Find yourself itching to try the Toumas units? Torn between your love of K’Daii and your hatred of Steadfast? Hate the lack of Ravening Hordes magic items? No more! Now you can have it all* with Houses and Hats: Accessorizing Your Ravening Horde, the only** 6th edition supplement to bring in over 1000*** new magic items plus all**** of your favorite units from 3rd, 5th, and 8th edition!
v3 (Maintained document version plus revisions)
v2 (Deprecated discourse post version)
Houses
Houses
Chaos Dwarf society is delineated by two lines: magic and blood. Bloodlines, called Houses, have been traced as far back as the summoning of Zharr-Naggrund and much of a Chaos Dwarf’s life is determined by his House. If a Chaos Dwarf is born with the ability to use magic he will immediately become a ruling member of his House while the laity strive to serve him, their family, and their race in that order. Three Great Houses enjoy special power in the current age, three Lesser Houses are known throughout the land, and numerous Minor Houses hold prominence within their regions.
Of the Great Houses, House Hargan births and trains the fiercest warriors in the Dark Lands, House Khash works the greatest forges, and while every Chaos Dwarf expedition brings back slaves, none are more feared than than the slavers of House Ashodar. Of the Lesser Houses, the disgraced House Azgorh keeps the most powerful Daemonsmiths, House Snakebeard is home to the greatest of the artificers and inventors, and House Mardukh pushes life, and what it means to be alive, to it’s furthest limits.
The General for a Chaos Dwarf army may choose one of these Houses to be descended from. If he does so he will gain access to that House’s unique units and equipment. Should you want to make your own Minor House you can do so by selecting any two of the Houses available. You will gain access to the House Equipment and the basic unique unit for each house, however you will not receive the True House Unit available to either. Additionally, you must select a single General’s Bonus from the Houses selected.
House Hargan
House Hargan
General’s Bonus
Family Soldiers: Immortals count as Stubborn while the General has joined the unit
House Equipment
Chaos Armour
Characters may wear Chaos Armour for +8/12 points (Hero/Lord). Sorcerers who wear Chaos Armour may still cast magic.
Immortals, 0-1 Special choice
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Immortals | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | 16 |
Champion | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 9 |
Unit Size: 10+
Equipment: Chaos Armour, hand weapon, shield
Options:
- May take halberds for +1 point per model
- Champion, musician, standard bearer, +15 points each
- May take magic standard worth up to 50 points
- Champion has a height 1 hat and with which to take a bound daemon
True House Unit
Bull Centaur Renders, Rare Choice
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Render | 7 | 4 | 2 | 4 | 5 | 3 | 3 | 2 | 8 | 60 |
Champion | 7 | 4 | 2 | 4 | 5 | 3 | 3 | 3 | 8 |
Unit Size: 3+
Equipment:
- Heavy Armour
- Hand Weapon
Options:
- Champion, musician, standard bearer, +15 points each
- May take Great Weapons for +6 points or Additional Hand Weapon for +4 points
- May take Shields for +3 points per model
- May take magic standard worth up to 50 points
- Champion has a height 1 hat and with which to take a bound daemon
Special Rules:
- Causes Fear
House Ashodar
House Ashodar
General’s Bonus
Gain access to Savage Orcs as a 0-1 Special choice
House Equipment
Scimitar And Chains
Non-sorcerer characters may be equipped with a Scimitar And Chains for +4 points as described below
Slavers, Core choice
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Slavers | 3 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 9 | 11 |
Champion | 3 | 4 | 3 | 3 | 4 | 1 | 3 | 2 | 9 |
Unit Size: 10+
Equipment: Light armour, Scimitars And Chains
Options:
- Champion, musician, standard bearer, +10 points each
- May take magic standard worth up to 50 points
- Champion has a height 1 hat and with which to take a bound daemon
Special Rules:
- For each unit of Slavers taken you may take a single unit of common Orcs or Goblins who count as, and towards, Core
- Scimitars And Chains: Gives +1 attack as well as giving +1 Strength in the first round of combat as their heavy chains come crashing down
- Here For The Slaves: Slavers must always pursue broken enemies in combat as they try to capture as many as possible
True House Unit
Slave Giant, Rare choice
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Giant | 6 | 3 | 3 | 6 | 5 | 6 | 3 | Special | 10 | 175 |
Use rules for Slave Giants found in the Ogre Kingdoms army book |
House Khash
House Khash
General’s Bonus
General may re-roll the artillery dice for any war machine he joins, the second result may not be re-rolled.
House Equipment
Naphtha Bombs
Characters and Chaos Dwarf Champions (not Bull Centaurs or Greenskins) may be equipped with Naphtha Bombs for +5/+15 points (champions/characters). Naphtha Bombs are a Thrown Weapon with 6" range and cause D3 S3 Armour Piercing hits which also count as Flaming Attacks. However, if a 1 is rolled on the to-hit roll, the bearer takes a single automatic wound instead, armour saves may be taken as normal.
Magma Cannon, Special Choice
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Magma Cannon | - | - | - | - | 7 | 3 | - | - | - | 150 |
Crew | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 2 | 9 | |
Use rules for Flame Cannons found in the Dwarf army book. |
True House Unit
Iron Daemon, 0-1 Rare Choice
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Crew | - | 4 | 3 | 3 | - | - | 2 | 1 | 9 | 300 |
Counts as an Empire Steam Tank with the following special rules and exceptions
Equipment: 3 crew, 34 Hull Points
Options: May be equipped with either a Steam Cannonade (+50 points, 3 hull points) or a Skullcracker (+80 points, 2 hull points)
Special Rules:
- May never overrun or pursue broken enemies in combat
- In addition to regular impact hits it also deals D3 impact hits in each round of combat that it didn’t charge if it is engaged in the front as it grinds forward against the foes’ bodies. (As examples, it charges and deals impact hits as determined by its movement distance, then in subsequent rounds it deals D3 hits. Or if it is charged in the front, it deals D3 impact hits in the first and all subsequent rounds of combat.)
- The general may be mounted in the Iron Daemon following the rules of a chariot, in which case he may re-roll the artillery die as normal. Note that the Iron Daemon will still take a Rare slot in this case. While mounted he may fight back with the rest of the crew in close combat or cast magic when not engaged and will receive a +2 armour save for being “mounted”.
- Carriage Hauler: May haul up two war machines behind it for +25 points each. Hauled war machines may only fire if the Iron Daemon did not move in it’s turn. They may be decoupled at any time (either rearmost or both, but not middle alone), but may never be reconnected. If the Iron Daemon has any carriages attached it may not move in reverse. They may be targeted and engaged separately from the Iron Daemon or other carriages if in Line of Sight of the enemy, but cannot be locked in combat. If engaged in combat, the crew of the original war machine may fight back, and benefit from a +2 armour save for being “mounted”.
- Steam Cannonade: Deals an Artillery Dice number of hits. 18" Range, Strength 6, Armour Piercing, D3 Wounds. Uses the Blackpowder misfire chart.
- Skullcracker: Doubles the number of impact hits caused (roll the additional dice as opposed to doubling the initial roll). Also receives a +1 on to-wound rolls on buildings.
House Snakebeard
House Snakebeard
General’s Bonus
The general grants a bonus to different units when he joins them based on their type. Units with a Swivel Gun receive an additional +1 to the additional hits rolled. Mortars receive an additional +1 on their to-hit roll. Bazooka Teams do one additional wound to Large Targets.
House Equipment
Swivel Gun
- Blunderbuss unit champion may be equipped with a Swivel Gun for +25 points
- Adds an additional D6 hits when the unit fires. Work out hits at the Strength of the rest of the unit
- Move-or-fire
- May be used in a stand-and-shoot charge reaction
- If a Swivel Gun is present in the unit then only a House Khash character (the General) may join the unit without affecting the unit’s firing
Mortar
- May be added to a Blunderbuss unit for +30 points
- Crew of 2, always placed in the rear ranks
- If it’s presence in a rank drops the number of blunderbusses below 4 than that rank will not contribute to the Blunderbuss Strength bonus
- 6-24" range (15" is half range)
- Roll to hit as normal, requires LoS. Range and LoS are drawn from the front of the unit
- D3 + 1 S4 armour piercing hits
- Move-or-fire
- May not be used for stand-and-shoot charge reaction
True House Unit
Bazooka Team, Rare Choice
2 teams may be taken for a single Rare choice
The bazooka team is a specialized hunter unit designed to kill the most powerful creatures in the Old World. It is an independent unit consisting of two Chaos Dwarfs and one bazooka. The general may join the unit but may never fire the weapon himself. If both regular crew are killed the unit counts as destroyed.
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Crew | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 35 |
Equipment: Heavy armour, hand weapon, bazooka | ||||||||||
Special Rules: |
- Skirmishers
- Bazooka:
– Strength 7, 18" range, move-and-fire
– Deals D6 wounds and ignores armour only if it strikes a Large Target
– Is not considered a war machine and may continue to fire normally if one member is killed
House Azgorh
House Azgorh
General’s Bonus
The daemonsmiths of House Azgorh are legendary even among the Chaos Dwarfs. The general may take his Hat Height upgrades for 5 points per level instead of the normal 10.
House Equipment
Fireglaives
Chaos Dwarf Warriors may replace their shield with a Fireglaive for +3 points per model.
- 18" range
- Strength 4, armour piercing
- Move or fire
- +1 strength in close combat
- Requires 2 hands
K’Daii Fireborn, Special Choice
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Fireborn | 6 | 4 | 2 | 5 | 4 | 2 | 4 | 2 | 7 | 55 |
Champion | 6 | 4 | 2 | 5 | 4 | 2 | 4 | 3 | 7 |
Unit Size: 3+
Options:
- Champion for +15 points
Special Rules:
- Daemonic
- Flaming attacks
- Blazing Body: All models in base contact with a K’Daii, aside from other K’Daii, take an automatic Strength 4 hit. This counts as a flaming attack.
- Burning Bright: Starting on the second turn, and every turn thereafter, each unit of K’Daii must make a toughness test. If this test is failed they immediately take D3 wounds with no saves of any kind allowed, distributed as shooting attacks.
True House Unit
K’Daii Destroyer, Rare + Special Choice
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Destroyer | 8 | 5 | 3 | 6 | 5 | 6 | 5 | 6 | 8 | 295 |
Special Rules: |
- Daemonic
- Flaming attacks
- Frenzy (even though it would normally be Immune To Psychology)
- Terror
- Large Target
- Blazing Body: All models in base contact with a K’Daii, aside from other K’Daii, take an automatic Strength 4 hit. This counts as a flaming attack.
- Burning Bright: Starting on the second turn, and every turn thereafter, each unit of K’Daii must make a toughness test. If this test is failed they immediately take D3 wounds with no saves of any kind allowed, distributed as shooting attacks.
House Mardukh
House Mardukh
General’s Bonus
Bull Centaur Characters may be equipped with a Pushed War Machine as described below for +70 points, displacing the original Boar Centaur.
House Equipment
Crossbows
Chaos Dwarf Warriors may replace their shield with a Crossbow for +4 points per model.
Boar Centaur War Machine, Special Choice
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Pushed War Machine | - | - | - | 5 | 4 | 4 | - | - | - | 70 |
Boar Centaur | 7 | 4 | 3 | 3 | - | - | 1 | 2 | 8 | |
Armour Save: 5+/3+ | ||||||||||
Equipment: The Boar Centaur carries a hand weapon |
Special Rules:
Counts as a Chariot with the following changes:
- Pavise: +2 armour save against shooting attacks
- Deals D6 impact hits
- On the turn they charge the pusher adds their unmodified number of attacks to the number of impact hits rolled instead of making their own attacks as they put all their weight into grinding the machine forward rather than lashing out. They may fight normally in the following rounds.
- In addition, if the unmodified number rolled is equal to or greater than the number or ranks (or columns) in the opposing unit and it wins combat the war machine pops out the opposite side and may continue it’s movement! If it strikes another enemy with it’s remaining movement, treat it as a Pursuit Into Fresh Enemy. If the enemy flees as a result of combat resolution, pursue as normal instead.
True House Unit
Golem, 0-1 Rare Choice
Profile | M | WS | BS | S | T | W | I | A | LD | Points |
---|---|---|---|---|---|---|---|---|---|---|
Golem | 5 | 4 | 0 | 6 | 6 | 5 | 2 | 5 | 6 | 250 |
Equipment: Hammerfist (counts as Hand Weapon), Metal Body (counts as Heavy Armour)
Options:
A Golem may be given up to two upgrades from below. Upgrades may not be taken more than once.
- Lavathrower: The Golem is fitted with naphtha and sulfur lavathrower, often placed in the cavernous mouth of the Golem. This attack counts as a Breath Weapon. Each model hit suffers a Strength 4 armour piercing hit, +30 points
- Another Hammer: +1 Attack, +25 points
- Daemon Crystal: Gains Magic Resistance (2), +20 points
- Furnace of Hashut: +1 Movement, +35 points
- Even More Bronze: +1 Armour Save, +10 points
Special Rules:
- Causes Fear
- Daemonic Construct: Golems are constructs of bronze and steam, but bound daemons dictate its movements and interpret it’s surroundings. As a result it is both Immune To Psychology and Unbreakable. However, if it is ever further than 6" from the general or a Chaos Dwarf Sorcerer it suffers from Stupidity. Additionally, for each point a Golem loses Close Combat by roll one die. For each 1 rolled a daemon escapes and inflicts a single Strength 6 hit on the golem.
- Crush: Against immobile targets, such as buildings, castle walls, or war machines, the Golem may trade all of his attacks for a single Strength 10 attack that hits automatically and deals D6 wounds
Hats
Hats
Daemons are often bound to the work of a Chaos Dwarf, and their substantial hats are no exception. Indeed, the larger the hat, the more daemons can be bound to it! For the regular dwarf simple daemons are often bound - daemons of luck, wealth, skill, and the like. However for the warriors and rulers far more powerful daemons may be sought - daemons of destruction, of power, of cruelty.
These bound daemons are vengeful and dangerous, always looking for an escape but held by both the binding rituals and the will of the dwarf who wears it. If a daemon senses a moment of weakness it will make every effort to escape and inflict it’s wrath upon its jailer.
Every Chaos Dwarf and Bull Centaur character (not hobgoblins) begins with a height 1 hat. Additional height levels may be purchased for 10 points per level, up to the character’s maximum. Heroes may have up to a height 2 hat and Lords up to height 3. The armies general may purchase one more height level than is normally allowed. The hat is considered an Enchanted Item but does not count towards the limit of Enchanted Items a character may take (normally 1).
Each level of height allows one daemon to be bound to the hat. Daemons may be bound from only one Chaos realm with the exception of Undivided daemons which may be included at any time. The only limitation on bound daemons is the height of the hat, not points. The same type of daemon may be bound more than once, usually with increasing effects. For example, if Daemons of Corruption are bound, the first grants Fear, while taking it a second time increases it to Terror. Taking it a third time would not increase the effect further, however it would retain it’s Terror if a single daemon escaped. Similarly, if one of the two escapes the character would be downgraded to only causing Fear.
Each time the Chaos Dwarf character fails a Leadership Test of any kind, roll a D6. On a result of 1 a random daemon escapes and it’s benefits are lost for the remainder of the battle. In addition, the daemon inflicts a single hit upon the model at a Strength equal to the total height level of the hat +1. A resulting wound may not be saved in any way, though it may be regenerated. The daemon’s benefits are lost prior to the hit being inflicted. For example, a Daemon of Leprosy is bound to a height 3 hat granting +1 Toughness. The daemon escapes when the character breaks from combat. It would strike the character with a single Strength 4 hit, even if it was the last daemon in the hat, and the character would defend with his base Toughness.
Bound Daemons
Bound Daemons
Realm | Points | Effect |
---|---|---|
Hashut | ||
Oppression | Free | Allows Daemons from different realms to be combined |
Industry | 20 | Re-roll the Artillery die of any war machine that the character is currently crewing, second result may not be re-rolled |
Fear | 25 | Enemy units in base contact reduce their Leadership by 1 |
Slavery | 25 | Increase Ld radius by 2". Only slave units count as being within this extended range. Note that this may be taken by a character who is not the general |
Domination | 35 | One opponent in base contact chosen by the bearer must pass Ld test. If they fail they may not attack this turn and all attacks directed towards them hit automatically. When taken a second time, all enemy models in base contact are affected |
Nurgle | ||
Pestilence | 5 | All attacks from the user count as Poisoned |
Corruption | 20 | Grants Fear the first time taken, Terror the second |
Rot | 35 | +1 Wound |
Leprosy | 70 | +1 Toughness, cannot increase character’s Toughness beyond 6 |
Tzeentch | ||
Magic | 10 | One additional power dice available to bearer only |
Knowledge | 15 | The user knows one more spell than normally allowed |
Luck | 25 | One use only, player may re-roll a single die during the game. May not re-roll a re-roll, may not use multiple re-rolls at once |
Change | 45 | The character gains Regeneration, however if the daemon escapes and causes a wound, the bearer is immediately replaced with a Chaos Spawn with as many wounds as the character had prior to the daemon escaping |
Slaanesh | ||
Pleasure | Free | +1 Initiative |
Pride | 15 | Character is Immune to Psychology |
Greed | 20 | Character always strikes first in close combat |
Lust | 30 | +1 Movement, Chaos Dwarfs on foot only |
Khorne | ||
Skill | 5 | +1 WS |
Glory | 15 | +1 MR |
Wrath | 20 | +1 Attack |
Blood | 30 | Character gains Frenzy |
Undivided | ||
Paranoia | 10 | +1 ward save |
Hatred | 10 | Character gains Hatred for the opposing race (unless it is also Chaos Dwarfs!) |
Pain | 15 | Contains the Rule of Burning Iron as a Bound Spell at power level 3 |
Death | 25 | Attacks made by the character gain the Killing Blow ability |
v1
Lost to the sands of time… It was basically just the Immortals, Slavers, and Engineers that you can find in the current list and you could pick your House and take that one unit. You can dig into the edit history if you’re really curious!
Any and all input is appreciated, and let me know me if you give it a try!
* But not all at once
** I have no idea if this is true
*** I mean technically it’s only one magic item though
**** Most