a Leadership test for the unit, if failed, the unit will suffer 1 wound for each point they failed their test by, no Armor or Ward saves may be taken to prevent this loss of wounds.
-Lumbering:
The Sons of Hashut cannot march, though they may charge as normal. Sons of Hashut may not overrun or pursue.
-Lava Gout:
Sons of Hashut may opt to spew searing hot lava at those next to them, rather than attack. Instead of attacking, each Son of Hashut inflicts an automatic S6 against a single enemy model within bases to base contact it with the Son of Hashut.
===SPECIAL CHARACTER
>>>Kollosus: 420pts
(The Kollosus counts as two Rare choices)
M6 WS3 BS0 S6 T7 W6 I1 A5 LD10
WEAPONS/ARMOR: Iron fists and iron skin.
SPECIAL RULES: Scaly Skin (3+), large target, cause Terror, Sorcerous Hunger, immune to fire-based attacks, Lumbering and Ungainly, 5+ ward save versus mundane attacks, unbreakable, earthshaker, Flames of Wrath
-Sorcerous Hunger:
At the beginning of the Magic phase, if the Kollosus is not within 12" of a Sorcerer, make a Leadership test for the Kollosus, if failed, it will suffer 1 wound for each point they failed their test by, no Armor or Ward saves may be taken to prevent this loss of wounds.
-Lumbering and Ungainly:
The Kollosus cannot march (though they may charge as normal). If the Kollosus loses combat, roll a D6. On a 1 the kollosus trips and comes crashing down, possibly falling on nearby troops. Roll a scatter die and place the Kollosus over the area. Any models wholly underneath the template are hit automatically, while models partially covered are hit on a 4+. Any models hit this way suffer a S6 hit. After it has fallen, the Kollosus is removed.
-Earthshaker
The Kollosus has several cannon with explosive ammunition on its shoulders. These fire with the effect of an Earthshaker cannon. It may fire even after moving.
-Flames of Wrath
Flamethrowers mounted on the Kollosus fire together with the effect of a breath weapon. Use the flame template. Hits are resolved at Strength 4.
–Zharr Enginseer 65pts/model.
M3 WS4 BS4 S3 T4 W2 I2 A1 LD8
MAGIC: the Zharr Enginseer is a level 1 wizard, but may not cast spells.
WEAPONS and ARMOUR: Hand weapon, Blunderbuss, Heavy Armor
Options: May Carry Firefist rockets at +10pts.
May carry up to 50pts of magic items from the common or Chaos Dwarf list.
SPECIAL RULES: Sorcerer, Relentless, Ignore Slave Panic. Secrets of Binding, Quell the Beast, Extra Crewman, Artillery Master.
-Secrets of Binding:
If your army contains a Zharr Enginseer, then any War Machine may be Daemonforged at the additional cost of + 30pts per War Machine.
-Quell the Beast:
Any Daemonforged War Machine the Zharr Enginseer joins may re-roll its Unpredictable roll, but the second result stands, even if it is worst off than the first.
- Extra Crewman:
An Enginseer may replace a lost crewman of any War Machine he joins. An Enginseer may not use bound spells or fire his own missile weapon if he is operating a War Machine. An Enginseer will be killed if a War Machine Misfires and explodes while he is acting as replacement crew.
- Artillery Master:
Any War Machine a Zharr Enginseer joins may make 2 guesses when declaring the range they are firing at (one for the crew, one for the Enginseer). Measure the two points you have guessed and then decide which one you wish to for that shot before rolling any dice.
A Bolt Thrower that has been joined by an Enginseer may use his BS when rolling to hit.
If an Enginseer uses this ability he will not be able to fire his own missile weapon during the same shooting phase.
When an Enginseer fires his own missile weapon, he may always choose a different target than the one fired upon by the War Machine he has joined.
If the War Machine the Enginseer has joined misfires and explodes on the turn he uses his Artillery Master ability, he will be killed along with the crew.
-Pit Master: 55pts/model
M3 WS5 BS3 S4 T4 W2 I3 A2 LD8
WEAPONS and ARMOR: Whips, barbs, hot pokers, tongs (count as a pair of hand weapons), Blunderbuss, Heavy Armor.
Options: none.
May carry up to 25pts of magic items form the common or chaos dwarf army list.
SPECIAL RULES: Overlord, Relentless, Ignore Slave Panic. Pit Master’s Wrath, Cruel Barbs.
-Pit Master’s Wrath:
All Slaves unit within 6" and within line of sight of the Pit Master must re-roll any failed Slave Uprising and Break tests, each Slaves unit that does so suffers a d3, S4 hits as the Pit Master fires a “warning shot” with his blunderbuss to show his slave charges that failure isn’t an option.
-Cruel Barbs:
A Pit Master employs a wide range of exotic and deadly poisons to torture and subdue both his enemies and slaves. Even a scratch of a Pit Master’s blade can induce such crippling pain as to stop an Ogre.
The Pit Master’s close combat attacks count as Poisoned, this Benefit will not apply to magic weapons carried
====APPENDIX 2: ALTERNATE RULES
Blunderbuss: range 8", S3 at long range, S4 at short range. Two shots each (not Multiple Shots). Troops may move and shoot with blunderbusses. As a black powder weapon, blunderbusses are armor piercing. A blunderbuss suffers does not suffer “to hit” penalties for movement or range. All stand and shoot hits are resolved at short range, S4.
Blunderbuss: Maximum Range: 8"; Strength: 3+1 per extra rank
Rules: Armor piercing; Move-or-fire, 3x Multiple Shot.
Scattered Shot: A blunderbuss suffers no penalties when shooting.
Quick to Reload: A blunderbuss may always Stand and Shoot, no matter the range.
Overlords and Slaves
-Overlord:
A title bestowed upon the most ruthless and cruel Dawi Zharr slave masters, Overlords demand complete and unrelenting obedience from their slave charges, unless the slave wishes for a torturous and slow death at the hands of an Overlord. All Slaves within 6" of the Overlord must use his leadership for all psychology checks. If the Overlord is the general then all slaves within 12" use his leadership for all psychology checks.
-Slaves:
Captured, broken, and now forced to fight for their cruel masters, slaves often swell the ranks of a Dawi Zharr army. But even in broken spirits, slaves must be watched and goaded into battle, as they are prone to panic and cowering and great bouts of confusion during the heat of battle. All units marked as Slaves are subject to the Slave Uprising rule and May never use the General’s leadership (unless he is also an Overlord), nor may they benefit from the army Battle Standard. No characters may ever join a Slaves unit (no self-respecting Dawi Zharr would fight alongside such filth.). Slaves May not rally unless within 6" of an Overlord
-Slave Uprising:
At the beginning of the Chaos Dwarf players turn, roll a d6 for each unit marked as Slaves. On a roll of 2-6 the unit behaves as acts as no
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