Before I get into it, I’ll try to stave off some of the obvious comments by noting that the Hobgoblin Magic Lord and Wind Daemons probably aren’t got the main list, but instead going into the appendix.
|����������M����WS�� BS�� S����T����W����I����A�� LdDomains: Fire, Metal, Shadow, Hashut
Sorcerer�� 3����4����3����4����5����3����1����1�� 10
Priest���� 3����4����3����3����4����2����2����1�� 9
Sorcerer starts as level 3 Wizard, upgrades to level 4 for +35pts
Priest starts as level 1 Wizard, upgrades to level 2 for +35pts
Equipment: Hand Weapon
Sorcerer Mounts: Lammasu, Palanquin
Priest Mounts: Palanquin
Palanquin - A Sorcerer with a Palanquin consists of a Sorcerer on a platform carried by four Chaos Dwarf Bearers. A Sorcerer with a Palanquin has a Movement value of 3. A Sorcerer and his Bearers fight as a single model with a Unit Strength of 4 (even in challenges). They are mounted on a 40mm wide by 40mm deep base. The Palanquin adds 1 to the Armour Save of the Sorcerer mounted on the Palanquin in the same way as any other mount. The Bearers give the General two extra WS5 Strength 4 Initiative 3 close combat attacks, but these attacks do not benefit from any weapon carried by the General.
If a Sorcerer with a Palanquin fights with a unit, he counts as two normal models (in each rank) for the purposes of working out if there is a complete rank of five models. Note that when in a unit, a Sorcerer and his Bearers may still use the ‘Look out, Sir!’ rule.
ICFTM: Altar of Hashut��(170pts )
|������������M����WS�� BS�� S����T����W����I����A����LdEquipment: the guards are armed with hand weapons, great weapons and heavy armor.
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.
|����������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
Warlock Mounts: Storm Raven, Batle Mount, Wolf
Shaman Mounts: Wolf
Wind Daemons (Rare, may only take a unit of Wind Daemons if you have a Hobgoblin Warlock)
Unit Size: 3-20
| M WS BS S T W I A LdSpecial Rules:��Daemonic; Flying Unit; Tornado Attack
Wind Daemon 1 4 0 4 3 2 5 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