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Mainstay Unit: The number of Chaos Dwarf Warrior units in the army restricts the
number of other types of units. For example, if you had three Chaos Dwarf Warrior
units in your army then you could have no more than three Hobgoblin units, no more
than three Black Orc units etc.
The Chaos Dwarfs can use blunderbusses. A unit with blunderbusses 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 a
building. Models behind walls or in woods are hit as normal. Hits are resolved at S3
plus 1 per rank up to S5. Ranks count if at least 5 wide. A single character in the
front rank will not effect the unit’s fire.
Chaos Dwarfs and Bull Centaurs ignore panic tests for breaking and fleeing Orc and
Goblin units of all types.
Many powerful Chaos Dwarfs have powerful bull-headed Minotaurs accompany them
into battle. This is seen as a sign of great prestige and status. Minotaurs ignore panic
tests for breaking and fleeing Greenskin Units of all types.
Bloodgreed: Minotaurs are known for their craving for flesh, and even in the heat of
the battle will stop to devour the fallen rather than continue to fight. A unit of
minotaurs can never make an Overrun move, even if normally forced to do so by
Psychology or some other effect. However, Minotaurs pursue 3D6” rather than 2D6”.
Orcs of all types ignore panic tests for breaking and fleeing Goblin Units of all types.
All troops ignore panic tests for breaking and fleeing Hobgoblin units except for other
Hobgoblins.
Animosity: The animosity rolls for Greenskin slaves are the same as for normal
Greenskins as found in the Orc and Goblin army book.
Any Greenskin unit entitled to a magic banner must use one from the Chaos Dwarf
army list.
Bull Centaurs, Bull Centaur Heroes and Bull Centaur Lords count as infantry for the
purposes of using Great Weapons and for the +1 hand weapon/shield armour save
bonus in combat. They do not get a +1 armour save for being mounted. In all other
respects they are Cavalry.
Dark Metal Armour: Dark metal is blackened iron mined from the bowels of the
earth laced with trace amounts of warpstone. It grants the wearer a 4+ armour save
which can be combined with other types of armour as normal. Dark metal armour
does not interfere with the casting of magic, so can be worn by Sorcerors.
It does not count as magical.
Sorceror Lords
Sorceror Lords are the ruling elite of the Chaos Dwarfs. They function as Priests
within the Hierarchy of Chaos Dwarf society and channel the power of the God
Hashut into devastating magical spells on the battlefield.
Over time Sorceror Lords begin to gradually turn into stone. This slow process of
petrification is seen as a blessing of Hashut, and it is regarded as a symbol of great
status in Chaos Dwarf society.
Sorceror Lords may ride Lammasu. Lammasu are large targets, cause Terror and can
fly. A Lammasu gives it’s rider Magic Resistance 2.
Daemonic Slavelord: Chaos Dwarf Sorceror Lords have mastered the art of
summoning and binding the Daemons of other Chaos powers, and forcing them to
obey their will on the battlefield. For every Sorceror Lord in the army, you may field
one (i.e. only one per Sorceror Lord) lesser Daemon unit, as listed in the Hordes of
Chaos army book (i.e. a Plaguebearer, Daemonette, Horror or Bloodletter unit) OR
you may field one Greater Daemon, as listed in the Hordes of Chaos army book (i.e. a
Bloodthirster, Keeper of Secrets, Great Unclean One or Lord of Change).
You must pay full points for the unit or Greater Daemon, and all it’s normal rules
apply.
Sorcerors
Sorcerors are less powerful than Sorceror Lords, but they all aspire to the status of
Lord and will stop at nothing in order to attain it.
Dark Master: Chaos Dwarf Lords are the masters of hundreds, sometimes thousands
of warriors and are justifiably feared. The best warriors a Lord commands are taken
into the Lord’s retinue and accompany him to battle. For every Chaos Dwarf Lord
you field you have the option of fielding one unit of Chaos Dwarf Immortals.
Slavemasters
Slavemasters are the cruellest and most brutal of the Chaos Dwarf race, amassing vast
fortunes by overseeing the enslavement of countless thousands of Orcs, Goblins and
Humans. In battle they will usually join a unit of slaves to ensure that they carry out
their orders exactly as intended.
Overlord: If you have a Slavemaster in your army and he joins a unit of Greenskin
slaves, then that unit becomes stubborn so long as he is in the unit. If he leaves the
unit or is killed then the unit is no longer stubborn.
The Slavemaster himself is not Stubborn, hence the unit will either test on the
slavemaster’s modified leadership or on their own (unmodified) leadership –
whichever is highest.
Engineers
Chaos Dwarf engineers are barely sane. Spending their entire lives working around
toxic fumes, demonic energies and warpstone allows them to create devices of
unimaginable power for the Sorcerors and Lords that they serve. Inevitably, most of
them end up mad or dead.
Master of the Infernal Machineries: Chaos Dwarf engineers often accompany the
Chaos Dwarf armies into battle, either to test new machines, to make sure existing
ones are used correctly, or simply because they want to. If a Chaos Dwarf Engineer is
included in your army then the following special rules apply:
Chaos Dwarf Warmachines count as core rather than special.
If he joins a warmachine that needs to roll to hit (such as a Bolt Thrower) then
the war machine may roll to hit using the Engineer’s Ballistic Skill.
If he joins a machine that needs to roll an artillery dice then he may reroll the
artillery dice for that machine once per turn. This may be used to avoid a
misfire.
If more than one Chaos Dwarf Engineer is included in your army then the following
special rule applies (in addition to the above):
If your army includes more than one Engineer then you may purchase up to
two Hobgoblin Bolt Throwers as a single special choice.
CHAOS DWARF MAGIC
Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow and Death from the
Warhammer rulebook.
MAGIC WEAPONS
Black Hammer of Hashut 45 Points
+2 Strength. Flammable targets are automatically killed if they take a single unsaved
wound.
MAGIC ARMOUR
Armour of Gazrakh: 30 Points
Gives the wearer a 1+ armor save which can't be improved in any way
TALISMANS
Talisman of Obsidian: 100 Points
Wearer cannot be affected by spells at all (not even friendly spells), and obviously
cannot cast any himself. Wizards in base contact cannot cast spells.
ARCANE ITEMS
Chalice of Darkness: 50 Points
You may choose to roll a D3 at the start of either player’s Magic phase. Remove this
many dice from both player’s magic pools.
ENCHANTED ITEMS
Gauntlets of Bazhrakh the Cruel: 20 Points
+1 Strength. If the wearer rolls a 1 to hit, this blow strikes a random friendly model
in base contact instead. This could be the mount.
MAGIC STANDARDS
Banner of Slavery: 50 Points
Orc, Goblin and Hobgoblin units within 12” of the banner may re-roll any failed
Psychology tests.
CHOOSING TROOPS
Army Core Special Rare
Points value Units Units Units
Less than 2,000 2+ 0-3 0-1
2,000 or more 3+ 0-4 0-2
3,000 or more 4+ 0-5 0-3
4,000 or more 5+ 0-6 0-4
Each +1,000 +1 minimum +0-1 +0-1
LORDS
Chaos Dwarf Lord 145 points
Chaos Dwarf M WS BS S T W I A Ld
Lord 3 7 4 4 5 3 4 4 10
Great Taurus 6 5 0 6 5 4 3 4 6
Weapons: Hand weapon and dark metal armour
Options:
May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 100 points.
May have a great weapon (+6 pts) and/or a pistol (+10 points).
May have a shield (+3 pts).
A Chaos Dwarf Lord may ride a Great Taurus (+230 pts)
Special Rules: Dark Master
Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow and Death
Special Rules: Daemonic Slavelord
0-1 Bull Centaur Lord 170 points
Bull Centaur M WS BS S T W I A Ld
Lord 7 6 3 5 5 3 5 5 9
Weapons: Hand weapon and dark metal armour
Options:
May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 100 points.
May have an additional hand weapon (+6 pts) or great weapon (+6 pts).
May have a shield (+3 pts).
HEROES
Chaos Dwarf Hero 65 points per model
Chaos M WS BS S T W I A Ld
Dwarf Hero 3 6 4 4 5 2 3 3 9
Weapons: Hand weapon and dark metal armour
Options:
May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 50 points.
May have an additional hand weapon (+4 pts) or great weapon (+4 pts).
May have a shield (+2 pts).
Goblins (see the entry in the Orc and Goblin Army Book)
Arrer Boyz (see the entry in the Orc and Goblin Army Book)
0-1 Black Orcs (see the entry in the Orc and Goblin Army Book)