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.  

Chaos Dwarfs

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.


CONTENTS

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!

  • I definitely went a bit out of my mind trying to find the right names for everything on the first draft. So! For simplicity I’m going to do what seems the most acceptable to everyone
  • The Despot is being promoted to the Overseer role (despite being the TWW3 name others felt it didn’t really fit, and fair enough.) Seneschal will return to his spot as the hero / BSB tier. No change to the Castellan, and of course some of the unit champs will now get rejigged too.


On the grand army list

  • Thanks to some quality feedback, I’ve essentially returned the ability to bring Ironsworn in core to how it was in the original Renegade pack. Now if you forgo taking Black Orcs, and you also take a Castellan, you can have Infernal Ironsworn in core. This gives them roughly the same condition as Black Orcs themselves, and lets you theme more towards Chaos Dwarfs if that’s your thing.
  • There was also in general some thoughts out there that Chaos Dwarfs SHOULDN’T have so many opportunities to bring actual Chaos Dwarfs, that they are few in number and reliant on forced labour to field their armies. To that I say - I’d need to do more research. Certainly Tamurkhan was designed as a Chaos dwarf force first… and as written you are able to definitely make a majority hobgob/O&G army if you please. Something for someone to make an Army of Infamy about in the future anyway!
  • There is also no longer a requirement to take a Despot to unlock Black Orcs in addition to the required Black Orc boss of some sort.
  • The Hellcannon has been returned to Warriors of Chaos
  • There were not really any complaints about this, I just try to correct emotional decisions that go against some of the stated principles of the project. Given I didn’t attempt to modify it aside from granting it a free Hellbound upgrade, I will simply add that as a note in the Hellbound rule. Badabing badaboom: Hellcannons still sad.
  • Due to popular demand added Orc Mobs and Goblin Mobs as mercenaries that you can take with the list. This felt like a clever compromise and came directly from the feedback out there!
  • First crack at an Allies chart! Let me know what your thoughts are here. The format follows how Cathay was reverse engineered into the allied matrices of other armies.

Special Rules

  • Added a note that states any Hellcannon taken in a Chaos Dwarf grand army gains this special rule.
  • Removed the “to a maximum of 2+” from blackshard armour as it was confusing to some.

Magic Items

  • Brought Ashen banner wording in line with Banner of Swirling wind.

Weapons of Zharr-Naggrund

  • Darkforged weapons: Before giving up on this concept (I kind of kicked a bees nest on this one) improved the 6 result so that it is +1 strength for non-wizards rather than -1 MR.
  • Lowered the cost for the item to 15 points as it’s better, but maybe not 3x better?
  • If this still isn’t the sweet spot I’ll revert to the original in the final.
  • Blood of Hashut - reduced to 10 points as the effect seems fine.

Unit stuff!

  • Added note from “my will be done” to “relentless march” on the Despot so that the same unit may not be targeted multiple times.
  • Bumped Castellan up to T5 so he’s in line with other melee dwarf characters. Reduced cost of Fireglaive to 3 points to reflect reduced cost on Infernal Guard.
  • Increased cost of Dwarf Warrrior to 8 and Great weapon down to +1. This brings them in line with regular Dwarf Warriors
  • June 3: As noted by some reg warriors have MR -1 and the extra base cost was unwarranted. I think they were fine at 7 points, so brought them back down. I suspect these types of micro tweaks will all need to be reviewed in a month anyway so I will let them roll at 7 points.
  • Decimators - gave the option for drilled, and full rule from Steadfast discipline allowing them to volley fire on stand and shoot as well.
  • Infernal guard - restored Regiment/ Detachment, Reduced fireglaive cost to 2 points and combined it with Blackshard Armour.
  • June 3: Idea re: Blackshard Armour/fireglaive combo. Having access to a native 3+ to shooting (if you also bring the shield) is pretty rare for a core troop option. It also allows them to use the fire glaive in combat and get a 4+ save, giving it an edge over the GW. You can also still bring the shield and go HW/Shield in combat for a defensive stance, whereas you would be limited to a 5+ save with GW. This to me provides a nice trade off rather than making the GW+Blackshard combo a no brainer. I think it also represents the actual models the best too, because the Infernal guard were only ever available as HW/Shield or Fireglaive. So that’s the rationale.
  • Fireborne - gave them heavy armour (the model has armour as has been pointed out to me many times), increased points to 38. I feel like that’s gotta be it right?
  • Used the wording from GASP “Dragged Along” to clarify how Carriage Hauler works.
  • Artillery:
  • Big rocket back to D6, dropped to 110 (down 10 rather than up 10 as it was originally). Personally I see D6 wounds as a bit of a sidegrade rather than upgrade as it creates more variance on an already very random weapon. But the upside is what people love it would seem.  
  • Dreadquake to D3+1 in the middle (down from D3+2). Retains Ogre Loader ability (we’ll see if this even survives the rumoured FAQ in June/ July). Added base size as “no base or 200 x 60” so that folks do not feel forced to base the model. Though I think it does make sense to have one.
  • Staying at D3+1 rather than D6 as this model can double shoot and is also a big blast template, so is already well powered for a bombardment weapon.
  • Dropped warmachines to light armour to account for buff from blackshard armour.
  • June 3: Missed a bunch of typos from the name changes. Fixed now.


Chaos Dwarfs Legacy Army List

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.

Grand Army Composition List

Characters

Up to 50% of your army’s points value may be spent on:

  • 0-1 Sorcerer-Prophet or Despot per 1,000 points
  • 0-1 Bull Centaur Taur’ruk per 1,000 points
  • Daemonsmith Sorcerers, Seneschals, Castellans, and Hobgoblin Khans
  • 0-1 Black Orc Boss (see Orc & Goblin Tribes army list)

Core

At least 25% of your army’s points value must be spent on:

  • Chaos Dwarf Warriors, Blunderbus Decimators, Infernal Guard, Hobgoblin Cutthroats
  • 0-1 Hobgoblin Wolf Riders
  • 0-1 Black Orc Mob (see Orc & Goblin Tribes army list)
  • 0-1 Infernal Ironsworn (If no Black Orcs taken and your army includes a Castellan)

Special

Up to 50% of your army’s points value may be spent on:

  • Infernal Ironsworn, Sneaky Gits, K’daai Fireborn, Bull Centaur Renders, Magma Cannons
  • 0-1 Iron Daemon per 1,000 points
  • 0-1 war machine chosen from the following list per 1,000 points:
  • Deathshrieker Rocket Launcher
  • Magma Cannon
  • 0-2 Deathshrieker Rocket Launcher per 1,000 points
  • 0-3 Hobgoblin Bolt Throwers per 1,000 points


Rare

Up to 25% of your army’s points value may be spent on:

  • Hobgoblin Wolf Riders  per Hobgoblin Khan taken., Dreadquake Mortars
  • Hellcannon (see Warriors of Chaos army list)
  • Chaos Giants (see Beastmen Brayherds army list)
  • 0-1 war machine chosen from the following list per 1,000 points:
  • Dreadquake Mortar

Mercenaries

Up to 20% of your army’s points value may be spent on mercenaries.

  • 0-1 Bonegrinder Giant (see Arcane Journal Orc & Goblin Tribes) 
  • Orc Mobs, Goblin Mobs (see Orc & Goblin Tribes army list.)

Allies

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:

  • Warriors of Chaos
  • Ogre Kingdoms
  • Orc & Goblin Tribes (suspicious)

         

Chaos Dwarf Allies

In addition to the Allies listed in Ravening Hordes, armies made using the Warriors of Chaos Grand Army composition may include an Allied contingent drawn from the Chaos Dwarfs Legacy Army composition. Armies made using the Orc & Goblin Tribes Grand Army composition may include an Allied Contingent drawn from the Chaos Dwarfs Legacy Army composition list as ‘Suspicious’ allies.

Battle Standard Bearer

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.

Chaos Dwarfs Special Rules

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:

Backstab

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.

Blackshard Armour

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.

Blazing Body

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.

Ensorcelled Weapons

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.


Hellbound

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.

Resolute

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.

Stampede

Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.

Quell Panic

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.

Born of Fire

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.

Chaos Dwarfs Magic Items

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.

Magic Weapons

Black Hammer Of Hashut        60 points

R        S        AP        Special Rules

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        50 points

R        S        AP        Special Rules

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        35 points

R        S        AP        Special Rules

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.

The Graven Sceptre        30 points

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.

Magic Armour

Armour Of Bazherak The Cruel        40 points

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.

The Mask Of The Furnace        40 points

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.

Talismans

Mantle of Stone*        30 points

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.

Hellshard        20 points

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.


Magic Standards

The Lammasu’s Beard        65 points

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.

Ashen Banner        30 points

Any enemy model that targets shoots at a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.

Overseer’s Sigil        25 points

Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.

Shroud Of The Ancestor        10 points

A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.

Enchanted Items

Daemonic Familiar        30 points

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+.

Breath Of Hashut        25 points

Single use. The Breath of Hashut is a breath weapon with the following profile:

R        S        AP        Special Rules

N/A        4        -2        Breath Weapon,

Flaming Attacks, Magical Attacks

Obsidian Vambraces        15 points

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.


Arcane Items

Daemon Flask        50 points

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.

Vial Of Lammasu Blood        40 points

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.

Scroll Of Binding*        30 points

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.

Lore Of Hashut

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.

Curse Of Hashut

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).

Flames Of Hashut

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.


Weapons Of Zharr-Naggrund


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.

Blood Of Hashut

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.


Darkforged Weapon


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:

Darkforged Weapon Table

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.

Hailshot Blunderbuss

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.

Naptha Bombs

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.


Sorcerers Of Hashut

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

Unit Size:        1

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:

  • Battle Magic
  • Daemonology
  • Dark Magic
  • Elementalism

Equipment:        Hand weapon and heavy armour

Options:

  • May take any of the following:
  • Darkforged weapon (see page 22)        +15 points
  • Naptha bombs (see page 22)        +10 points
  • Blood of Hashut (see page 22)        +10 points per vial
  • A Sorcerer-Prophet may:
  • Be a Level 4 Wizard        +30 points
  • Purchase magic items up to a total of        100 points
  • Be mounted on a Bale Taurus or Great Taurus        See page 12
  • Be mounted on a Lammasu        See page 13
  • A Daemonsmith Sorcerer may:
  • Be a Level 2 Wizard        +30 points
  • Purchase magic items up to a total of        50 points
  • Be mounted on a Great Taurus        See page 12
  • Be mounted on a Lammasu        See page 13

Special Rules: Blackshard Armour, Ensorcelled Weapons, Infernal Engineer, Lore of Hashut, Resolute, Sorcerer’s Curse, Stubborn

Infernal Engineer

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.

Sorcerer’s Curse

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.

Chaos Dwarf Lords

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

Unit Size:        1

Equipment:        Hand weapon and heavy armour

Options:

  • May take one of the following:
  • Darkforged weapon (see page 22)        +15 points
  • Additional Hand Weapon          +3 points
  • Great weapon        +4 points
  • May take one of the following:
  • Hailshot blunderbuss (see page 22)        +10 points
  • Pistol        +5 points
  • Naptha bombs (see page 22)        +10 points
  • May take a shield        +2 points
  • A Despot may:
  • Purchase magic items up to a total of        100 points
  • Be mounted on a Bale Taurus or Great Taurus        See page 12
  • A Seneschal may:
  • Purchase magic items up to a total of        50 points
  • Be mounted on a Great Taurus        See page 12

Special Rules: Blackshard Armour, Ensorcelled Weapons, Rallying Cry, Relentless March, Resolute, Stubborn

Relentless March

During the Command sub-phase of their turn, this character may attempt to urge those around them into battle with a lash of their whip by making a Leadership test. If passed, a single friendly Infantry or Cavalry unit within their command range gains a +D3 modifier to their Movement characteristic (to a maximum of 10).

Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.

Infernal Guard Commanders

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

Unit Size:        1

Equipment:        Hand weapon and heavy armour

Options:

  • May take one of the following:
  • Darkforged weapon (see page 22)        +15 points
  • Great weapon        +4 points
  • Fireglaive (see page 22)          +3 points
  • May take one of the following:
  • Pistol        +5 points
  • Naptha bombs (see page 22)        +10 points
  • May take a shield        +2 points
  • A Castellan may purchase magic items up to a total of        75 points

Special Rules: Blackshard Armour, Ensorcelled Weapons, Rallying Cry, Resolute, Stubborn, Infernal Taskmaster, Quell Panic

  Infernal Taskmaster

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.  



Bull Centaur Taur’ruk

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

Unit Size:        1

Equipment:        Hand weapon and heavy armour

Options:

  • May take one of the following:
  • Darkforged weapon (see page 22)        +15 points
  • Additional hand weapon        +3 points
  • Great weapon        +4 points
  • May take a shield        +3 points
  • May purchase magic items up to a total of        75 points

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

Unit Size:        1

Equipment:        Hand Weapon and throwing weapons

Options:

  • May take one of the following:
  • Additional hand weapon        +3 points
  • Great weapon        +4 points
  • Cavalry spear (if appropriately mounted)        +2 points
  • May replace throwing weapons with shortbow        +2 points
  • May take any of the following:
  • Shield        +2 points
  • Light armour        +3 points
  • May be mounted on a Giant Wolf        +10 points
  • May purchase magic items up to a total of        50 points

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

Unit Size:        1

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

Options:

  • The entire unit may take any of the following:
  • Great weapons        +1 points per model
  • Shields        +1 point per model
  • Any unit may:
  • Upgrade one model to a Veteran Warrior (champion)        +5 points per unit
  • Upgrade one model to a standard bearer        +5 points per unit
  • Upgrade one model to a musician        +5 points per unit
  • A Veteran Warrior may purchase magic items up to a total of        25 points
  • 0-1 unit per 1,000 points may:
  • Have the Drilled special rule        +1 point per model
  • Have the Veteran special rule         +1 point per model
  • Purchase a magic standard worth up to        50 points

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

Options:

  • The entire unit may take
  • Great weapons        +2 points per model
  • Shields        +1 point per model
  • Any unit may:
  • Upgrade one model to a Veteran Warrior (champion)        +5 points per unit
  • Upgrade one model to a standard bearer        +5 points per unit
  • Upgrade one model to a musician        +5 points per unit
  • A Veteran Warrior may take one of the following:
  • Pistol        +3 points
  • Naptha bombs (see page 22)        +6 points
  • 0-1 unit per 1,000 points may:
  • Have the Drilled special rule        +1 point per model

Special Rules: Open Order, Detachment, Resolute, Hailfire!

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

Options:

  • The entire unit may take one of the following:
  • Great weapons        +2 points per model
  • Fireglaives and Blackshard Armour (see page 22)        +2 points per model
  • Hailshot blunderbusses (see page 22)        +5 points per model
  • The entire unit may take shields        +1 point per model
  • Any unit may:
  • Upgrade one model to a Deathmask (champion)        +6 points per unit
  • Upgrade one model to a standard bearer        +6 points per unit
  • Upgrade one model to a musician        +6 points per unit
  • Purchase a magic standard worth up to        50 points
  • A Deathmask may take one of the following:
  • Pistol        +3 points
  • Naptha bombs (see page 22 )        +6 points        
  • A Deathmask may purchase magic items up to a total of        25 points
  • 0-1 unit per 1,000 points may:
  • Have the Drilled special rule        +1 point per model
  • Have the Veteran special rule         +1 point per model
  • Have the Blackshard Armour special rule        +1 point per model

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

Options:

  • The entire unit may take one of the following:
  • Great weapons        +2 points per model
  • Halberds        +1 point per model
  • The entire unit may take shields        +1 point per model
  • Any unit may:
  • Upgrade one model to an Overseer (champion)        +7 points per unit
  • Upgrade one model to a standard bearer        +7 points per unit
  • Upgrade one model to a musician        +7 points per unit
  • Purchase a magic standard worth up to        100 points
  • An Overseer may take one of the following:
  • Pistol        +3 points
  • Naptha bombs (see page 22)        +6 points
  • Darkforged weapon (see page 22)        +15 points
  • An Overseer may purchase magic items up to a total of        25 points

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

Options:

  • The entire unit may replace shields with shortbows        Free
  • The entire unit may take light armour        +1 point per model
  • Any unit may:
  • Upgrade one model to a Boss (champion)        +7 points per unit
  • Upgrade one model to a standard bearer        +5 points per unit
  • Upgrade one model to a musician        +5 points per unit

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

Options:

  • The entire unit may take light armour        +1 point per model
  • Any unit may:
  • Upgrade one model to a Murder Boss (champion)        +6 points per unit
  • Upgrade one model to a musician        +6 points per unit

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

Options:

  • Any unit may upgrade one model to a Manburner (champion)        +7 points per unit
  • A Manburner may purchase magic items up to a total of        25 points

Special Rules: Blazing Body, Born of Fire, Close Order, Ensorcelled Weapons, Fear, Flaming Attacks, Immune to Psychology, Regeneration (5+), Unbreakable, Unstable, Warp-spawned


Hobgoblin Wolf Riders

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+

Equipment:

  • Hobgoblin Wolf Riders: Hand weapons, light armour and shields
  • Giant Wolves: Claws and fangs (counts as hand weapons)

Options:

  • The entire unit may take any of the following:
  • Cavalry spears        Free
  • Shortbows        +1 point per model
  • Any unit may:
  • Upgrade one model to a Boss (champion)        +8 points per unit
  • Upgrade one model to a standard bearer        +6 points per unit
  • Upgrade one model to a musician        +6 points per unit
  • 0-1 unit per 1,000 points may:
  • Have the Feigned Flight special rule        +2 points per model
  • Have the Reserve Move special rule        +1 points per model

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

Options:

  • The entire unit may take any of the following:
  • Great weapons        +4 points per model
  • Shields        +3 points per model
  • Any unit may:
  • Upgrade one model to a Ba’hal (champion)        +6 points per unit
  • Upgrade one model to a standard bearer        +6 points per unit
  • Upgrade one model to a musician        +6 points per unit
  • Purchase a magic standard worth up to        50 points
  • A Ba’hal may
  • Take a Darkforged weapon (see page 22)        +15 points
  • purchase magic items up to a total of        25 points

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:

  • Iron Daemon: Steam Cannonade (see page 11)
  • Chaos Dwarf Crew: Hand weapons

Options:

  • May have the Hellbound special rule        +35 points
  • May replace its Steam Cannonade with a Skullcracker (see page 11)        +10 points

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

Carriage Hauler

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.

Lumbering Destruction

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.

Steam Cannonade

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:

  • If a Misfire is rolled on one of the Artillery dice, all shots fired from the steam cannonade this turn suffer an additional -1 To Hit modifier (instead of rolling on a Misfire table).
  • If a Misfire is rolled on both of the Artillery dice, no shots are fired and this model loses a single Wound (instead of rolling on a Misfire table).

After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.

Skullcracker

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.

The Great Tauruses

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)

Unit Size:        1

Equipment:        Trampling hooves (see below) and goring horns (see below)

Special Rules:

  • Bale Taurus: Blazing Body, Born of Fire, Close Order, Fly (9), Furious Charge, Large Target, Stomp Attacks (D3+1), Swiftstride, Terror

  • Great Taurus: Blazing Body, Born of Fire, Close Order, Fly (9), Furious Charge, Large Target, Stomp Attacks (D3), Swiftstride, Terror

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

Unit Size:        1

Equipment:        Claws and fangs (counts as a hand weapon)

Options:

  • May have a mace tail (see below)        +10 points
  • May have Sorcerous Exhalation (see below)        +15 points

Special Rules: Armour Bane (2), Close Order, Fly (9), Furious Charge, Large Target, Magic Resistance (-3), Sorcerous Miasma, Stomp Attacks (D3), Swiftstride, Terror

Sorcerous Miasma

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.

Deathshrieker Rocket Launcher

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)

Unit Size:        1

Equipment:        Demolition Rockets (see below), Infernal Incendiaries (see below), hand weapons and heavy light armour

Options:

  • May have the Hellbound special rule        +30 points
  • May have a Steam Carriage        +10 points

Special Rules: Blackshard Armour, Skirmishers

Demolition Rockets & Infernal Incendiaries

Each turn, a Deathshrieker rocket launcher can fire one of the two different types of rocket described below.

R        S        AP        Special Rules

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.

R        S        AP        Special Rules

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.

Dreadquake Mortar

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

Unit Size:        1

Equipment:        Dreadquake Mortar (see below), hand weapons and  heavy light armour.

Options:

  • May have an Ogre Loader        +35 points
  • May have the Hellbound special rule        +30 points
  • May have a Steam Carriage        +10 points

Special Rules: Blackshard Armour, Skirmishers

R        S        AP        Special Rules

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.

Dreadquake Mortar Special Rules

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.


Indentured Ogres

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

Options:

  • May take Naptha Bombs          +8 points

Special Rules: Enough for Everyone, Indentured Crew

Enough for Everyone

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.

Indentured Crew

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)

Unit Size:        1

Equipment:        Fire thrower, hand weapons and  heavy light armour

Options:

  • May have the Hellbound special rule        +30 points
  • May have a Steam Carriage        +10 points

Special Rules: Blackshard Armour, Skirmishers

Hobgoblin Bolt Thrower

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)

Unit Size:        1

Equipment:        Bolt thrower, hand weapons and light armour

Special Rules:  Levies, Skirmishers