[TOW] The Big Chaos Dwarf Tactics Compendium

Weapons of Zharr-Naggrund

Chaos Dwarfs have interesting equipment outside of magic items, leaving your points allowance for other important stuff.

  • Blood of Hashut: Use instead of CC attack, works like the old lore of metal: Use the target’s armour save as your to-wound roll. Still needs to hit, so very likely only works on a 4+ (or worse). But or Sorcerer-Prophets and especially Daemonsmiths aren’t exactly the best fighters anyway, so foregoing 2 or 3 mediocre attacks for one which has the chance to really do some damage is not a bad idea. Single use and not cheap but you can have as many as you like.

  • Darkforged Weapons: (Potentially) useful on characters that will be going into melee. Works with Ensorcelled Weapons and doesn’t count towards magic items. Skip it on sorcerers that are meant to only be casting, unless you have points to spare.

  • Fireglaive: Halberds are great, handguns are great. Stick 'em together and you have something even better. Our Infernal Guard don’t have the greatest BS, but the CC benefits are awesome, and the occasional pot shots and stand & shoots are welcome.

  • Hailshot Blunderbuss: The classic Chaos Dwarfs missile weapon. Very short range with 12" but has Multiple Shots (D3) and Volley Fire and ignores a lot of the to-hit modifiers. Truly devastating against mid-armoured T3 models and strength in numbers against anything else.

  • Naphta Bombs: Not worth it for characters but may be a small surprise for a unit champion. Don’t expect too much though. Has a peculiar combination of Ponderous and Quick Shot special rules. Skip unless you have the points to spare.