Chaos Dwarfs
Renegade Army List
DRAFT V1.5.2.2
For Use With Warhammer: The Old World Rules
This document allows you to play a Chaos Dwarf Army in games using the rules from Warhammer: The Old World. To use the contents of this document, you will need a copy
of the Warhammer: The Old World rulebook.
The rules contained within this document allow players the opportunity to play Warhammer: The Old World using rules that we hope better reflect the legacy, history and feel of the Chaos Dwarf faction as they have appeared in previous editions.
These rules are intended to be fair and fun to use wherever Warhammer: The Old World is played and will be maintained in concert with the playing community for as long as it is necessary to do so.
These rules are unofficial and in no way endorsed by the authors or publisher of Warhammer: The Old World.
This document contains the following information:
Dedication and Editors Note: A page devoted to the many contributors, past and present, to the creation of this document and some thoughts on the approach from the editor.
How to Use Renegades Armies in Your Old World Games: What it says on the tin.
Grand Army Composition List: The default army composition list for the Chaos Dwarfs.
Special Rules: This section covers rules unique to the Chaos Dwarfs.
Magic Items: As well as the Common magic items detailed in the Warhammer: the Old World rulebook, this army list includes a number of magic items unique to the Chaos Dwarfs.
The Lore of…: Unique spells used in conjunction with the Lores of Magic found in the Warhammer: the Old World rulebook.
Profiles: Every model available to the Chaos Dwarfs has a profile. Here, you will find that model’s characteristics, its equipment, its points value, details of any special rules unique to it and more.
FAQ: Questions and Answers about any unclear interactions arising from these rules.
How to Collect: A guide for where to find quality miniatures for use with this army.
Chaos Dwarfs Legacy Army List........................................... 2
Grand Army Composition List............................................. 2
Magic Items....................................................................... 17
Special Rules...................................................................... 20
Lore of Hashut................................................................... 21
Weapons of Zharr-Naggrund............................................. 22
Link to all other current Renegade Pack Drafts
Change Log:
As community feedback comes in I will update any changes I’ve made below, along with commentary for my reasoning. So far the process has been incredibly rewarding and the insights that I’ve gotten will make this a much stronger document than anything I could have done myself. So thank you very much for your input, and keep the ideas flowing!
Each time I make a significant update, I will also change the last number of the version. IE: Renegade Chaos Dwarfs 1.5.2.2.
When will these be finalized? My goal is to have things finalized as soon as possible. Once I feel like we’ve ironed out the bugs and areas of contention I will begin posting the final docs on www.squarebased.com.
Previous versions can be found below:
Change Log
As community feedback comes in I will update any changes I’ve made below, along with commentary for my reasoning. So far the process has been incredibly rewarding and the insights that I’ve gotten will make this a much stronger document than anything I could have done myself. So thank you very much for your input, and keep the ideas flowing!
Added some updates morning of June 3 Original posting June 2.
On the naming of things!
On the grand army list
Special Rules
Magic Items
Weapons of Zharr-Naggrund
Unit stuff!
This army list is intended for use alongside the ‘Forming Units’ and ‘Warhammer Armies’ sections of the Warhammer: the Old World rulebook. Over the following pages you will find a profile and rules for each of the models in your army. These pages give you all of the information that you need to shape your collection of models into the units which will in turn form a force ready for battle.
Up to 50% of your army’s points value may be spent on:
At least 25% of your army’s points value must be spent on:
Up to 50% of your army’s points value may be spent on:
Up to 25% of your army’s points value may be spent on:
Up to 20% of your army’s points value may be spent on mercenaries.
Up to 25% of your army’s points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists:
Chaos Dwarf Allies |
A single Seneschal in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit.
On this page you will find a full description for each of the army special rules used by models drawn from the Chaos Dwarfs army list:
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
A model with this special rule improves their armour value by 1 and has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
Each combat phase, during Step 1.1 of the Choose Combat
& Fight sub-phase, before issuing challenges, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 4 hit with an AP of -1. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
A Hellbound model has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack and gains both the Fear and Magical Attacks special rules. If the model already has the Fear special rule, it instead gains the Terror special rule. Additionally, once per game, a Hellbound model may re-roll one Scatter dice or one Artillery dice. However, should a Hellbound model ever have to make a roll on a Misfire table, it suffers a -1 modifier to the result.
Note that any Hellcannon taken as a Rare choice in a Chaos Dwarf Grand Army gains this special rule.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
A model with this rule has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Extremely Common Magic Items: Any magic item marked with an asterisk (*) is considered to be extremely common, as described in the Warhammer: the Old World rulebook.
Black Hammer Combat S+2 -1 (Killing Blow), Flaming Attacks,
of Hashut Magical Attacks, Multiple Wounds (D3)
Notes: Against models with the Flammable special rule, this weapon also has the Killing Blow special rule.
Dark Maul Combat S -2 Killing Blow, Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Dark Maul must immediately make a Strength test. If this test is failed, the enemy model loses an additional Wound.
Dagger of Malice Combat S - Frenzy, Hatred (all enemies),
Magical Attacks
Notes: Unlike other Frenzied models, the wielder of the Dagger of Malice cannot lose this special rule.
R S | AP | Special Rules | |
The Graven | Combat S+1 | - | Magical Attacks |
Sceptre |
Notes: When making a roll To Wound for a hit caused with the Graven Sceptre, a roll of 4+ is always a success, regardless of the target’s Toughness.
The Armour of Bazherak the Cruel is a suit of full plate armour. In addition, its wearer has the Immune to Psychology and Magic Resistance (-2) special rules.
May be worn with other armour. The wearer of the Mask of the Furnace improves their armour value by 1 (to a maximum of 2+). In addition, they have a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
0-1 per model. The wearer of a Mantle of Stone has a +1 modifier to their Toughness characteristic, but a -1 modifier to their Initiative characteristic.
If the bearer of the Hellshard loses their last Wound to an enemy attack during the Combat phase, the unit that made the attack suffers D6 Strength 5 hits, each with an AP of -1.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
Any enemy model that targets shoots at a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
Enemy models engaged in combat with the owner of a Daemonic Familiar must reduce the Ward or Regeneration value of any Ward or Regeneration save they have by 1, to a minimum of 6+.
Single use. The Breath of Hashut is a breath weapon with the following profile:
N/A 4 -2 Breath Weapon,
Flaming Attacks, Magical Attacks
The wearer of the Obsidian Vambraces has a +1 modifier to their Strength characteristic and the Magic Resistance (-1) special rule. However, if they roll a natural 1 when making a roll To Hit during the Combat phase, the gauntlets shatter into pieces and can no longer be used.
Single use. During the Command sub-phase of their turn, the bearer of the Daemon Flask may open it. When they do so, all enemy units that are within this character’s Command range must make a Panic test.
Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.
Note that a perfect invocation cannot be dispelled.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, the Wizard rolls 3D6 when making their Casting roll (rather than the usual 2D6). However, if
a double 1 is rolled on any two of the dice rolled, the spell is miscast.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
Type: Magic Missile
Casting Value: 9+
Range: 18"
Effect: This spell can only target enemy characters. However, it may target any enemy character that is within range and that the caster can draw a line of sight to, regardless of the usual rules for targeting characters, and may even target an enemy character that has joined a unit or that is engaged in combat.
The target enemy character must immediately make a Toughness test. If this test is passed, it suffers D3 Strength 2 hits, each with an AP of -. If, however, this test is
failed, it suffers D3+2 Strength 5 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Storm Of Ash
Type: Hex
Casting Value: 9+
Range: Self
Effect: Until your next Start of Turn sub-phase, all enemy units suffer a -1 modifier to any rolls To Hit made whilst within 9" of the caster’s model (rolls of a natural 6 are unaffected).
Type: Assailment Casting Value: 8+ Range: Combat
Effect: A single enemy unit the caster is engaged in combat with suffers D3+1 Strength 4 hits, each with an AP of -1. These hits have the Flaming Attacks special rule.
Many such accursed weapons are bartered and traded with the Champions of the north in return for captives, gold and stranger treasures, but not all. The finest weapons of the Dawi Zharr are jealously hoarded.
Single use. Instead of attacking normally during the Combat phase, a model equipped with one or more vials of the Blood of Hashut can make a single attack to expend one vial. Make a single roll To Hit. If successful, the enemy suffers D6 hits. These hits can be directed against a unit or against a single enemy model.
When rolling To Wound, the target number is the same as the armour value of the model(s) hit. For example, if the model(s) hit wear heavy armour, the target number for the rolls To Wound would be 5+, the same as the armour value of heavy armour. No armour save is permitted against wounds caused by the Blood of Hashut (Ward and Regeneration saves can be attempted as normal). Hits caused by the Blood of Hashut have the Flaming Attacks and Magical Attacks special rules.
A Darkforged weapon is a hand weapon with the Flaming Attacks special rule and can be used in conjunction with the Ensorcelled Weapons special rule. In addition, after deployment but before the first turn begins, roll on the table below to determine an attribute for the weapon. The weapon has this attribute for the duration of the battle:
D3 | Result |
1 | Malignant: The bearer of this weapon gains the Hatred (all enemies) special rule. |
2 | Life Bane: This weapon gains the Multiple Wounds (D3) special rule. |
3 | Spell-wrought: If the bearer of this weapon is a Wizard, they may apply a +1 modifier to any Casting roll they make. If the bearer of this weapon is not a Wizard, This weapon has a Strength characteristic of S+1. |
Fireglaive
Fireglaive | R | S | AP | Special Rules |
Ranged | 18” | 4 | -1 | Armour Bane (1) |
Combat | Combat | S+1 | -1 | Armour Bane (1), Requires Two Hands |
Notes: A Fireglaive has two profiles, representing its duality of purpose as both a ranged and combat weapon.
R | S | AP | Special Rules | |
Hailshot Blunderbuss | 12” | 3 | -1 | Multiple Shots (D3), Volley Fire |
Notes: A model armed with a Hailshot blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. In addition, if 10 or more models belonging to the same unit shoot at the same target with Hailshot blunderbusses, they may re-roll any rolls of a natural 1 when rolling To Wound.
R | S | AP | Special Rules | |
Naptha Bomb | 9” | 3 | -1 | Armour Bane (1) Flaming Attacks Move & Shoot Quick Shot |
Notes: If the roll To Hit is successful, a naphtha bomb causes D3+1 hits to the target enemy unit, rather than the usual one.
M | WS | BS | S | T | W | I | A | Ld | Points | |
Sorcerer-Prophet | 3 | 5 | 4 | 4 | 5 | 3 | 2 | 3 | 10 | 175 |
Daemonsmith Sorcerer | 3 | 4 | 4 | 4 | 4 | 2 | 2 | 2 | 9 | 85 |
Troop Type: Heavy infantry (character)
Base Size: 25 x 25 mm
Magic: A Sorcerer-Prophet is a Level 3 Wizard. A Daemonsmith Sorcerer is a Level 1 Wizard. Every Sorcerer of Hashut knows spells from one of the following Lores of Magic:
Equipment: Hand weapon and heavy armour
Special Rules: Blackshard Armour, Ensorcelled Weapons, Infernal Engineer, Lore of Hashut, Resolute, Sorcerer’s Curse, Stubborn
Unless this model is fleeing or engaged in combat, once per turn a friendly model that is within its Command range may re-roll one Scatter dice or one Artillery dice.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
M | WS | BS | S | T | W | I | A | Ld | Points | |
Despot | 3 | 7 | 4 | 4 | 5 | 3 | 4 | 4 | 10 | 125 |
Seneschal | 3 | 6 | 4 | 4 | 5 | 2 | 3 | 3 | 9 | 65 |
Troop Type: Heavy infantry (character)
Base Size: 25 x 25 mm
Equipment: Hand weapon and heavy armour
Special Rules: Blackshard Armour, Ensorcelled Weapons, Rallying Cry, Relentless March, Resolute, Stubborn
M | WS | BS | S | T | W | I | A | Ld | Points | |
Castellan | 3 | 6 | 4 | 5 | 5 | 3 | 2 | 3 | 9 | 75 |
Troop Type: Heavy infantry (character)
Base Size: 25 x 25 mm
Equipment: Hand weapon and heavy armour
Special Rules: Blackshard Armour, Ensorcelled Weapons, Rallying Cry, Resolute, Stubborn, Infernal Taskmaster, Quell Panic
Once per game during the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
M WS BS | S T | W | I | A | Ld | Points | |
Taur’ruk | 7 5 2 | 5 5 | 4 | 4 | 4 | 9 | 145 |
Troop Type: Monstrous cavalry (character)
Base Size: 50 x 75 mm
Equipment: Hand weapon and heavy armour
Special Rules: Armour Bane (1), Armoured Hide (1), Blackshard Armour, Ensorcelled Weapons, Fear, First Charge, Impact Hits (D3+1), Loner, Stampede, Stubborn, Swiftstride
Hobgoblin Khan | |||||||
M WS BS S | T | W | I | A | Ld | Points | |
Hobgoblin Khan | 4 5 4 4 | 4 | 2 | 5 | 3 | 7 | 45 |
Troop Type: Regular infantry (character)
Base Size: 25 x 25 mm
Equipment: Hand Weapon and throwing weapons
Special Rules: Backstab, Evasive, Levies, Warband
Giant Wolf | ||||||||
M WS BS | S | T | W | I | A | Ld | Points | |
Giant Wolf | 9 3 - | 3 | - | - | 3 | 1 | - | +10 |
Troop Type: Light cavalry
Base Size: 25 x 50 mm
Equipment: Claws and fangs (counts as a hand weapon)
Special Rules: Fast Cavalry, Fire & Flee, Swiftstride
Chaos Dwarf Warriors
M | WS | BS | S | T | W | I | A | Ld | Points | |
Chaos Dwarf Warrior | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 7 |
Veteran Warrior | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 2 | 9 | +5 |
Troop Type: Heavy infantry
Base Size: 25 x 25 mm
Unit Size: 5+
Equipment: Hand weapons and heavy armour
Special Rules: Close Order, Detachment, Regimental Unit, Resolute, Shieldwall
Blunderbuss Decimators
M | WS | BS | S | T | W | I | A | Ld | Points | |
Blunderbuss Decimator | 3 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 10 |
Veteran Warrior | 3 | 3 | 4 | 3 | 4 | 1 | 2 | 1 | 9 | +5 |
Troop Type: Heavy infantry
Base Size: 25 x 25 mm
Unit Size: 5+
Equipment: Hand weapons, heavy armour and Hailshot blunderbuss
Special Rules: Open Order, Detachment, Resolute, Hailfire!
A unit with this special rule can Volley Fire during a turn in which it moved, or whilst performing a Stand & Shoot charge reaction.
Infernal Guard
M | WS | BS | S | T | W | I | A | Ld | Points | |
Infernal Guard | 3 | 4 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | 10 |
Deathmask | 3 | 4 | 3 | 4 | 4 | 1 | 2 | 2 | 9 | +6 |
Troop Type: Heavy infantry
Base Size: 25 x 25 mm
Unit Size: 5+
Equipment: Hand weapons and heavy armour
Special Rules: Close Order, Detachment, Regimental Unit, Resolute, Shieldwall, Stubborn
Infernal Ironsworn | ||||||||||
M | WS | BS | S | T | W | I | A | Ld | Points | |
Infernal Ironsworn | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 9 | 16 |
Overseer | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 3 | 9 | +7 |
Troop Type: Heavy infantry
Base Size: 25 x 25 mm
Unit Size: 5+
Equipment: Hand weapons and heavy armour
Special Rules: Blackshard Armour, Close Order, Drilled, Ensorcelled Weapons, Quell Panic, Regimental Unit, Resolute, Shieldwall, Stubborn, Veteran
Hobgoblin Cutthroats | |||||||||
M | WS | BS | S | T | W | I | A | Ld | Points |
Cutthroat 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 4 | 3 |
Boss 4 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 5 | +7 |
Troop Type: Regular infantry
Base Size: 25 x 25 mm
Unit Size: 10+
Equipment: Hand weapons and shields
Special Rules: Backstab, Close Order, Horde, Levies, Warband
Sneaky Gits | ||||||||||
M | WS | BS | S | T | W | I | A | Ld | Points | |
Sneaky Git | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 5 | 6 |
Murder Boss | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 5 | +6 |
Troop Type: Regular infantry
Base Size: 25 x 25 mm
Unit Size: 10+
Equipment: Two hand weapons and throwing weapons
Special Rules: Ambushers, Backstab, Evasive, Levies, Move through Cover, Skirmishers
K’daai Fireborn | ||||||||||
M | WS | BS | S | T | W | I | A | Ld | Points | |
K’daai Fireborn | 6 | 4 | 2 | 5 | 4 | 3 | 4 | 3 | 7 | 38 |
Manburner | 6 | 4 | 2 | 5 | 4 | 3 | 4 | 4 | 8 | +7 |
Troop Type: Monstrous infantry
Base Size: 40 x 40 mm
Unit Size: 3+
Equipment: Rage and hellfire (counts as hand weapons), heavy armour
Special Rules: Blazing Body, Born of Fire, Close Order, Ensorcelled Weapons, Fear, Flaming Attacks, Immune to Psychology, Regeneration (5+), Unbreakable, Unstable, Warp-spawned
M | WS | BS | S | T | W | I | A | Ld | Points | |
Hobgoblin Wolf Rider | - | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 12 |
Boss | - | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 6 | +8 |
Giant Wolf | 9 | 3 | - | 3 | - | - | 3 | 1 | - | - |
Troop Type: Light cavalry
Base Size: 25 x 50 mm
Unit Size: 5+
Special Rules: Backstab, Evasive, Fast Cavalry, Fire & Flee, Levies, Open Order, Skirmishers, Swiftstride
Bull Centaur Renders | |||||||||
M | WS | BS | S | T | W | I | A | Ld | Points |
Bull Centaur Render 7 | 4 | 2 | 4 | 5 | 3 | 3 | 3 | 8 | 54 |
Bull Centaur Ba’hal 7 | 4 | 2 | 4 | 5 | 3 | 3 | 4 | 8 | +6 |
Troop Type: Monstrous cavalry
Base Size: 50 x 75 mm
Unit Size: 3+
Equipment: Hand weapons and light armour
Special Rules: Armoured Hide (1), Blackshard Armour, Close Order, Ensorcelled Weapons, Fear, First Charge, Impact Hits (D3), Loner, Stampede, Stubborn, Swiftstride
Iron Daemon | ||||||||||
M | WS | BS | S | T | W | I | A | Ld | Points | |
Iron Daemon | 5 | - | - | 8 | 7 | 7 | - | - | - | 275 |
Chaos Dwarf Crew (x3) | - | 4 | 4 | 3 | - | - | 2 | 1 | 9 | - |
Troop Type: Heavy chariot
Base Size: 60 x 100 mm
Unit Size: 1
Armour Value: 3+
Equipment:
Special Rules: Carriage Hauler, Close Order, Fear, Grinding Wheels, Immune to Psychology, Impact Hits (D6+1), Large Target, Lumbering Destruction, Stomp Attacks (D3+1), Unbreakable
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves may replace their Movement characteristic with this model’s. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base. Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
Grinding Wheels
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
R | S | AP | Special Rules | |
Steam Cannonade | 18" | 5 | -1 | Armour Bane (1), Cannonade, Cumbersome |
Notes: When shooting with a steam cannonade, follow the normal Shooting phase sequence. This weapon does not have a 360° line of sight, it can only shoot into the Iron Daemon’s front arc.
Cannonade: When shooting with a steam cannonade, roll two Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of both Artillery dice:
After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
An Iron Daemon equipped with a Skullcracker replaces the Impact Hits (D6+1) special rule with the Impact Hits (2D6+2) special rule and the Stomp Attacks (D3+1) with the Stomp Attacks (D6+1) special rule and gains the Armour Bane (1) special rule.
Bale Taurus | M WS BS 6 5 - | S T W I 6 (+1) (+4) 3 | A 4 | Ld - | Points +160 | |
Note: A character mounted on a Bale Taurus has +1 Toughness and +4 Wounds. | ||||||
M WS BS | S | T W I | A | Ld | Points | |
Great Taurus | 6 5 - | 5 | - (+4) 3 | 3 | - | +120 |
Note: A character mounted on a Great Taurus has +4 Wounds.
Troop Type: Behemoth (Bale Taurus), Monstrous Creature (Great Taurus)
Base Size: 60 x 100 mm (Bale Taurus) 50 x 75mm to 60 x 100mm (Great Taurus)
Equipment: Trampling hooves (see below) and goring horns (see below)
R Trampling hooves Combat | S S | AP -1 | Special Rules Flaming Attacks | |
Goring horns | R Combat | S S+1 | AP -3 | Special Rules Flaming Attacks, Strike First |
Notes: In combat, this model may make one of its attacks each turn with this weapon.
Character Mount: A Bale Taurus or Great Taurus may only be included in your army as a character’s mount. Its points are added to that of its rider.
Lammasu | ||||||
M WS BS | S | T W I | A | Ld | Points | |
Lammasu | 6 4 - | 5 | - (+3) 2 | 2 | - | +95 |
Note: A character mounted on a Lammasu has +3 Wounds.
Troop Type: Monstrous creature
Base Size: 50 x 75 mm
Equipment: Claws and fangs (counts as a hand weapon)
Special Rules: Armour Bane (2), Close Order, Fly (9), Furious Charge, Large Target, Magic Resistance (-3), Sorcerous Miasma, Stomp Attacks (D3), Swiftstride, Terror
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
Mace tail | R S Combat S+1 | AP -2 | Special Rules - | |
Notes: A Lammasu may make one additional attack each turn with this weapon. | ||||
Sorcerous | R N/A | S 4 | AP -2 | Special Rules Breath Weapon, Magical Attacks |
Exhalation | ||||
Character Mount: A Lammasu may only be included in your army as a character’s mount. Its points are added to that of its rider.
M | WS | BS | S | T | W | I | A | Ld | Points | |
Deathshrieker | - | - | - | - | 6 | 3 | - | - | - | 110 |
Rocket Launcher | ||||||||||
Chaos Dwarf Crew | 3 | 3 | 3 | 3 | 4 | 3 | 2 | 3 | 9 | - |
Troop Type: War machine
Base Size: 50 x 75 mm (war machine), 25 x 25 mm (crew)
Equipment: Demolition Rockets (see below), Infernal Incendiaries (see below), hand weapons and heavy light armour
Special Rules: Blackshard Armour, Skirmishers
Each turn, a Deathshrieker rocket launcher can fire one of the two different types of rocket described below.
Demolition rockets 12-48" 4 (8) -1(-3) Armour Bane (1), Bombardment,
Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast
template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Infernal 12-48" 3 (4) -1 (-1) Armour Bane (1), Bombardment, Cumbersome,
incendiaries Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
M | WS | BS | S | T | W | I | A | Ld | Points | |
Dreadquake Mortar | - | - | - | - | 7 | 4 | - | - | - | 165 |
Chaos Dwarf Crew | 3 | 3 | 3 | 3 | 4 | 3 | 2 | 3 | 9 | - |
Troop Type: War machine
Base Size: No base or 200 mm x 60 mm
Equipment: Dreadquake Mortar (see below), hand weapons and heavy light armour.
Special Rules: Blackshard Armour, Skirmishers
Dreadquake 12-72" 4 (8) -1 (-3) Bombardment, Cumbersome, Move or Shoot,
Multiple Wounds (D3+1), Quake Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast
template and the Black Powder Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of a blast template after scattering fired from one or more Dreadquake mortars, suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
M | WS | BS | S | T | W | I | A | Ld | Points | |
Ogre Loader | - | 3 | 3 | 4 | - | (+2) | 2 | 2 | 8 | +35 |
Note: The crew of a War Machine with an Ogre Loader has +2 Wounds, and can make 2 additional attacks with the Weapon Skill, Strength and Initiative shown above.
Troop Type: War Machine
Base Size: N/A
Unit Size: 1
Equipment: Hand Weapon
Special Rules: Enough for Everyone, Indentured Crew
If an Ogre Loader is equipped with Naptha bombs, the crew of the war machine that the Ogre Loader is joined with is also equipped with Naptha bombs.
The crew of a war machine joined by an Ogre Loader gains a +1 modifier to its Movement characteristic and the Stubborn special rule. In addition, once per game, a war machine that includes an Ogre Loader may fire twice during the Shooting phase, or re-roll a single artillery dice.
Magma Cannon | ||||||||||
M | WS | BS | S | T | W | I | A | Ld | Points | |
Magma Cannon | - | - | - | - | 6 | 3 | - | - | - | 125 |
Chaos Dwarf Crew | 3 | 3 | 3 | 3 | 4 | 3 | 2 | 3 | 9 | - |
Troop Type: War machine
Base Size: 50 x 100 mm (war machine), 25 x 25 mm (crew)
Equipment: Fire thrower, hand weapons and heavy light armour
Special Rules: Blackshard Armour, Skirmishers
M | WS | BS | S | T | W | I | A | Ld | Points | |
Bolt Thrower | - | - | - | - | 5 | 3 | - | - | - | 45 |
Hobgoblin Crew | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 2 | 6 | - |
Troop Type: War machine
Base Size: 50 x 50 mm (war machine), 25 x 25 mm (crew)
Equipment: Bolt thrower, hand weapons and light armour
Special Rules: Levies, Skirmishers