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 LDUnit size: 1
kollosus 6 4 4 6 6 6 * 1 10
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 LDEquipment: crushing fists
Iron golem 6 3 3 5 5 3 3 2 9
steel golem 6 3 3 5 5 3 4 2 9
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+Effects
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+
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…