chaos dwarfs house rule list

12
Warhammer Armies: Chaos Dwarfs (unofficial) 1 | Page Chaos Dwarf Special Rules: Animosity: Hobgoblins, like all Greenskins, are not naturally prone to order. Even in battle with a common enemy to face it is not unheard of for Hobgoblin’s to descend into infighting, turning on each other due to some real or perceived grievance, however trivial. At the start of each turn, before rallying fleeing units, roll 1D6 for each unit with Animosity whose Unit Strength is 5 or higher. On a roll of 1 a fight has broken out; the unit may not move or shoot this turn. Units in combat are immune to Animosity they are far too busy fighting for their lives to fight one another! Diabolic Manipulator: When a Daemonsmith takes to the battle he will often be found tending to the army’s war machine, using his talents to steer their dark ordnance into the heart of the enemy lines. A Death Rocket or Earthshaker Cannon joined by a Daemonsmith may re-roll a single scatter dice or artillery dice per turn. If the Daemonsmith uses his re-roll ability on a war machine he’s joined he cannot shoot with his own missile weapon in the same shooting phase. In addition, Daemonsmiths count as being armed with a Blunderbuss when joined with a unit of Annihilators. Insignificant: Hobgoblins are small, irritable, foul smelling little creatures that serve as taskmasters, scavengers and general dogsbodies of the Chaos Dwarf Empire. In battle they are drafted in purely to bulk out the forces, their masters fully expecting such weak and pitiful creatures to flee at the first opportunity. Friendly units are immune to Panic checks caused by Insignificant units fleeing or being destroyed in combat unless they too are Insignificant. In addition, Insignificant units cannot be joined by characters who are not themselves Insignificant, nor may an Insignificant character join a unit that is not itself Insignificant. Finally, Insignificant units that are Core do not count toward the minimum number of Core choices required for the army; you must always include some Chaos Dwarfs! Lord and Master: The High Priests of Hashut command supreme power in the realm of the Chaos Dwarfs and even the most powerful Overlord must bow to their whim. If a unit with Lord and Master is included in the army, he must be the Army General. If multiple units have this rule, choose one to lead the army. In addition, units of Obsidian Guard joined by a character with Lord and Master become Immune to Fear and Terror. Unyielding: Chaos Dwarfs, like all Dwarfs, are a people naturally inclined to relentless determination. If anything, these traits have only strengthened after the warriors of Zharr- Naggrund dedicated themselves to their unholy god, Hashut. Chaos Dwarf units with the Unyielding special rule may march even when within 8” of the enemy. In addition, Chaos Dwarf units flee and pursue 2D6-1”, rather than the normal 2D6”.

Upload: john-mcdonnell

Post on 28-Nov-2014

150 views

Category:

Documents


7 download

DESCRIPTION

My House Rule list.

TRANSCRIPT

Page 1: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

1 | P a g e

Chaos Dwarf Special Rules: Animosity: Hobgoblins, like all Greenskins, are not naturally prone to order. Even in battle with a common enemy to face it is not unheard of for Hobgoblin’s to descend into infighting, turning on each other due to some real or perceived grievance, however trivial. At the start of each turn, before rallying fleeing units, roll 1D6 for each unit with Animosity whose Unit Strength is 5 or higher. On a roll of 1 a fight has broken out; the unit may not move or shoot this turn. Units in combat are immune to Animosity – they are far too busy fighting for their lives to fight one another! Diabolic Manipulator: When a Daemonsmith takes to the battle he will often be found tending to the army’s war machine, using his talents to steer their dark ordnance into the heart of the enemy lines. A Death Rocket or Earthshaker Cannon joined by a Daemonsmith may re-roll a single scatter dice or artillery dice per turn. If the Daemonsmith uses his re-roll ability on a war machine he’s joined he cannot shoot with his own missile weapon in the same shooting phase. In addition, Daemonsmiths count as being armed with a Blunderbuss when joined with a unit of Annihilators. Insignificant: Hobgoblins are small, irritable, foul smelling little creatures that serve as taskmasters, scavengers and general dogsbodies of the Chaos Dwarf Empire. In battle they are drafted in purely to bulk out the forces, their masters fully expecting such weak and pitiful creatures to flee at the first opportunity. Friendly units are immune to Panic checks caused by Insignificant units fleeing or being destroyed in combat unless they too are Insignificant. In addition, Insignificant units cannot be joined by characters who are not themselves Insignificant, nor may an Insignificant character join a unit that is not itself Insignificant. Finally, Insignificant units that are Core do not count toward the minimum number of Core choices required for the army; you must always include some Chaos Dwarfs! Lord and Master: The High Priests of Hashut command supreme power in the realm of the Chaos Dwarfs and even the most powerful Overlord must bow to their whim. If a unit with Lord and Master is included in the army, he must be the Army General. If multiple units have this rule, choose one to lead the army. In addition, units of Obsidian Guard joined by a character with Lord and Master become Immune to Fear and Terror. Unyielding: Chaos Dwarfs, like all Dwarfs, are a people naturally inclined to relentless determination. If anything, these traits have only strengthened after the warriors of Zharr-Naggrund dedicated themselves to their unholy god, Hashut. Chaos Dwarf units with the Unyielding special rule may march even when within 8” of the enemy. In addition, Chaos Dwarf units flee and pursue 2D6-1”, rather than the normal 2D6”.

Page 2: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

2 | P a g e

Chaos Dwarf Armoury: Blackshard Armour: In their dark furnaces under Zharr Naggrund the Chaos Dwarfs produce all manner of weapons and armour for use in battle. Blackshard armour is one of their greatest accomplishments. Combining the purest metals with Daemonic wards, there are few weapons that can pierce these suits of armour. Blackshard Armour grants the wearer a 4+ armour save. In addition, the wearer receives a 6+ Ward Save against all Flaming attacks. Blunderbuss: The Blunderbuss is the favoured ranged weapon of the Chaos Dwarfs. It is an uncomplicated weapon designed to project a lethal hail of buckshot toward the enemy. Chaos Dwarfs train to use these weapons as a cohesive unit, sending devastating salvos of shot into the enemy. A well-timed Blunderbuss attack can cripple even the strongest foe. A unit with Blunderbuss may move and fire in the same turn. When they shoot they project a ‘fire zone’ the width of the unit and 12” straight forward. Any model within this is a potential target and is hit on a 4+. The only exceptions are models behind extremely substantial cover such as a hill or building. Models behind walls, in woods, etc. are hit as normal. Hits are resolved at Str 3, plus one per extra rank to a maximum of Str 5. Ranks count if at least 5 models wide. Characters may not join units armed with Blunderbuss unless they themselves have a Blunderbuss. If the front rank has less than five models armed with a Blunderbuss, the unit may not fire their Blunderbuss’ at all. Fireglaive: The Fireglaive is a hell spawned weapon created by the Daemonsmiths. It is a complex repeating handgun fitted with long, heavy blades at either end. Its sturdy design, combined with the arcane rituals of forging make the Fireglaive a formidable weapon in both ranged combat and close quarters, and as such is much favoured by both the Daemonsmiths who make them and the elite units to whom they are bestowed. The Fireglaive counts as a halberd in close combat. In addition, it may be used as a ranged weapon with the following profile: Range: 18" Str: 4 Notes: Armour Piercing, Move or Fire.

Page 3: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

3 | P a g e

Chaos Dwarf Army List:

LORDS: Chaos Dwarf Overlord: 145pts per model

M Ws Bs S T W I A Ld

Overlord 3 7 4 4 5 3 4 4 10

Great Taurus 6 5 0 6 5 4 3 4 6

Equipment: Hand weapon, Blackshard armour. Options: May take either an additional hand weapon (+6pts) or a great weapon (+6pts). May take a shield (+3pts). May take a Blunderbuss (+4pts). May ride a Great Taurus at +320pts. May choose up to 100pts of magic items chosen from the Common or Chaos Dwarf magic items list. Special Rules: Overlord: Unyielding. Great Taurus: Fly, Large Target, Terror, Breath Attack (Str 3), 4+ armour save, Immune to Fire Based Attacks. 0-1 Bull Centaur Lord: 170pts per model

M Ws Bs S T W I A Ld

Centaur Lord 8 6 3 5 5 3 5 5 9

Equipment: Hand weapon, Blackshard armour. Options: May take either an additional hand weapon (+6pts) or a great weapon (+6pts). May take a shield (+3pts). May choose up to 100pts of magic items chosen from the Common or Chaos Dwarf magic items list. Special Rules: Unyielding, Unit Strength 2 Infantry. High Priest of Hashut: 190pts per model

M Ws Bs S T W I A Ld

High Priest 3 4 4 4 5 3 2 1 10

Lamassu 6 3 0 5 5 4 2 2 8

Magic: Level 3 Wizard. Equipment: Hand weapon, Blackshard armour. Options: May be upgraded to level 4 wizard for +35pts. May ride a Lamassu at +200pts. May choose up to 100pts of magic items chosen from the Common or Chaos Dwarf magic items list. Special Rules: High Priest of Hashut: Lord and Master, Unyielding. Lamassu: Fly, Large Target, Terror, Magic Resistance 2 (this bonus also applies to the rider).

Page 4: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

4 | P a g e

HEROES: Chaos Dwarf Overseer: 65pts per model

M Ws Bs S T W I A Ld

Overseer 3 6 4 4 5 2 3 3 9

Equipment: Hand weapon, Blackshard armour. Options: May take either an additional hand weapon (+4pts) or a great weapon (+4pts). May take a shield (+2pts). May take a Blunderbuss (+4pts). May choose up to 50pts of magic items chosen from the Common or Chaos Dwarf magic items list. Special Rules: Unyielding. Bull Centaur Great Horn: 100pts per model

M Ws Bs S T W I A Ld

Great Horn 8 5 3 4 5 2 4 4 9

Equipment: Hand weapon, Blackshard armour. Options: May take either an additional hand weapon (+4pts) or a great weapon (+4pts). May take a shield (+2pts). May choose up to 50pts of magic items chosen from the Common or Chaos Dwarf magic items list. Special Rules: Unyielding, Unit Strength 2 Infantry. ARMY BATTLE STANDARD BEARER: One Overseer or Centaur Hero in the army may carry the Battle Standard at +25pts. He cannot be the army general, even if he has the highest leadership. The Battle Standard Bearer cannot choose any other weapons, nor can he use a shield. He

may purchase a magic banner (no points limit) but if he does so may not have any other

magic items.

Page 5: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

5 | P a g e

Priest of Hashut: 70pts per model

M Ws Bs S T W I A Ld

Priest 3 4 4 3 4 2 2 1 9

Magic: Level 1 Wizard. Equipment: Hand weapon, Blackshard armour. Options: May be upgraded to level 2 wizard for +35pts. May choose up to 50pts of magic items chosen from the Common or Chaos Dwarf magic items list. Special Rules: Unyielding. Daemonsmith: 70pts per model

M Ws Bs S T W I A Ld

Daemonsmith 3 4 5 4 4 2 2 2 9

Equipment: Hand weapon, Blackshard armour. Options: May take either a pistol (+5pts), a brace of pistols (+10pts) or a Fireglaive (+12pts). May choose up to 50pts of magic items chosen from the Common or Chaos Dwarf magic items list. Special Rules: Diabolic Manipulator, Extra Crewman, Unyielding. Hobgoblin Chieftain 35pts per model

M Ws Bs S T W I A Ld

Chieftain 4 4 3 4 4 2 3 3 7

Wolf 9 3 3 3 3 1 3 1 2

Equipment: Hand weapon. Options: May choose an additional hand weapon (+4pts) or a great weapon (+4pts). May wear light armour (+2pts) and/or carry a shield (+2pts). May ride a Wolf (+12pts). If mounted, may choose a spear if mounted (+2pts). May choose up to 50pts of magic items chosen from the Common or Chaos Dwarf magic items list. Special Rules: Animosity, Insignificant. A Hobgoblin Chieftain may not be the army general.

Page 6: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

6 | P a g e

CORE: Chaos Dwarf Warriors: 8pts per model

M Ws Bs S T W I A Ld

Warrior 3 4 3 3 4 1 2 1 9

Slaver 3 4 3 3 4 1 2 2 9

Unit Size: 10+ Equipment: Hand weapon, heavy armour. Options: Any unit may have great weapons at +2pts per model. Any unit may have shields at +1pt per model. Promote one Warrior to a musician at +5pts. Promote one Warrior to a standard bearer at +10pts. Promote one Warrior to a Slaver at +10pts. Special Rules: Unyielding. Chaos Dwarf Annihilators: 12pts per model

M Ws Bs S T W I A Ld

Chaos Dwarf 3 4 3 3 4 1 2 1 9

Slaver 3 4 3 3 4 1 2 2 9

Unit Size: 10+ Equipment: Hand weapon, heavy armour, blunderbuss. Options: Promote one Annihilator to a musician at +5pts. Promote one Annihilator to a standard bearer at +10pts. Promote one Annihilator to a Slaver at +10pts. Special Rules: Unyielding.

Page 7: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

7 | P a g e

Hobgoblin Mob: 3pts per model

M Ws Bs S T W I A Ld

Hobgoblin 4 3 3 3 3 1 2 1 6

Taskmaster 4 3 3 3 3 1 2 2 6

Unit Size: 20+ Equipment: Hand weapon, shield. Options: Any unit may have light armour at +1pt per model. Any unit may have spears at +1pt per model OR Any unit may replace their shields with bows at +2pts per model. Promote one Hobgoblin to a musician at +4pts. Promote one Hobgoblin to a standard bearer at +8pts. Promote one Hobgoblin to a Taskmaster at +8pts. Special Rules: Animosity, Insignificant. Hobgoblin Wolf Riders: 13pts per model

M Ws Bs S T W I A Ld

Hobgoblin 4 3 3 3 3 1 2 1 6

Taskmaster 4 3 3 3 3 1 2 2 6

Wolf 9 3 3 3 3 1 3 1 2

Unit Size: 5+ Equipment: Hand weapon, shield. Options: Any unit may have spears at +1pt per model. Any unit may replace their shields with bows at +2pts per model. May be given light armour for free, but will no longer count as Fast Cavalry. Promote one Hobgoblin to a musician at +6pts. Promote one Hobgoblin to a standard bearer at +12pts. Promote one Hobgoblin to a Taskmaster at +12pts. Special Rules: Animosity, Fast Cavalry, Insignificant. “Greenskins” All Hobgoblins count as Greenskins for all intents and purposes. Whilst this does not apply to this army list, it means certain spells or magic items may have additional rules against Hobgoblin units.

Page 8: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

8 | P a g e

SPECIAL: Chaos Dwarf Infernal Guard: 13pts per model

M Ws Bs S T W I A Ld

Infernal 3 4 3 4 4 1 2 1 9

Castellan 3 4 3 4 4 1 2 2 9

Unit Size: 10+ Equipment: Hand weapon, Blackshard armour, shield. Options: Any unit may replace their shields with Fireglaives at +5pts per model. Promote one Infernal to a musician at +6pts. Promote one Infernal to a standard bearer at +12pts. Promote one Infernal to a Castellan at +12pts. Special Rules: Unyielding. Chaos Dwarf Obsidian Guard: 12pts per model

M Ws Bs S T W I A Ld

Obsidian Guard 3 5 3 4 4 1 2 1 9

Dark Warden 3 5 3 4 4 1 2 2 9

Unit Size: 10+ Equipment: Hand weapon, great weapon, heavy armour. Options: Any unit may have shields at +1pt per model. Promote one Obsidian Guard to a musician at +6pts. Promote one Obsidian Guard to a standard bearer at +12pts. One unit may take a Magic Banner worth up to 50pts. Promote one Obsidian Guard to a Dark Warden at +12pts. Special Rules: Unyielding. Chaos Dwarf Death Rocket: 80pts per unit

M Ws Bs S T W I A Ld

Death Rocket - - - - 7 3 - - -

Crew 3 4 3 3 4 1 2 1 9

Unit Size: 1 Death Rocket and 3 Chaos Dwarf crew. Equipment: Each crewman has a hand weapon and heavy armour. Special Rules: Unyielding. The Death Rocket functions as a Stone Thrower with a range of 12-48”. Instead of the normal Stone Thrower Misfire rules, use the following: if a Misfire and an arrow is rolled, use the Cannon Misfire table. If a Hit and a Misfire is rolled, the shot scatters 4D6” in the direction of the pointer on the Hit side.

Page 9: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

9 | P a g e

Sneaky Gitz: 8pts per model

M Ws Bs S T W I A Ld

Sneaky Gitz 4 3 3 3 3 1 3 1 6

Backstabba 4 3 3 3 3 1 3 2 6

Unit Size: 10+ Equipment: Two hand weapons. Options: Promote one Sneaky Git to a musician at +5pts. Promote one Sneaky Git to a standard bearer at +10pts. Promote one Sneaky Git to a Backstabba at +10pts. Special Rules: Animosity, Insignificant, Poisoned Attacks, Scouts Sneak(y) Attack: Sneaky Gitz that declare a charge against an opponent’s flank or rear suffer Hatred toward that unit for the first round of combat. Hobgoblin Bolt Thrower: 40pts per unit

M Ws Bs S T W I A Ld

Bolt Thrower - - - - 7 3 - - -

Crew 3 3 3 3 3 1 2 1 6

Unit Size: 1 Bolt Thrower and 3 Hobgoblin crew. Equipment: Each crewman has a hand weapon. Special Rules: Animosity, Insignificant.

RARE: Chaos Dwarf Berserkers: 10pts per model

M Ws Bs S T W I A Ld

Berserker 3 4 3 3 4 1 2 1 10

Slaughterer 3 4 3 3 4 1 2 2 10

Unit Size: 10+ Equipment: Hand weapon, great weapon. Options: Replace great weapon for additional hand weapon at no cost. Any unit may be given light armour at +1pt per model. Promote one Berserker to a musician at +6pts. Promote one Berserker to a standard bearer at +12pts. Promote one Berserker to a Slaughterer at +12pts. Special Rules: Berserk: Subject to Frenzy. Cannot lose Frenzy May not be joined by characters.

Page 10: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

10 | P a g e

Bull Centaurs: 20pts per model

M Ws Bs S T W I A Ld

Bull Centaur 8 4 3 4 4 1 3 2 9

Great Bull 8 4 3 4 4 1 3 3 9

Unit Size: 10+ Equipment: Hand weapon, great weapon, heavy armour. Options: Replace great weapon for additional hand weapon at no cost. Any unit may be given shields at +1pt per model. Promote one Bull Centaur to a musician at +6pts. Promote one Bull Centaur to a standard bearer at +12pts. One unit may take a Magic Banner worth up to 50pts. Promote one Bull Centaur to a Great Bull at +12pts. Special Rules: Unyielding, Unit Strength 2 Infantry. Earthshaker Cannon: 160pts per unit

M Ws Bs S T W I A Ld

Earthshaker - - - - 7 3 - - -

Crew 3 4 3 3 4 1 2 1 9

Unit Size: 1 Earthshaker Cannon and 3 Chaos Dwarf crew. Equipment: Each crewman has a hand weapon and heavy armour. Special Rules: Unyielding. When firing the Earthshaker, guess range between 12” and 48” and add the roll of the Artillery Dice to the distance. If a Misfire is rolled, use the Cannon misfire table. Once the position of the shot is determined place the 5” blast template and scatter the shot as per the Stone Thrower rules. If an arrow and Misfire is rolled the shot is wasted. If a Hit and Misfire is rolled the model under the central hole is hit (see below) but no other models are hit and the target unit suffers no penalty to movement or shooting. Once the Scatter has been resolved any model under the hole takes a Str 10 hit with no armour saves allowed and suffers D6 wounds if wounded. All other models wholly under the template take a Str 4 hit with a -2 save modifier. Models partially under the template are hit on a 4+. Finally, if any model in a unit is hit by the Earthshaker (even if they are not wounded by it) the entire unit’s movement value is reduced by half until the end of their next turn, and the unit may not shoot. War Machines may only fire on a D6 roll of 4+.

Page 11: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

11 | P a g e

Chaos Dwarf Magic Items

MAGIC WEAPONS: Obsidian Blade: 80pts. No Armour Saves are allowed against wounds caused by the Obsidian Blade. If a model takes an unsaved wound his armour or shield (magical or mundane) are destroyed. The attacking player chooses which item is destroyed. Dark Mace: 50pts. Models hit by the Dark Mace are wounded automatically. Saving throws are modified by the strength of the user. Black Hammer of Hashut: 45pts. User gains +2 Str. Flammable targets are killed automatically if they take a single wound. Soul Eater: 35pts. Soul Eater grants the wielder +1 Ws and Killing Blow.

MAGIC ARMOUR: Hell Armour: 50pts. 4+ armour save. The wearer gains a 3+ ward save against all magical and flaming attacks. Armour of the Furnace: 40pts. The wearer gains a 4+ armour save and a 5+ Ward Save. In addition, the wearer (and his mount if applicable) are immune to Fire based attacks and spells. Fire Shield: 40pts. Shield. All close combat attacks direct against the bearer suffer a -1 To Hit penalty. Armour of Gazrakh: 30pts. Gives the wearer a 1+ armour save that cannot be improved by any means. Gnoblar Safety Helmet: 20pts. Hobgoblins Only 6+ Armour save, 6+ Ward Save.

MAGIC TALISMANS: Talisman of Obsidian: 75pts. The wearer of the Talisman is immune to all spells, friend or foe. Note that the spell is not dispelled, it simply does not affect the wearer. The bearer and any models in base contact cannot cast spells, including bound spells. Desecrated Runestone: 45pts. Wearer gains a 4+ Ward. Eye of Hashut: 40pts. Bound spell - Power Level 4. The Eye of Hashut casts Burning Gaze from the Lore of Light. Lucky Pebbles: 20pts Hobgoblin Chieftain only A model with Lucky Pebbles may re-roll a single dice once per game. This can be a to hit roll, a to wound roll, a saving throw or one of the dice used to make a morale check or leadership test.

Page 12: Chaos Dwarfs House Rule List

Warhammer Armies: Chaos Dwarfs (unofficial)

12 | P a g e

ENCHANTED ITEMS: Black Gem of Gnarr: 40pts. One Use Only. The Gem may be activated at the beginning of either player's Close Combat phase, after challenges are issued and accepted. The bearer of the gem and one model in base contact with him chosen by the bearer may not attack or be attacked for the duration of that phase. Work out combat resolution as normal. If the bearer and/or the chosen model have mounts, their mounts are also unable to attack or be attacked. Helm of Azgorth: 30pts. The bearer of the helm adds one dispel dice to the Chaos Dwarf's magic pool in each enemy magic phase. Gauntlets of Bazhrakk the Cruel: 20pts. +1 Strength. If the wearer rolls any 1s to hit in close combat the block strikes a random friendly model in base contact instead. This can include the wearer's mount if he has one.

ARCANE ITEMS: Icon of Power: 40pts The Sorceror gains +1 to all casting attempts. Chalice of Darkness: 30pts. One Use Only. You may choose to activate the Chalice of Darkness at the start of either player's magic phase. Roll a D3 and remove that many dice from both player's magic pools.

MAGIC STANDARDS: Banner of Zharr-Naggrund: 75pts. The bearer and the unit he is with gains a 5+ Ward Save. The Standard of Slavery: 50pts. All Hobgoblin units with at least one model within 12" of the banner may re-roll failed psychology tests. Banner of Darkness: 40pts. Any missiles fired at the bearer of the banner or the unit he is with suffer a -1 to hit penalty. Icon of Dark Brotherhood: 15pts. The bearer of the banner and any unit he is with Hate Dwarfs.