[Archive] Warhammer Armies: Chaos Dwarfs (redux)

Revlid:

ENGINES OF CHAOS[/b][/i]

Death Rocket[/b][/i][/u]

The Death Rocket is a warmachine consisting of a special firing platform, from which its Chaos Dwarf crew fire off explosive rockets daubed with dark runes and bound with daemons. Despite the attentions of the highest Arcane Engineers to the lowliest apprentices, the rockets have the unpredictable tendency to spiral violently in a direction completely other than the intended, as evidenced by the near-destruction of Zharr Naggrund by the Hammer of Hashut, a vast Death Rocket the size of a tower that was meant to impact on the Dwarfen hold of Karaz-a-Karak . Needless to say, such an experiment has not yet been repeated and the Dumendrikuli headquarters have since been quietly moved to a more isolated area of the Darklands, to avoid both catastrophe and mob violence.[/i]

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Death Rocket���� -��4��0 4 7 3 0 2��8
Chaos Dwarf Crew 3��4��4 3 4 1 2 1��8


Firing the Death Rocket[/b] - The Death Rocket fires in the same way as a Stonethrower as described in the rulebook with the following exceptions. Only roll the Scatter Dice on the D6 roll of a 5+. Otherwise, the Rocket scatters straight forward. Hits caused by the Death Rocket are Flaming. The Death Rocket uses the Cannon Misfire Table, unless it has taken any Daemonic Upgrades from the Engine category.

Doomblaster[/b]The smaller cousin of the Hellcannon, the Doomblaster uses the souls of slaves or captives to fire a stream of screeching, mutating energy, the very stuff of chaos. Only those with an innate resistance to the warping power of change or with a particularly tough constitution can survive being hit by the Doomblaster, whilst their less fortunate comrades are churned up and torn apart from within by unnatural growths and twisting bones.

Some of those Dwarfs who have faced these machines and survived have likened its power to that of a pyroclastic surge, as the chaotic energy boils blood, strips flesh, and shatters bone like a hot glass plunged into icy water.


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Firing the Doomblaster[/b] - Fire as a Bolt Thrower from the Warhammer Rulebook with the following exceptions. 24" Range. Count no To Hit modifiers except for cover. The Doomblaster Misfires on the roll of a 1 To Hit. If you hit successfully, rather than rolling to wound, add 2 to the To Hit roll and subtract the target unit’s Toughness (if targeting war machines with varied crews, use the highest Toughness value available). If the target is at Long Range, subtract 1 from the roll. The result is the number of wounds that the target unit takes (no armor saves are allowed). If shooting at war machines or monsters with riders, randomize the wounds like normal shooting hits, discarding wounds scored against the war machine itself.

Iron Golems[/b]Iron Golems are automotons crafted in the volcanic forges of Daemon’s Stump and Zharr-Naggrund, where they are cast in the form of daemons, minotaurs and ogres. Whether piloted by a budding engineer or guided by a dark and bound intellect of its own, groups of Iron Golems smash through armoured knight and lowly infantry alike, accompanied at times by their larger cousins, the Kolossi.

A Kolossus is the greatest acheivement of the Arcane Engineers, a huge daemonically-powered construction of iron and brass, hissing out sulphurous smoke as it stomps across the battlefield. Each Kolossus is an individual, different from its brothers depending on its materials, design, upgrades, and even the souls used to power its unholy mechanisms. Where one might seem to be a brass bull that leaks fire from its hinges, another might be more humanoid in shape, a squat juggernaut of iron draped in chains.


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Bound Rage[/b] - The unit follows the rules for Rampaging and Unstable as detailed in the rules for Daemonic Engines, but is counted as always having at least one crewman left for the purposes of Rampaging, and may declare charges.

Special Attacks[/b] - Roll an Artillery Dice for each Kolossus in combat. This is the number of attacks the model makes this round. On a Misfire consult the Daemonic Engine Misfire Table. Every wound caused by the Kolossus is multiplied into two wounds (after saves, etc).

Earthshaker[/b][/i]Earthshakers are huge daemon-cannons that fire shells packed with explosives or other, more sinister payloads. Upon impact the shells detonate, sending shockwaves through the ground to slow enemy troops, scattering formations and throwing the aim of bowmen. Once the dark arts of daemonology are applied to the shells, they become host to hordes of imps, charges of daemonic energy, and bound hellfire.[/i]

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Earthshaker������-��4��0 5 7 5 0 3��9
Chaos Dwarf Crew 3��4��4 3 4 1 2 1��8


Firing the Earthshaker[/b] - The Earthshaker fires in the same way as a Stonethrower as described in the rulebook with the following exceptions. You may only guess between 12" and 48" for range. In addition to normal damage, once you have worked out where the shell lands, place the large template centred over the point of impact. Any troops under the template are treated as moving through difficult terrain and may not shoot missile weapons next turn. Artillery dice based ranged weapons under the template may only shoot on a 4+. The Earthshaker uses the Cannon Misfire Table, unless it has taken any Daemonic Upgrades from the Engine category.

Hellcannon[/b][/i][/u]

Part daemon, part warmachine, the Hellcannon of Chaos is a massive construct of iron and brass that growls and shakes with diabolic sentience. In battle, these arcane engines heave great blasts of daemonic energy arcing through the air toward their targets, incandescent explosions liquefying anything they touch and sending the survivors screaming in all directions.

These hell-forged beasts are guided rather than crewed by their teams of corrupt and twisted Chaos Dwarfs, in whose volcanic furnaces the Hellcannons are created. It is their duty to restrain the Hellcannon in the fires of battle, for the daemons bound within each war-construct hunger constantly for a banquet of warm flesh and hot blood laced with the taste of fear. The Dawi Zharr load their charge brutally by shovelling the bodies of their foes into the dire-furnace at the Hellcannon’s rear. Flesh runs like wax, dribbling onto the earth under the crew’s feet in thick, hissing gobs as the daemonic fires strip away and feed upon the captives’ souls. These are perverted into wailing bolts of pure chaos, and vomited toward the Hellcannon’s target in powerful spasms of hate and malice.

A Hellcannon, towering above the Chaos Dwarfs and their greenskin allies, is virtually indestructible. Such is the strength and bloodlust of the Daemonic machine that it must be chained to the ground to prevent it from rampaging toward the enemy lines, intent on gorging itself on raw flesh. Even these precautions prove inadequate should the enemy draw too close; it is whispered that there is nothing that can truly stay a Hellcannon’s insatiable lust for destruction. A single Hellcannon is quite capable of blasting apart the walls of even the most stalwart fortress.
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Spew Ichor[/b] - Instead of firing normally, the unit may choose to spew out a great gout of body parts and daemonic ichor. Spew Ichor is a S6 Breath Weapon. Any unit with a model even partially under the Flame Template must take a Terror Test.

Firing the Hellcannon[/b] - The Hellcannon fires in the same way as a Stonethrower as described in the rulebook with the following exceptions. Because of its malign intellect, the first roll of the Scatter dice may be re-rolled each turn. Once the point of impact has been resolved, any unit that is not Immune to Psychology and would be hit by the Hellcannon may elect to flee directly away from the Hellcannon before the hit is resolved. Place the small template with the central hole over the point of impact. Anything under the template takes an automatic S10 hit, suffering D6 wounds (D6+2 against buildings and castle sections). Determine partial hits by rolling a dice, on a 4+ the model is affected. Then place the large template with the central hole over the same point. Any unit (friend or foe) with a model even partially under the large template must immediately pass a Leadership test or flee directly away from the Hellcannon. This does not affect troops which are Immune to Psychology.

GREENSKIN ALLIES[/b][/i][/u]Hobgoblin Mercenaries[/u][/b][/i]Close allies with the Chaos Dwarfs, the large number of Hobgoblin Tribes from the Steppes bartered their permanent freedom from slavery during the Great Rebellion by betraying their fellow greenskins, realising that they would be no better off under the Black Orcs than they were under the Chaos Dwarfs. Now they live in and around the Darklands, working alongside the Chaos Dwarfs as mercenaries in return for weapons, armour, meat and gold.

The Darklands are bleak and desolate for the most part, and what prey there is is tough and usually snarling. Due to this, the mounted hordes of the Steppes have dwindled in the Darklands, making the once-scorned infantry of the Hobgoblins a necessity. A mount is still seen as a status symbol, however, and a large number of the potbellied greenskins still ride forth on leathery, fanged beasts known as Gorgs.

Amongst the Hobgoblin tribes that roam the Darklands and surrounding areas, the more wily or tough greenskins are known as Khan-Bosses, brutal leaders who act as intermediaries for their tribe and their Dawi allies, setting the often-exorbitant price for their services.
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Mercenary[/b] - Chaos Dwarfs ignore fleeing and wiped out Hobgoblin units. Chaos Dwarf characters may not join Hobgoblin units, and vice versa. If the Chaos Dwarf General is killed, every Hobgoblin unit must take a Panic Test at the start of every Chaos Dwarf turn thereafter. Hobgoblin units do not count toward the minimum number of Core choices.

Slavering Charge[/b] - Gorgs have +1S on the turn they charge.

BEASTS OF HASHUT[/b]Lammasu[/b][/i][/u]

The Lammasu is a great beast, ancient as Zharr-Naggrund itself, and those granted the honour of riding one are truly the favoured of Hashut. A great bull, borne on great dragon-wings, with lion-like claws instead of hooves and the face of a huge Chaos Dwarf, cloaked in smoke and shadow. It is rumoured that the Lammasu were once Chaos Dwarfs, the first to open his prison and to lay eyes upon the glory of Hashut, blessed by the Bull God beyond all others.

The Taurus is another steed blessed by the Father, although not so great in power. A red daemon-bull, with eyes of fire and bones of metal, its thunderous charge can throw grown men into the air. Some Engineers have created machines that mimic this mighty beast, bovine engines that snort sulphurous smoke from cast-iron nostrils.
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Lammasu 6��4��0 5 5 4 3 4��9
Taurus��8��5��0 5 5 3 2 3��8


Thunderous Charge[/b] - The Great Taurus causes D3 impact hits at its base Strength on the charge.