[Archive] Minty's dawi zharr army list MK2

minty:

hey all, this is mark two of the project that made me come here in the first place (all those long years ago) It has taken me ages to do te minor changes, and I have stolen a few ideas from you guys (mainly GSF for the brotherhood of hashut). I still need to redo the magic items, but hey, I’m slow and lazy. Well, I’ve babbled enough so here we go

Armoury

Blunderbuss

A blunderbuss is a simple black powder weapon that can unleash a frightening rate of fire

Range: 12�?� Strength 4 Special Rules: move or fire, armour piercing, may fire in an additional rank. Ignore long range

Deamonforged Armour

The armour worn by the nobles of Zarr Nagrund is made in the dark forges of Hashut, it is bound with the fell energy of the dark god himself

5+ Armour save and a 6+ ward save against non magical attacks

Special Rules

Unyielding


Chaos dwarves are stubborn, implacable foes, in battle they do not stop there advance until they have what they want, or there are no dwarves left

All models with the unyielding rule may march even when there is an enemy within 8"

Overlords

Dawi zarr are notorious slavers, there realms populated by more slaves than the dwarves themselves.Various units are referred to as overlords, these units follow all the following special rules

–overlords never take panic checks from fleeing slave units

–no overlord may join a unit of slaves, and a unit of overlords may never be joined by a slave character

Slaves

Much of the armies of Zar Naggrund are comprised of captured slaves. Many units are referred to as slaves, these follow the following rules–the army may never include more slave units than there are units or characters in the army with the overlord rule

–every turn a slave unit is out of 6�?� of an overlord unit them must make a panic test or flee towards the nearest table edge

–slaves may not fill the minimum core choices for the army

Animosity

Though more ordered than there western cousins, Hobgoblins still find reasons to fight amongst themselves, though this is far less serious than that of the Orcs .

each turn, at the begining of the movement phase before charges are declared, roll 1d6 for every Hobgoblin unit not in combat or fleeing, and apply the following effect

1. eeerm boss, 'es kinda bigg:The hobgoblin unit real away from the enemy in fear of what wll hapen if they get nearer, untill the boss can ‘convince’ them to get back into the fight

the hobgobin unit must take a Panic Test exactly as if they suffered 25% casualties from shooting

2-5. What ever ya say, boss: the hobgoblins find no problem obeying to orders this time

the hobgoblin unit acts as normal this turn

6. wot did u say, ya dirty little: the hobgoblins have taken offence at one enemy unit and are imediatly ready to teach them a lesson

the hobgoblin unit imedialty moves forward D6" towards the nearest enemyin line of sight, if they have ranged weapons they fire on that unit, but do not count as having moved

Deamonforging

The engineers of Zar Naggrund are adept at combining steel and chaos energy into one monstrous being

If the army contains a Deamonsmith than the war machines may be daemon forged. Any war machine with chaos dwarves as crew may be upgraded in this way.

Deamonforged war machines have a 5+ demonic ward save, as well as having the rampage special rule and using the hell cannon misfire chart, and cause fear. There shots count as magical

Additional rules for demonic war machines are in the units profile

Deamonic construct

Many unnatural machines serves the chaos dwarves, driven by the foul energies of chaos they have captured. These come in many forms but are generally referred to as deamonic constructs[/i]

All deamonic constructs are [/i]

If a deamonic construct unit looses combat, they must make a leadership test (not a break test) . If they pass they suffer wound equal to the amount they lost combat by. If they fail they suffer the same amount of wounds as if they had passed plus the amount they failed the LD test by. This is reduced by 1 if there is a sorcerer within 12�?�

deamonic constructs cannot march unless there is a sorcerer within 12�?�

Army List

Lords


Umaraki Lord 155 points

M WS BS S T W A I LD
3 7 5 4 5 3 4 5 10


Equipment: Deamonforged armour, hand weapon

Options:

May carry a great weapon or an additional hand weapon(+6pts)

May carry a shield (+3pts)

May carry a blunderbuss(+15pts)

May ride a great Taurus (+240 pts) a Taurus (+55pts)

May carry up to 100 pts of gifts of Hashut

Special rules: overlord

Uncaring

The lords of the dawi zarr are infamous among there own subjects for being black hearted monsters who would slay there fellows for the slightest gain.

Any unit joined by an Umbaraki lord that fails a panic, fear or terror checks takes d6 wounds with a minus 2 to there save, but may re-roll the LD test



High sorcerer 225 points


M WS BS S T W A I LD
3 4 5 3 5 3 1 2 9


Equipment: hand weapon

Magic: a high sorcerer is a level 3 wizard who may choose spells from the lore of death, fire, metal or the lore of Hashut

Options:

May be upgraded to a level 4 wizard for + 45 points

May ride a Lammasu (+220 pts) or may be carried in a palanquin(+170pts)

May carry up to 100 pts of gifts of Hashut

May accompany a furnace of Hashut for + 185 points (takes up a rare slot)

Special rules: overlord

Stoneskin curse

[/i]

all sorcerers have a boosted toughness (shown in profile) and have a scaly skin save

  Lvl 1 - 6+ scaly skin

  Lvl 2 - 5+ scaly skin

  Lvl 3 - 4+ scaly skin

  Lvl 4 - 3+ scaly skin

A sorcerer may not march unless mounted, and has an additional -1 to flee, again unless mounted.

A high sorcerer may not move and is run down automatically if fleeing, unless they are mounted.

Heroes

Umbaraki Thane* 70 points

M WS BS S T W A I LD
3 6 5 4 5 2 4 4 9


Equipment: Deamonforged armour, hand weapon

Options:

May carry a great weapon or an additional hand weapon(+4pts)

May carry a shield (+2pts)

May carry a blunderbuss(+10pts)

May ride a mechanical mount (+65pts)

May carry up to 50 pts of gifts of Hashut

Special rules: overlord

Sorcerer 80 points

M WS BS S T W A I LD
3 4 3 3 5 2 1 2 9


Equipment: hand weapon

Magic: a sorcerer is a level 1 wizard who may choose spells from the lore of death, fire, metal or the lore of Hashut

Options:

May be upgraded to a level 2 wizard for + 45 points

May have a mechanical support system + 40 points

May carry up to 50 pts of gifts of Hashut

Special rules: overlord, stoneskin curse

Deamonsmith 65 points

M WS BS S T W A I LD
3 5 6 4 4 2 2 3 9


Equipment: hand weapon, deamonforged armour

May carry a great weapon or an additional hand weapon(+4pts)

May carry a shield (+2pts)

May carry a blunderbuss(+10pts)

May ride a mechanical mount (+65pts)

May carry up to 50 pts of gifts of Hashut

Special Rules: overlords

Deamonmaster

[/i]

If a deamonsmith joins a war machine that has been deamon forged the war machine may reroll the dice on the misfire chart, as well as allowing to reroll any scatter dice that are rolled or use his BS for any to hit rolls

0-1 Bull prince 120 points

M WS BS S T W A I LD
7 7 5 5 5 3 3 3 9


Equipment: hand weapon, deamonforged armour

Options:

May carry a great weapon or an additional hand weapon(+6pts)

May carry a shield (+3pts)

May carry up to 50 pts of gifts of Hashut

Special rules: overlord

Bull kick

[/i]

Bull centaurs have an additional attack in combat that is resolved at base strength except for when charging at which points it�?Ts there strength +1

Thick hide

[/i]

Bull centaurs have a 5+ scaly skin save

Not cavalry

[/i]

Bul centaurs follow the rules for infantry, except with the followibng exceptions.

They cannot enter building, like cavalry

they have US2

Cause fear

[/i]

Bull centaurs cause fear

Hobgoblin khan ** 45 points

M4 WS5 BS4 S4 T4 W2 I3 A3 LD7 


Equipment: hand weapon

Options:

May carry a great weapon or an additional hand weapon(+4pts) or if mounted a spear(+2pts)

May carry a shield (+2pts)

May carry a short bow(+8pts)

May ride a wolf(+12pts) or may ride in a hobgoblin wolf chariot (does not take up a special slot)

May carry up to 25 gifts of Hashut

Special Rules: animosity, slave

may carry the army battle standard for +25 points, only one per army, may choose magic banner, but if he does may not take any other magic items. BSB may not take any mundane equipment or be the general

* may include one for each unit of hobbos

MOUNTS

Great Taurus

[/i]
M WS BS S T W A I LD
G.Taurus 6 3 0 5 5 4 4 2 7


Special rules: fly, cause terror, large target

Fire form

[/i]Breath fire

[/i]

This is a breath weapon, that is strength 4 and gives an additional -1 to enemy armour saves. This is a flaming attack

Lammasu

[/i]
M WS BS S T W A I LD
Lammasu 6 3 0 5 5 4 3 2 9


Special rules: fly, cause terror, large target

mage birth

[/i]

A Lammasu has magic resistance 2, and for any spell that is dispelled by these dice, the rider generates an extra power dice the next turn

Palanquin

[/i]
M WS BS S T W A I LD
Palanquin - - - 5 5 4 - - -
Bull Centaur 7 5 3 5 4 1 1 2 9


Equipment: bull centaurs have hand weapons and deamonforged armour

Unit size: 1 palanquin, carried by 4 bull centaurs

Special rules: large target

Bearers

the four bull centaurs that carry the palanquin follow all the normal rules for bull centaurs (bull kick, thick hide, cause fear). When in combat these make four attacks as normal. If the palanquin looses one bearer it may no longer march, and if it looses 3 it can no longer move. If the palanquin is destroyed the bull centaurs are removed along with it

Palanquin

[/i]

The palanquin causes d6 impact hits when it charges. Due to the metal it is made of the palanquin has a 3+ armour save. Whenever the palanquin is shot, roll a D6 on a 1 the sorcerer is hit, on a 2 the bearers and on a 3-6 the palanquin. the palanuin is US6

Mechanical mount

[/i]
M WS BS S T W A I LD
6 4 0 5 5 3 3 2 6 Mech mount


Special rules: Deamonic construct, cause fear, Upgradeable (+25 points)

Spirit link

does not suffer wounds from combat as long as rider survives

  

Core

Chaos dwarf warriors 8pts per model

M WS BS S T W A I LD
C dwarf 3 4 3 3 4 1 1 2 9
Veteran 3 4 3 3 4 1 2 2 9


Equipment: hand weapon, heavy armour

Unit size: 10+

Options:

The unit may be equipped with great weapons or additional hand weapons for +2 points per model

The unit may be equipped with shields for +1 point per model

One model may be upgraded to a standard bearer +10 points

One model may be upgraded to a musician for + 5 points

One model may be promoted to a veteran for + 15 points

Special rules: overlord

Brotherhood of hashut

[/i]

One unit of chaos dwarf warriors may be upgraded to the Brotherhood of Hashut for +4 points per model.

The brotherhood of Hashut have +1 WS and S. They may not choose any weapon options but are armed with halberds. They may still buy command and shields as usual.

The brotherhood of hashut are subject to [/i] and [/i] all enemies

Chaos dwarf Blunderbussiers  14 points per model

M WS BS S T W A I LD
C dwarf 3 4 3 3 4 1 1 2 9
Veteran 3 4 3 3 4 1 2 2 9


Equipment: hand weapon, heavy armour, blunderbuss

Unit size: 10+

Options:

The unit may be equipped with shields for +1 point per model

One model may be upgraded to a standard bearer +10 points

One model may be upgraded to a musician for + 5 points

One model may be promoted to a veteran for + 15 points

May replace blunderbuss with a crossbow and great weapon for no additional points

Special rules: overlord

Hobgoblins 3 points per model *

M WS BS S T W A I LD
Hobbo 4 3 3 3 3 1 1 2 6
Boss 4 3 3 3 3 1 2 2 6


Equipment: hand weapon

Unit size: 20+

Options:

May be equipped with spears for +1 point per model, or additional hand weapons for +1 points

May be equipped with shields for +1 point per model,

May be equipped with light armour +1 points

May be equipped with bows for +2 points per model

One model may be upgraded to a standard bearer +10 points

One model may be upgraded to a musician for + 5 points

One model may be promoted to a boss for + 10 point

Special rules: animosity

Hobgoblin raiders 12 points per model *

M WS BS S T W A I LD
Hobbo 4 3 3 3 3 1 1 2 6
Boss 4 3 3 3 3 1 2 2 6
Wolf 9 3 0 3 3 1 1 4 3


Equipment: hand weapon, wolf

Unit size: 5+

Options:

May be equipped with spears for +1 point per model

May be equipped with shields for+1 point per model

May be equipped with light armour +1 points

May be equipped with bows for +2 points per model

One model may be upgraded to a standard bearer +14 points

One model may be upgraded to a musician for + 7 points

One model may be promoted to a boss for + 14 point

Special rules: animosity, fast cavalry

Special

Sneaky gitz 5 points per model

M WS BS S T W A I LD
Hobbo 4 3 3 3 3 1 1 2 6
Boss 4 3 3 3 3 1 2 2 6


Equipment: 2 hand weapons

Unit size: 10+

Options:

May be equipped with light armour +1 points

One model may be upgraded to a standard bearer +10 points

One model may be upgraded to a musician for + 5 points

One model may be promoted to a boss for + 10 point

May be upgraded to very sneaky gitz for +2 points per model

Special rules: animosity, poisoned attacks, sneaky

sneaky

[/i]

Sneaky gitz and gain +1 on the �?~to wound�?T dice when attacking a unit from the flank or rear. very sneaky gitz gain an additional -1 to hit when in cover

Hobgoblin Bolt Thrower 45 points per unit

[/i]
M WS BS S T W A I LD
Hobbo 4 3 3 3 3 1 1 2 6
Bolt thrower - - - - 7 3 - - -


Equipment: crew have hand weapons

Unit size: 3 hobbo crew and one bolt thrower

Special rules: bolt thrower, animosity

Chaos Dwarf Immortals 13pts per model

M WS BS S T W A I LD
Immortal 3 5 3 4 4 1 1 2 9
Eternal 3 4 3 3 4 1 2 2 9


Equipment: deamonforged armour, hand weapon, great weapon

Unit size: 10+

Options:

The unit may be equipped with shields for +1 point per model

One model may be upgraded to a standard bearer +12 points

Standard bearer may carry a magic standard worth up to 50 points

One model may be upgraded to a musician for + 6 points

One model may be promoted to an eternal for + 17 points

An eternal may have up to 25 points of gifts of hashut

Special rules: overlord

Deamonsoul

[/i]

Immortals are immune to psychology and have magical attacks.

Chaos Dwarf weapon team 25 points per model

M WS BS S T W A I LD
Weapon team 3 4 3 3 4 2 2 2 9


Equipment: hand weapon, heavy armour

Unit size: 1-5 weapon teams consisting of 2 models each

Options

Each team must be equipped with either a brimstone bazooka (+30 points), a doom darter (+35 points) or a dread blaster (+40 points). Every model in the unit must be equipped in the same way

Special rules: overlords, skirmish. Cavalry base, unit strength 2

Brimstone bazooka

[/i]

Range: 36�?� strength: 8 special rules: move or fire

Doom darter

[/i]

Range: 24�?� strength: 4 special rules: volley fire

Volley fire

A weapon with volley fire shoots a flurry of razor sharp bolts. Roll an artillery dice, this is how many shots the doom darter shoots. If it missfirs, the unit takes a wound with a -1 to normal armour saves.

Dread blaster

[/i]

Range 4D6�?� strength: --. Special rules: move or fire, deadly wail

Deadly wail

If the weapon hits the target unit takes a number of hits equal to half the enemy unit strength, these hits wound on 6�?�s and ignore armour save. In addition any unit that takes a wound must immediately take a panic check

Earth Shaker cannon 110 points per unit

M WS BS S T W A I LD
C.Dwarf 3 4 3 3 4 1 1 2 9
Earth shaker - - - - 7 3 - - -
Deamonbound - 2 - 5 7 3 2 1 9


Equipment: crew have hand weapons and light armour

Unit size: 3 chaos dwarf crew and one earth shaker

Special rules: Earth shaker cannon, deamonforging, overlord

Options

May take 25 points of upgrades

Earth Shaker cannon

[/i]

Threat the earth shaker as a stone thrower with the following exceptions. After an earth shaker has fired, roll 2d6. Every model(friend of foe) in this distance of the shells location has there movement halved until the next chaos dwarf shooting phase. Any unit with missile weapons in this range must roll a d6, on a 4+ the unit requires 6�?Ts to hit with there shooting weapons until the end of the next chaos dwarf shooting phase. The power required to fire the shell however makes it highly inaccurate, so it scatters 2d6�?�

If only one crew man is alive, the machine can only fire once every two turns

Deamonforging (+ 20 points)

The shots from the Earth shaker cannon canon have +1 (+2 in centre) strength, any hits automatically cause a panic check



Death rocket launcher 95 points per unit


M WS BS S T W A I LD
C.Dwarf 3 4 3 3 4 1 1 2 9
Death rocket - - - - 7 3 - - -
Deamonbound - 2 - 5 7 3 2 1 9


Equipment: crew have hand weapons and light armour

Unit size: 3 chaos dwarf crew and one death rocket launcher

Special rules: death rocket launcher, deamonforging, overlord

Options

May take 25 points of upgrades

Special rules

death rocket launcher

[/i]

Range: 60�?�G Strength: 5 special rules:

The missile from the death rocket is fired as normal for a guess range weapon, since the missile scatters in mid air it uses large blast template to resolve hits. All models fully under or partially under the template are hit on a 4+ . The insincerities in causes D3 wounds to all models wounded, The shot is inaccurate however, rolling 2D6�?� for the scatter

If only one crew man is alive, the machine can only fire once every two turns

Deamonforging (+40 points)

Due to the powerful demonic pulses in the shot, the shot ignores armour saves,

Shredder 120 points

M WS BS S T W A I LD
Shredder 7 - 4 5 5 3 - - -
tenderiser 7 2 4 5 5 3 3 2 -


Unit size: 1

Equipment: doom darter, spinning blades

Options: may be upgraded to a tenderiser for +45 points, tenderisers replace there doom darter with a dread blaster

Special rules: chariot, 3+ armour save, unbreakable, always counts as stationary for firing

Blades of doom

[/i]

At the end of each close combat phase, after all models have attacked and if he shredder is still alive, one unit in base contact with the shredder automatically takes D6 strength 4 hits

Deamonfrenzy

[/i]

A tenderiser must always move towards the nearest enemy unit in line of sight, charging if possible. the tenderiser must always fire it�?Ts dread blaster if possible. On the turn a tenderiser charges it may reroll all to hit dice as it vents out the frustration of being bound in the metal shell. Every turn, the chaos dwarf player must roll a D6, on a roll of a 6 the tenderiser does nothing that turn, and suffers d3 wounds that ignore armour saves

Bull Centaurs 39 points per model

*may not include more units of bull centaurs than there are sorcerers, high sorcerer or bull princes

M WS BS S T W A I LD
Bull Centaur 7 5 3 5 4 1 1 2 9
Initiate 7 5 3 5 4 1 2 2 9


Equipment: deamonforged armour, hand weapon

Unit size: 5+

Options:

The unit may be equipped with great weapons or additional hand weapons for +2 points per model

The unit may be equipped with shields for +1 point per model

One model may be upgraded to a standard bearer +20 points

May carry a magic standard worth up to 75 pts

One model may be upgraded to a musician for + 10 points

One model may be promoted to an initiate of Hashut for + 20 points

The initiate may select up to 25 points of gifts of Hashut

Special rules: bull kick, tough hide, not cavalry

Rare

0-1 Heavy siege cannon 250 points

*takes two rare choices

M WS BS S T W A I LD
C.Dwarf - 4 3 3 4 1 1 2 9
siege cannon 3 2 2 5 7 5 2 1 9


Equipment: heavy armour, hand weapon

Unit size: 1 cannon, 5 chaos dwarf crew

Options:

may take 50 points of upgrades

Special rules

Heavy siege Cannon

[/i]

The heavy seige cannon has a range of 60�?o, and must guess the range like a stone thrower. The machine can fire in one of the two firing modes below. When firing, roll an artillery dice, this has no effect on how the shot hits but if it lands as a misfire, the machine, obviously misfires.:

Doomsday shell:  This is the main weapon of the cannon. It is used to break through anything that stands in the Dawi Zharr�?Ts way. This shot is strength 10, and uses the large blast template. This causes d6 wounds to anything hit. So much force is there behind this shot that it scatters 2d6�?�, and on a direct hit it scatters d6�?� instead, in the way the black arrow is pointing on the scatter dice. This shot has a minimum range of 18�?�

Barrage shell: This is the shots using the back up weapons, it is a rain of medium explosive shells that clear away the things aiming to stop the cannon. This shot fires three small blast templates, which each scatter independently. Any model suffers a s4 hit which causes d3 wounds,

If the machine looses 2 crew, it can only fire a doomsday shell once every two turns, and if it losses three crewmembers it cannot fire a doomsday shell anymore, and can only fire a barrage shell once every two turns.

immobile

[/i]

The heavy siege cannon can never move in the game

Deamonforged

The cannon, to keep the great force, must be bound and sealed by deamonic energy[/b]

The heavy siege cannon follows the rules for a deamon-forged war machine

M WS BS S T W A I LD
kollosus 6 4 4 6 6 6 * 1 10
Unit size: 1

Equipment: none [see below]

options:

May have up to three of the following upgrades, these can be taken multiple times, as long as no more than three upgrades are taken:

Inferno blasters +40 points

Rapid cannon + 50 points

Crushing blades +30 points/ (may only be taken twice)

soul wailer +50 points

Re-enforced armour +50 points

Deamonic chains + 25 points

Siege cannon + 40 points

Special Rules

Cause terror, large target, deamonic construct., 3+ armour save

Titan of battle

The Kolossus is the ultimate creation of the sorcerer�?~s and engineers of the Dawi Zharr. They are great and unstoppable machines, capable of breaking armies

A Kolossus cannot march. It always moved 6�?� unless charging. When moving, it may ignore movement penalties for difficult very difficult terrain. In combat, they make D6+1 attacks.

Mechanical firing platform

The Kolossus is crewed by a team of chaos dwarf warriors who control the weapons, as well as repairs. Because the gunners need not worry about what the pilot is doing

Unless it in combat, the Kolossus may fire all of it�?Ts weapons and always counts as stationary for the purpose of firing

Iron Golem 60 points per model
M WS BS S T W A I LD
Iron golem 6 3 3 5 5 3 3 2 9
steel golem 6 3 3 5 5 3 4 2 9
Equipment: crushing fists

Unit size:1+

Options

One model may be upgraded to an iron golem +20 points

Special rules

Deamonic construct, cause fear, 4+ armour save

Lore of Hashut

Spells
1- Hashut�?Ts gauntlet 5+
2- Flames of the furnace 7+
3- Resilience of dark iron 7+
4- Curse of ash 9+
5- Obsodian hammer 9+
6- dark eruption 11+
Effects

Hashut’s gauntlet 5+

A great mailed fist descends from the sky, crushing the foes of the chaos dwarves

This is a magic missile with a range of 12�?o. it causes d3 strength 6 hits on the targeted unit

Flames of the furnace 8+

This is a remains in play spell

Unleashing the dark fires of Hashut, the ground around the foe is heated to the temperature of Hashut�?Ts own realm

Choose one area within 18�?� of the sorcerer and place the small blast template there. Any unit (friend or foe) that passes over this point takes D6 strength D6 hits. These hits are flaming.

Resilience of dark iron 8+

The armour and weapons of the chaos dwarves is transmuted to a substance matching obsodian in it�?Ts strength

Target one unit within 6�?� of the sorcerer, that unit gains +1 to it�?Ts armour save whilst the spell lasts

This is a remains in play spell

Curse of ash 9+

Summoning the breath of his god, the sorcerer creates a great storm of ash to defend the dawi zharr

Exactly same effect as howler winds

Obsodian hammer 9+

A great chunk of obsidian descends from the sky, crushing all in it�?Ts path

This is a magic missile. It can be targeted anywhere on the board. The unit hit suffers D3+2 strength 6 hits

pillar of destruction  11+

Calling upon all of his might, the sorcerer uses the very core of the world as his weapon, bringing up this deadly force in a pillar of destruction and devastation

if this spell is cast, select an area within 12�?� of the sorcerer .Place a marker there and then roll 2d6�?�. Every model (friend or foe) in this radius suffers a single S5 flaming hit. This can hit character and war machine crew without the usual targeting restrictions. Characters can benefit from �?~look out sir�?T rule to avoid this hit

chaos dwarf misfire chart

1 - BOOM!!!

the machine explodes quite spectacularly, taking itself and everyone nearby with it.

Remove the machine from the game, and

TRUNCATED…

TRUNCATED…

any crewmen. anyone within 6�?� suffers a S4 hit



2-3 - Krack!!


The machine malfunctions, ripping parts of itself off as it attempts to fire.

remove a crewman. the war machine suffers one wound and may not fire next turn



4-5 - Thud!


The machine dosen�?Tt fire, but nothing too bad happens.

remove a crewman from the game. The machine suffers one wound

6 - Whooooom!!!

something goes right for once, and the machine fires out a shot of such force it leaves the crew gasping fro breath

The machine fires as normal, but the shot may re-roll to wound.

Hellcannon misfire chart

1- The hellcannon breaks it�?Ts bonds, kills all the remaining crew and  immediately rampages

2- The hellcannon fights against its chains. It takes d6 wounds with no save of any kind allowed

3- The hell canon goes berserk, it kills all of it�?Ts crew and may immediately spew ichor

4- A massive backdraught from the hellcannon�?Ts furnace bull a crewman within the engine. One crewman is killed

5- The hellcannons workings grind and snarl. It looses it�?Ts ward save

6- The hellcannons chaotic energy go crazy, inflicting a wound on every wizard on the board with no saves of any kind allowed

Deamonic upgrades

All Dawi Zharr war machines, as well as a Kolossus can be upgraded further than there basic design. These can greatly change the role of the machine. this rule cannot be used unless there is a deamonsmith in the army.

Boosted engines (mechanical mounts and Kolossus only) + 25 points

The machine has stronger engines than usual, and though they produce more fog, thy can move with much greater swiftness

the machine may always march, even when there is no sorcerer within 12�?�. A Kolossus wit this upgrade may march.

targeteer +15 points

This array of telescopes aid the machines crew to fire with pinpoint accuracy

The machine has +1 BS OR if it uses guess range weapons, may roll an additional dice for the scatter distance and choose the lowest.

Bigger Shells (not available to Kolossus or mechanical mounts) +25 points

The shots the machine fires are bigger, heavier or loaded with more gunpowder than the norm. They cause more damage

+1 strength to the shooting attack

Blast shields +25 points

The machine is fitted with shields to protect against oncoming missile fire

Gains +1 armour save against shooting attacks. This gives a war machine a 6+ save, and the crew will gain the usual +1

Deamonic upgrades

The upgrades below can only be taken by a deamonforged war machine, or a deamonic construct

Wailing souls + 25 points

The deamons trapped in the machine constantly emit a terrible scream, chilling those approaching it

any model taking a fear or terror test caused by the machine, must re-roll any successful tests

Deamonic pulses +35

The energy emitted from the shot brings images of there own impending death to those nearby

the unit hit must take a panic test. If they would normally be taking a panic test it is taken at -1 LD

Fangs and blades +50 points

The deamons bound into the machine are more violent than usual, trying to rip and tear anything that is in range

the war machine has +1 attacks, strength and WS. If taken by a Kolossus, it has +1 s and it has d6+2 attacks.

Kolossus Upgrades

These upgrades are only available to the Kolossus, the rules for choosing them and there costs are in the army list

Inferno Blaster



These give the Kolossus a breath weapon at S5, which is flaming

Rapid cannon

This small calibre cannon is on a quick loading mechanism, allowing it to shoot out a storm of shots in a short time

This is a missile weapon with the following profile

Range: 36�?� S6 special rules: Shoots d3 times, no minuses for firing more than once.

Crushing blades

The Kolossus is fitted with a selection of blades, claws and scythes, making it more deadly in combat

May reroll the dice for the number of attacks, if taken twice the Kolossus may not re-roll but has 2d6 attacks instead

Soul wailer

This is a larger version of the dread blaster, it unleashes a great wave of destructive deamonic energy

Uses the rules for a dread blaster, but wounds on a 5+

Re-enforced armour

The Kolossus is made of tougher materials and has more armour. It can take more punishment than usual

+1 Toughness +1 wound

Deamonic chains

The deamon is bound into the shell stronger, meaning it�?Ts hold onto the world is more permanent

The Kolossus suffers 1 less wound for loosing combat, for each one of this upgrade.

Siege cannon

A much smaller version of the heavy siege cannon, this weapon is still dangerous

This is a range weapon with the following profile

Range: 36�?� s10 special rules: none