Braininthejar:
Ok, after a 2 year hiatus, I have returned to make the version 1.1 of the army list. I have tried to take into account all the comments as well as adjust the list to the new edition.
Looking for more feedback, especially concerning the point costs.
CHAOS DWARF RULES:
Slow: Chaos dwarf infantry units flee and pursue 2D6-1
Purposeful: Chaos dwarfs automatically pass their �?oEnemy sighted!�?� tests.
Life is harsh: Both chaos dwarfs and hobgoblins are very pragmatic and have no qualms about sacrificing their allies to win. They can ignore the risk to greenskins when placing templates and may even shoot into close combat that involves them (in this case, each hit is randomized between the sides with a roll of 4+) . That includes hobgoblins shooting other hobgoblins. Also, chaos dwarfs will never test for panic on account of greenskins �?" if they are being routed or wiped out, it must be part of the plan.
Hobgoblin animosity: While the enslaved greenskins don�?Tt have the time for petty squabbles, the hobgoblins do much worse �?" they use the confusion of battle to settle old grudges. At the beginning of every chaos dwarf turn roll a dice for every unengaged hobgoblin unit that numbers at least 5 models and isn�?Tt fleeing. on a roll of 1, a fight has broken out - the unit cannot shoot or move this turn. infantry units will also suffer 1D6 S3 hits as someone inevitabely gets stabbed in the confusion. (this never causes a panic test)
Backstabbing bastards: Hobgoblins are notorious traitors, distrusted by everyone and unwilling to trust anyone in return. Hobgoblin characters cannot join non-hobgoblin units and non-hobgoblins can’t join units of hobgoblins. However, so used they are to backstabbing, the enemy attacking from behind is considered the norm for them. The enemy can’t claim CR bonuses from attacking the hobgoblins from the flanks and only gets CR+1 for attacking from the rear.
I’m right behind you: Hobgoblin characters feel quite comfortable staying behind the unit they ‘lead’ (not the least for the fact that this keeps all their clanmates where they can see them.) A hobgoblin character can be placed at the rear rank of the unit and still confer his leadership value and other bonuses (such as the battle standard) to the unit, even if he refuses a challenge. If he is himself unengaged, he can even leave a unit tied in close combat, walking out of it during the remaining moves part of the movement phase.
Chaos dwarf general: An army is usually led by a chaos dwarf general. If there are no chaos dwarfs, bull centaurs or colossi in the army (Which probably means its a hobgoblin slaver party ahead of some larger force) only then can a hobgoblin chieftain be a general. If that is the case, another hobgoblin chieftain can carry the battle standard.
The bigger they are… The bull centaurs’ mass makes them devastating on the charge but easily turns against them should they lose balance. Even though otherwise classified as monstrous infantry, they must test for dangerous terrain like cavalry would.
WEAPONS:
Blunderbuss: quick to fire, range 12". S4. Blunderbuss salvo ignores all to hit modifiers, always hitting on 4+. However, targets in hard cover will be hit with S3 as they are only showered with ricochets.
Hail of iron: there isn�?Tt much aiming to a blunderbuss. Even though there may be a specific target, everything in its immediate vicinity will be riddled with shrapnel. A unit of blunderbusses always fires in a straight line �?" draw two imaginary lines, extending the unit�?Ts sides 12�?� directly forward. Any model in this �?~fire zone�?T, friend or foe, is a potential target. Roll to hit. Once the number of hits has been established, allocate them to models in the firing zone, starting with the closest ones. If all the models in the fire zone have been hit and there are still some hits left, these are allocated as per normal shooting rules, to the unit of the attacker�?Ts choice. (This unit is considered to have been the primary target of the salvo).
�?oWait till you smell their breath!�?�: When a unit of blunderbusses stands and shoots, the dwarfs wait till the last moment, to make the blast all the more devastating. Move the chargers to within 6�?� (unless they are already closer or the charge is failed and they never get this far �?" in this case the dwarfs won�?Tt shoot) . Then resolve the dwarfs�?T shooting, allocating all the hits to the charging unit.
LORDS:
Chaos Dwarf Lord: 130 pts
M WS BS S T W I A LDWargear: chaos armor and hand weapon
3 7 4 4 5 3 4 4 9
Special rules: slow, purposeful, life is harsh
Options:
Shield(3pts)
Pistol(10pts), repeater pistol(20pts), or a brace of pistols(20pts)
additional hand weapon(6 on foot only), halberd(6 pts) or a great weapon(6 pts)
May ride a chariot ( 160 replaces both crewmen), a great taurus (225pts), a lammasu (200pts) or a palanquin. (30pts)
Up to 100 points of magic items
Bull Centaur Lord: 220pts
M WS BS S T W I A LDWargear: chaos armor, hand weapon
7 7 4 5 5 4 4 4 9
Special rules: life is harsh, swiftstride, monstrous infantry, the bigger they are…, immune to psychology, impact hits (1)
Options: shield (3)
May have additional hand weapon (6), halberd (6) or great weapon (6)
May have up to 100 points of magic items
Chaos Dwarf High Priest 200 pts
M WS BS S T W I A LDWargear: hand weapon
1 5 4 4 6 3 5 2 9
Special rules: life is harsh, magic ( A high priest is a level 3 wizard. He can use spells from the lores of flame, shadow or metal.)
Stone curse- the high priest’s body is half petrified, making him unnaturally tough but also nearly immobile. He has to start the game mounted. If left on foot for whatever reason, he cannot pursue or flee and is stubborn (if he is a part of a unit, they will leave him behind if they flee or pursue but can’t pursue unless compelled by special rules.)
Options:Level 4 wizard (35pts) pistol (8 pts) repeater pistol (20 pts) Up to 100 points of magic items.
MUST ride either a chariot ( 160 replaces one crewman), a great taurus, a lammasu, or a palanquin. (30pts)
HEROES:
Bull Centaur Hero: 100pts
M WS BS S T W I A LDWargear: chaos armor
7 6 4 5 4 3 4 3 9
Special rules: life is harsh, swiftstride, monstrous infantry, immune to psychology, the bigger they are…, impact hits (1)
Options: may have a shield (2)
May have additional hand weapon (6), halberd (6) or great weapon (6)
May have up to 50 points of magic items
May be a battle standard bearer (25) with the normal restrictions on equipment.
Chaos dwarf noble: 55pts
M WS BS S T W I A LDWargear: chaos armor, hand weapon
3 6 4 4 4 2 3 3 9
Special rules: slow, purposeful, life is harsh
Options: shield (2pts)
May have an additional hand weapon(2pts,on foot only), halberd (4pts) or great weapon (4pts)
May have a pistol (7pts), a repeater pistol (15pts), or a brace of pistols(15pts)
May ride a chariot ( 160 replaces both crewmen) or a palanquin. (30pts)
May carry the battle standard (25) with all the usual restriction on equipment.
May have up to 50 points of magic items.
Chaos dwarf engineer: 70pts
M WS BS S T W I A LDWargear: heavy armor and hand weapon
3 6 5 4 4 2 3 3 9
Special rules: slow, purposeful, life is harsh
Grenade launcher: move or shoot, range 24" a successful hit deals D3 armor-piercing hits at S6. Cannot stand and shoot.
Flamer: as breath weapon S3 -1 save.
Rocket hammer: A wicked pickaxe with a charge of slow burning gunpowder (the type used for rockets) installed in the head. When lit, it will give the head of the weapon rocket propulsion. A rocket hammer is a great weapon. Once per game it may instead work with following stats for one turn ( requires 2 hands, one attack per turn, +1 to hit, S8, armor-piercing, D3 wounds)
Crewman: An engineer can join either an earthshaker or a death rocket, becoming an extra crewman. When he isn’t shooting his own weapons, he can help man the gun (though this will make him vulnerable to the effects of misfires) This allows them to reroll the misfire die. He can also use his BS for the death rocket.
Options: Chaos armor (5pts) shield (2pts)
brace of pistols (30pts) repeater pistol (30pts)
Also a grenade launcher (30pts), a flamer (30pts) or a rocket hammer (15pts)
May ride a chariot ( replaces one crewman, this chariot doesn’t take a rare slot) or a palanquin. (30pts)
May have up to 50 points of magic items.
Chaos dwarf mage-priest: 80pts
M WS BS S T W I A LDWargear: hand weapon
3 5 4 4 4 2 2 2 9
Special rules: slow, purposeful, life is harsh, magic (a mage priest is a level 1 wizard who can choose spells from either the lore of flames, shadow or metal)
Options: Level 2 wizard (35pts) pistol (6 pts) repeater pistol (12 pts) Up to 50 points of magic items.
May ride a chariot ( replaces one crewman, this chariot doesn’t take a rare slot) or a palanquin. (30pts)
Hobgoblin chieftain: 45 points
M WS BS S T W I A LDWargear: hand weapon
4 5 4 4 4 2 4 3 7
Special rules: life is harsh.
Options: light armor (2pts) shield (2pts) bow(4pts) spear (2pts, mounted only) additional hand weapon (4pts, on foot only) mancatcher
(15pts, as halberd, killing blow, on foot only)
May ride a wolf (12pts)
May poison his weapons (10pts, poisoned attacks, excluding mancatcher or any magic weapons)
May carry a battle standard (25pts, only if the general is a hobgoblin) under normal restrictions for battle standard bearers.
May have up to 50 points of magic items
STEEDS:
Great Taurus 225pts
M WS BS S T W I A LDspecial rules: monster, terror, large target,fly, breath weapon S5, immune to fire, scaly skin 4+.
6 6 0 6 6 5 5 4 8
Lammasu 200pts
M WS BS S T W I A LDspecial rules: monster, terror, large target, fly, magic resistance 2, scaly skin 5+
6 6 0 5 6 5 5 3 8
Magical fumes: both the lammasu and its rider have a 4+ ward save against ranged attacks.
Palanquin
M W BS S T W I A LDA palanquin is a small, armoured platform (usually in a form of a pulpit) carried by four armored goblin slaves. The goblins are chained to the contraption and doped by the mage priests to give them sufficient stamina for the task.
4 0 0 5 4 1 2 0 5
The character riding a palanquin has a unit strength 4.
It flees and pursues 2D6-1 but can march within 8" of enemies.
Counts as steed with +2 to the rider’s armor save (+3 against ranged attacks, to the minimum of 0+)
The rider can use move-or-fire weapons as if stationary, even when marching (though he will suffer the -1 to hit for shooting on the move)
If he joins a unit of goblin slaves, he can see and be seen over their heads and can shoot normally even when the unit is in close combat (If he shoots into the combat, the hits will be randomised 1-4 enemy, 5-6 goblins)
Chariot: see Rare Units.