kk2k2:
General Overview:
Chaos Dwarfs are the master of ‘Led by’. Thus, most Hobgoblin units can take Chaos Dwarf Slavemaster Champions, and the Hobgoblin Gunners can take an Ogre Mercenary. The Lesser Taurus got thrown in for sheer amusement factor.
The Stoneguard/Acolytes rule is… strong, but it IS a special choice, and the Acolyte is fairly fragile.
Note: I stole ‘why not give them all Chaos Armour?’, and in fact took that as the starting point.
Core:
Hobgoblin Warriors
Hobgoblin Archers
Hobgoblin Wolfriders
Chaos Dwarf Warriors
Chaos Dwarf Blunderbussiers
Special:
Stoneguard
Bull Centaurs
Hobgoblin Gunners
Sneaky Gits
Hobgoblin Bolt Throwers (2-for-1)
Death Rocket Battery (1-3)
Rare:
Earthshaker Cannon
Hellcannon
Bull Centaur Blunderbussiers
Core
Hobgoblin Warriors (4 points) 10+
M WS BS S T W I A LdEquipment: Light Armour, Shields, Hand Weapons (Chaos Armour for the Slavemaster)
4 3 3 3 3 1 2 1 6 Hobgoblin Warrior
3 4 3 3 4 1 2 2 9 Slavemaster
Special Rules: Abject Cowards
Options:
Can upgrade one model to a Slavemaster for 15 points
Can upgrade one model to a Standard Bearer for 10 points
Can upgrade one model to a Musician for 5 points
Hobgoblin Archers (6 points) 10+
M WS BS S T W I A LdEquipment: Bows, Hand Weapons (Chaos Armour for the Slavemaster)
4 3 3 3 3 1 2 1 6 Hobgoblin Archer
3 4 3 3 4 1 2 2 9 Slavemaster
Special Rules: Abject Cowards
Options:
Can upgrade one model to a Slavemaster for 15 points
Can upgrade one model to a Standard Bearer for 10 points
Can upgrade one model to a Musician for 5 points
Standard Hobgoblin Warriors. Slavemaster instead of Champion makes them into Chaos Dwarf Warriors lite, Abject Cowards replaces the annoyance of Animosity (Hobgoblins are NOT O&G) with a Leadership based check.
Hobgoblin Wolfriders (12 points) 5+
M WS BS S T W I A LdEquipment: Light Armour, Wolves, Hand Weapon (Chaos Armour for the Slavemaster)
4 3 3 3 3 1 2 1 6 Hobgoblin Wolfrider
8 4 3 4 4 1 2 2 9 Bull Centaur Slavemaster
9 3 0 3 3 1 3 1 5 Giant Wolf
Special Rules: Fast Cavalry, Abject Cowards
Centauroid
Options:
Can upgrade one model to a Bull Centaur Slavemaster for 22 points
Can upgrade one model to a Standard Bearer for 12 points
Can upgrade one model to a Musician for 6 points
May take Bows for +3 points per model.
May take Shields for +1 point per model, but if they do, they lose Fast Cavalry
The Slavemaster upgrade just makes sense to me… and who else can keep up?
Chaos Dwarf Warriors 1+ (11 points) 10+
M WS BS S T W I A LdEquipment: Chaos Armour, Great Weapon, Hand Weapon
3 4 3 3 4 1 2 1 9 Chaos Dwarf Warrior
3 5 3 4 4 1 2 2 9 Chaos Dwarf Axemaster
Special Rules: Short Legs
Options:
Can upgrade one model to an Axemaster for 15 points
Can upgrade one model to a Standard Bearer for 10 points
Can upgrade one model to a Musician for 5 points
Can take a Magic Banner worth up to 25 points
The real Chaos Dwarfs. Great Weapons and armour, NO OPTIONS! - the exceptionally elite Champions are instead of including a unit of similiar troops. Mandatory, but no longer mandatory in multiples? Or do Chaos Dwarf LED units seem fine to everyone?
Chaos Dwarf Blunderbussiers (12 points) 10+
M WS BS S T W I A LdEquipment: Chaos Armour, Blunderbuss, Hand Weapon
3 4 3 3 4 1 2 1 9 Chaos Dwarf Blunderbussier
3 4 3 3 4 1 2 1 9 Chaos Dwarf Engineer
Special Rules: Abundance of Gunpowder, Short Legs
Options:
Can upgrade on model to an Engineer for 18 points
Can upgrade one model to a Standard Bearer for 12 points
Can upgrade one model to a Musician for 6 points
My upgrades may go a little too far; check the rules.
Special
Stoneguard (13 points) 10+
M WS BS S T W I A LdEquipment: Chaos Armour, Shields (Stoneguard Only), Hand Weapons
3 5 3 4 4 1 1 1 9 Stoneguard
3 4 3 3 4 1 1 1 9 Acolyte
3 5 3 4 4 1 1 2 9
Special Rules: Acolyte, Elite Bodyguard
Options:
Can upgrade one model to an Acolyte for 55 points
Can upgrade up to two models to Bodyguard for 15 points each
Can upgrade one model to a Standard Bearer for 15 points
Can upgrade one model to a Musician for 10 points
Can take a Magic Banner worth up to 50 points
Yes, the Champion has a wimpy profile… …and a magic level.
Bull Centaurs (30 points) 5+
M WS BS S T W I A LdEquipment: Chaos Armour, Great Weapons, Shields (Bull Centaurs Only)
8 4 3 4 4 1 2 2 9 Bull Centaur
8 4 3 6 5 3 2 3 6 Lesser Taurus
Special Rules: Centauroid
Scaly Skin (4+), Unit Strength 4 (Lesser Taurus Only)
Options:
Can upgrade one model to a Lesser Taurus for 50 points
Can upgrade one model to a Standard Bearer for 20 points
Can upgrade one model to a Musician for 10 points
May exchange their Great Weapons for Additional Hand Weapons.
Lesser Taurus doesn’t feel very lesser, but given it’s on a 50x50 base… really, I just need to up the stats on the Great Taurus. Point cost is probably at least a bit too low, although it DOES have no more attacks along it’s frontage than two BC’s would. Suggestions?
Hobgoblin Gunners (7 points) 10+
M WS BS S T W I A LdEquipment: Brace of Pistols
4 3 3 3 3 1 2 1 6 Hobgoblin Gunner
6 3 3 4 4 3 2 4 8 Ogre Mercenary
Special Rules: Abject Cowards
Fear, Unit Strength 3
Options:
Can upgrade one model to an Ogre Slavemaster for 45 points
Can upgrade one model to a Standard Bearer for 10 points
Can upgrade one model to a Musician for 5 points
Because of the Leadbelcher flavour… and just 'cause
Sneaky Gits (15 points) 5+
M WS BS S T W I A LdEquipment: Additional Hand Weapons)
4 4 3 3 3 1 2 1 6 Sneaky Git
4 4 3 3 3 1 2 2 6 Complete Git
Special Rules: Abject Cowards, Turncoats, Easily Ignored
Options:
Can upgrade one model to a Slavemaster for 15 points
Can upgrade one model to a Standard Bearer for 10 points
Can upgrade one model to a Musician for 5 points
Because Sneaky Gits are Gittastic
Death Rocket Battery (1-3 for 50 points each)
M WS BS S T W I A LdEquipment: Chaos Armour, Hand Weapons
3 4 3 3 4 1 2 1 9 Chaos Dwarf Warrior (2 per Death Rocket)
- - - - 7 3 - - – Death Rocket
Special Rules: Battery of Rocket Fire
Rules in progress. They’re going to be massed fire though. I want a proper Rocket Battery!
Hobgoblin Bolt Thrower (1-2 for 35 points each)
M WS BS S T W I A LdEquipment: Hand Weapons
4 3 3 3 3 1 2 1 6 Hobgoblin Crewman
- - - - 7 3 - - – Bolt Thrower
Rare
Hellcannon
Earthshaker Cannon
Bull Centaur Blunderbussiers (34 points) 5+
M WS BS S T W I A LdEquipment: Chaos Armour, Brace of Blunderbusses
8 5 3 4 4 1 2 2 9 Bull Centaur
8 5 3 4 4 1 2 2 9 Engineer
Special Rules: Centauroid, Fast Cavalry, Abundance of Gunpowder
Options:
Can Upgrade one movel to a Bull Centaur Engineer for 30 points
Can upgrade one model to a Standard Bearer for 20 points
Can upgrade one model to a Musician for 10 points
…because with the normal ones at Special, well. Note Brace of Blunderbusses is “just” a S4 Armour Piercing Additional Hand Weapon
Chaos Dwarf Lord (120 points)
M WS BS S T W I A LdWears Chaos Armour
3 7 3 4 5 3 4 4 10 Chaos Dwarf Hero
Short Legs
May take a Great Weapon for +6 points, an Additional Hand Weapon for +6 points, or a Brace of Blunderbusses for +24 points.
May take a Shield for +3 points
May take up to 100 points of Magic Items from the Common and/or Chaos Dwarf Magic Items
Great Taurus (200 points)
M WS BS S T W I A LdFly, Large Target, Terror, Flaming Breath Weapon (Strength 3), Immunity to Flaming Attacks, Scaly Skin (4+)
6 5 0 6 5 4 3 4 6 Great Taurus
Chaos Dwarf Sorceror Lord (190 points)
M WS BS S T W I A LdShort Legs, Level Three Wizard
1 4 3 3 5 3 1 2 10 Chaos Dwarf Sorceror Lord
May be upgraded to a Level Four Wizard for 35 points
May ride on Stoneguard Litter Bearers or a Lammasu
May take up to 100 points of Magic Items from the Common and/or Chaos Dwarf Magic Items
Stoneguard Litter Bearers (75 points)Lammasu (150 points)
M WS BS S T W I A Ld
3 5 - 4 - - 1 2 -
A Litter adds +1 Wound to the Character riding it. A Character riding a Litter becomes Unit Strength 4, and gains a 4+ armour save
M WS BS S T W I A LdFly, Large Target, Terror, Magic Resistance (2)
6 5 0 4 5 4 3 2 8 Lammasu
Bull Centaur Lord (180 points)
M WS BS S T W I A LdWears Chaos Armour
8 6 3 5 5 3 4 5 9 Bull Centaur Lord
Centauroid
May take a Great Weapon for +6 points, an Additional Hand Weapon for +6 points, or a Brace of Blunderbusses for +24 points.
May take a Shield for +3 points
May take up to 100 points of Magic Items from the Common and/or Chaos Dwarf Magic Items
Chaos Dwarf Hero
M WS BS S T W I A LdWears Chaos Armour
3 6 3 4 5 2 3 3 9 Chaos Dwarf Hero
Short Legs
May take a Great Weapon for +4 points, an Additional Hand Weapon for +4 points, or a Brace of Blunderbusses for +20 points.
May take a Shield for +2 points
May take up to 50 points of Magic Items from the Common and/or Chaos Dwarf Magic Items
Chaos Dwarf Sorceror (65 points)
M WS BS S T W I A LdShort Legs, Level One Wizard
2 4 3 3 5 2 1 1 9 Chaos Dwarf Sorceror
May be upgraded to a Level Two Wizard for +35 points
May take up to 50 points of Magic Items from the Common and/or Chaos Dwarf Magic Items
May ride Hobgoblin Litter Bearers
Hobgoblin Litter Bearers (50 points)Bull Centaur Hero
M WS BS S T W I A Ld
4 3 - 3 - - 3 2 -
A Litter adds +1 Wound to the Character riding it. A Character riding a Litter becomes Unit Strength 4, and gains a 5+ armour save
M WS BS S T W I A LdWears Chaos Armour
8 5 3 4 5 2 3 4 9 Bull Centaur Hero
Centauroid
May take a Great Weapon for +4 points, an Additional Hand Weapon for +4 points, or a Brace of Blunderbusses for +20 points.
May take a Shield for +2 points
May take up to 50 points of Magic Items from the Common and/or Chaos Dwarf Magic Items
Hobgoblin Not-So-Much-of-a-Coward (40 points)
M WS BS S T W I A LdBestiary:
4 5 4 4 4 2 3 3 7 Bull Centaur Hero
Any unit joined by a Hobgoblin Not-So-Much-of-a-Coward loses the Abject Cowards rule for the entire game, but must make a panic test if he leaves the unit or dies.Battle Standard Bearer: One Bull Centaur Hero or Chaos Dwarf Hero may be upgraded to a Battle Standard Bearer for +25 points. He can have a magic banner (no points limit), but if he does so he may take no other magic items. He cannot also be the General.
Chaos Armour: 4+ Armour Save
Abject Cowards: The first time any unit of Hobgoblin Warriors, Hobgoblin Archers, Hobgoblin Gunners or Hobgoblin Wolfriders charges or is charged by an enemy, they must make a Terror test if they have not already made a Terror test this game (if they have an Ogre Mercenary or other Fear causing model in the unit, instead, they take a fear test).
In addition, they may only use the General’s Leadership if he is in the unit.
Units with the Abject Cowards special rule only cause Panic in other units with the Abject Cowards special rule.
Blunderbusses:
A lone model or unit armed with Blunderbusses may fire it in the shooting phase using the rules for a Strength 3 Breath Weapon.
Ranked Blunderbusses:
A ranked unit armed with Blunderbusses may, in the shooting phase, instead of firing them as a Breath Weapon, fire them directly ahead. If they do, all models (including friendly models) directly in front of the unit and within 12" of the unit suffer a Strength 3 hit on a 4+. If a unit of Blunderbusses has a second rank at least five models wide, these hits are instead Strength 4. If a unit of Blunderbusses has a second and third rank at least five models wide, these hits are instead strength 5. Characters not armed with Blunderbusses will be shouldered aside as the unit fires; resolve the hits as though they were not in the unit. Look Out Sire applies normally.
The Whites of their Eyes:
A ranked unit of Blunderbusses may stand and shoot with them, using the rules for Ranked Blunderbuss fire, or may instead opt to ‘Fire when you see the Whites of their Eyes’. If they ‘Fire when you see the Whites of their Eyes’, then for each model in the front rank of the charging enemy unit, on a 4+ that model suffers a strength 3 to 5 hit (the strength is determined by the Ranked Blunderbuss firing rules). Look Out Sir applies normally.
Brace of Blunderbusses: In close combat, models armed with a Brace of Blunderbusses may opt to use them as Strength 4 Armour Piercing hand to hand weapons (either as a single hand weapon or as a pair of hand weapons). Regardless of the Strength of the wielder, they are Strength 4 in close combat.
Battery of Rocket Fire: Each Death Rocket Battery forms a single unit. Death Rockets fire as stone-throwers, but may only guess up to 48", and each hit is only strength 3 (strength 6 under the hole), doing d3 wounds. All Death Rockets in the Battery must fire at the same target and guess the same distance (treat them as skirmishers for determining line of sight). If there are three Death Rockets in the Battery, and they all fire in a given Shooting phase, you may reroll one Scatter die between the three of them.
Abundance of Gunpowder: When an Engineer is killed in a Challenge, it explodes, doing 1d6 S6 hits to the other participant and to each unit in that combat. Additionally, all wounds inflicted by Blunderbuss fire by the Engineer’s unit do d3 wounds.
Acolyte: An Acolyte is a level one Wizard, as well as a unit Champion for a unit of Stoneguard.
Turncoats:
Sneaky Gits often join up with enemy armies before the battle, and then suddenly turn on them as battle is joined. To represent this, after scouts are deployed, you may deploy a unit of Sneaky Gits in the enemy deployment zone, at least 1" away from all enemy models, or in your own deployment zone. You may not deploy the Sneaky Gits in the enemy deployment zone such that they have line of sight to an enemy model.
Easily Ignored:
Enemies may march when within 8" of a unit of Sneaky Gits, unless they cannot march for a reason other than the proximity of the Sneaky Gits.
Litters: as Chaos Dwarf Sorcerors begin to turn to stone, they often take to being carried about on the shoulders of Hobgoblin Slaves (in the case of Sorcerors) or Stoneguard (in the case of Sorceror Lords). This changes the unit strength of the Sorceror, and requires them to be mounted on a 40mm by 40mm base. The Litter Bearers may attack, but cannot be attacked; all attacks must be directed at the Sorceror.
Magic Items
Armour
Armour of the Furnace (50 points)
The wearer has a 3+ armour save, a 5+ Ward Save, and immunity to Flaming Attacks.
Coat of Arms (50 points)
Chaos Armour. When using a Shield in close combat, the wearer get an additional +2 to their armour save. When using a Great Weapon in close combat, they get +1 Attack.
Daemonbound Armour (30 points) (Chaos Dwarfs Only)
Chaos Armour. Confers +1 S and +3 Movement to the wearer.
Can be taken by Chaos Dwarf Sorcerors.
Armour of Gazrakh (25 points)
The wearer has a 2+ armour save (which may be modified furthur normally, by shields. etc).
Battle Harness (15 points) (Bull Centaurs Only)
Chaos Armour. The Wearer does one S5 impact hit on the turn that they charge.
Weapons
The Hellblade (100 points)
The Wielder has Weapon Skill 10 and Strength 10
Chaos Runesword (50 points)
The wielder gains +1 Weapon Skill, +1 Strength and +1 Attack
The Grim Axe (50 points)
Great Weapon. Always Strikes First.
Black Hammer of Hashut (45 points)
The Wielder gain +2 Strength. Regeneration saves may not be made against the Black Hammer of Hashut. If the Black Hammer of Hashut inflicts an unsaved wound on a flammable target, they die.
Bloodaxe (45 points)
Great Weapon. The wielder gets +1 on to-hit rolls.
Daemonic Hand Cannons (40 points)
Brace of Blunderbusses. All attacks made by the Daemonic Hand Cannons (including any Blunderbuss Volley it is fired in) are Flaming and are made at +1 Strength
Impudent Axe (20 points)
Hand Weapon. Models able to attack the wielder in close combat must attack the wielder. Challenges issued by the wielder cannot be declined.
Spiked Shield (10 points)
Hand Weapon. The wielder gets +1 to their Armour Saves
Enchanted Items
Black Gem of Gnar (35 points)
One Use Only.
Use in a Challenge, before blows are struck. No model may a in the challenge may attack this turn.
Chronicle of the Chaos Dwarfs (25 points)
The bearer Hates all enemies.
Crown of Command (25 points) (Chaos Dwarf Lord Only)
Once per game, you may reroll any one failed Leadership test, Psychology test, or Break Test.
Gauntlets of Bazrakh the Cruel (25 points)
The wielder gets +1 Weapon Skill and +1 Strength. If they roll a ‘1’ on a roll to hit an enemy they hit a friendly movel in base contact instead. Wounds inflicted in this way do not count towards combat resolution.
Talismans
The First Chaos Rune (85 points)
The bearer gains a 3+ ward save
Cursed Pendant of Luck (50 points)
Any successful to wound roll against the bearer must be re-rolled.
Taurus Torus (30 points)
Bound Spell Power Level 3
The bearer gains a Strength 3 Armour Piercing Breath Weapon this turn.
Restorative Rune (25 points)
At the start of your turn, if the bearer is wounded, they regain a wound.
Arcane Items
Obsidian Amulet (75 points)
During your magic phase, you may remove one die from your opponent’s dispel pool and add it to your power dice.
Spellstorer (50 points)
Dispel Scroll. The Sorceror may, for the rest of the game, cast the dispelled spell as though they had rolled it as one of their spells.
Magic Banners
Banner of the Furnace (75 points)
The unit gains a 5+ Ward Save
Banner of Agony (50 points)
This fell banner is infused with the spite of a vengeful daemon, It reaches out for the souls of the foe drawing them closer and relieving them of their will.
Enemies which break in combat from a Unit carrying this banner roll 1 less die to determine their flee distance.
Standard of Shielding (Chaos Dwarf Warriors only) (25 points)
+1 to Armour Saves
Banner of Slavery (25 points)
Units with the Abject Cowards special rule may use this unit’s leadership if they are within 12" of this unit.
Sigil of Hashut (25 points)
Flaming Attacks, Immunity to Flaming Attacks.


