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CHAOS DWARF ARMY LIST

This army list contains all the rules needed to play the Chaos Dwarf army, except for the units contained in Warhammer Armies: Orcs & Goblins, as noted in the list. The only changes are the formatting and the naming of the special rules. The official updates since the original list was published in Ravening Hordes have been integrated, and included separately are the optional unofficial special rules that were used in the Games Workshop US Grand Tournaments of 2007. The purpose of the army list itself is to enable players with vastly different armies to stage games which are as fair and evenly balanced as it is possible to make them. The army list gives each individual model a points value which represents its capabilities on the tabletop. The value of the army is simply the value of all the models added together. As well as providing points costs, the list also divides the army into its constituent units. The list describes the weapons and optional equipment that troops can have an occasionally restricts the number of the various units an army can field. Army lists enable two players to choose armies of equal points value to fight a battle, as described in the main body of the Warhammer rules. The following list has been constructed with this purpose in mind.

Choosing an Army
Both players choose armies to the same agreed points value. Most players find that 2,000 points is about right for a battle that will last an evening. Whatever value you agree, this is the maximum points available to you. You can spend less and will probably find it impossible to use up every last point. Most 2,000 point armies will therefore be something like 1,998 or 1,999 points. Choosing Characters Characters are divided into two broad categories: Lords and Heroes. The maximum number of characters an army can include is shown in the chart below. Army Points Value Less than 2,000 2,000 or more 3,000 or more 4,000 or more Each +1,000 Max. Total 3 4 6 8 +2 Max. Lords 0 1 2 3 +1 Max. Heroes 3 4 6 8 +2

Army List Entries


Each unit is represented by an entry in the army list. The units name is given and any limitations that apply are explained. Profiles. The characteristic profiles for the troops in each unit are given in the unit entry. Where several profiles are possible, these are also given even if they are optional. Unit sizes. Each troop entry specifies a minimum size. In the case of infantry units this is usually ten models. In the case of other units it is usually less, but there are some exceptions. Equipment. Each entry lists the standard weapons and armour for that unit type. The value of these items is included in the points value. Additional or optional weapons and armour are covered in the Options section of the unit entry. Options. This is a list of the different weapon, armour and equipment options for the unit and any additional points cost for taking them. It may also include the option to upgrade a unit member to a command group member. In the case of characters it may include the magic item allowance and available mounts. Special Rules. Many troops have special rules which are fully described in the Special Rules section of this document. The names of the applicable rules for each unit are in the unit entry of the army list.

An army does not have to include the maximum number of characters allowed; it can always include fewer than indicated. However, an army must always include at least one character: the General. An army does not have to include Lords, it can include all its characters as Heroes if you prefer. At the start of the battle, choose one of the characters to be the General and make sure you let your opponent know which one it is. The general must have the highest or equal highest Leadership in the army. Choosing Troops Troops are divided into Core, Special and Rare units. The number of each type of unit available depends on the armys points value, indicated on the chart below. Army Points Value Less than 2,000 2,000 or more 3,000 or more 4,000 or more Each +1,000 Core Units 2+ 3+ 4+ 5+ +1 minimum Special Units 0-3 0-4 0-5 0-6 +0-1 Rare Units 0-1 0-2 0-3 0-4 +0-1

In some cases other limitations may apply to a particular unit type. This is specified in the unit entry.

LORDS
Chaos Dwarf Sorcerer Lord
M WS BS S 3 4 3 4 T 5 W 3 I 1 A Ld 1 10

190 Points
Options: Upgrade to a Level 4 Wizard ..............................35 points Magic Items: Up to a total of ..................................................100 points Mount: Lammasu...........................................................200 points

Sorcerer Lord

Equipment: Hand weapon Magic: A Sorcerer Lord is a Level 3 Wizard. He may choose his spells from the Lore of Fire, Metal, Shadow or Death. Special Rules: Unyielding Slavemasters

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Chaos Dwarf Lord


M WS BS S 3 7 4 4 T 5 W 3 I 4 A Ld 4 10

120 Points
Options: Weapons (one choice only): Additional hand weapon ....................................... 6 points Great weapon ....................................................... 6 points Armour (one choice only): Light armour ........................................................ 3 points Heavy armour ...................................................... 6 points Additional equipment: Shield ................................................................... 3 points Magic Items: Up to a total of ................................................. 100 points Mount: Great Taurus .................................................... 230 points

Chaos Dwarf Lord

Equipment: Hand weapon Special Rules: Unyielding Slavemasters

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Bull Centaur Lord


M WS BS S 8 6 3 5 T 5 W 3 I 5 A Ld 5 9

170 Points
Options: Weapons (one choice only): Additional hand weapon ....................................... 6 points Great weapon ....................................................... 6 points Armour (one choice only): Light armour ........................................................ 3 points Heavy armour ...................................................... 6 points Additional equipment: Shield ..................................................................... 3 point Magic Items: Up to a total of ................................................. 100 points

Bull Centaur Lord

Equipment: Hand weapon. Special Rules: Slavemasters Unmounted Cavalry You may only include one Bull Centaur Lord in your army.

See the section Special Rules from US-GT FAQ

HEROES
Chaos Dwarf Hero*
M WS BS S 3 6 4 4 T 4 W 2 I 3 A Ld 3 10

60 Points
Options: Weapons (one choice only): Additional hand weapon ....................................... 4 points Great weapon ....................................................... 4 points Armour (one choice only): Light armour ........................................................ 2 points Heavy armour ....................................................... 4 points Additional equipment: Shield ................................................................... 2 points Magic Items: Up to a total of ................................................... 50 points

Chaos Dwarf Hero

Equipment: Hand weapon Special Rules: Unyielding Slavemasters

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Bull Centaur Hero*


M WS BS S 8 5 3 4 T 5 W 2 I 4 A Ld 4 9

100 Points
Options: Weapons (one choice only): Additional hand weapon ....................................... 4 points Great weapon ....................................................... 4 points Armour (one choice only): Light armour ........................................................ 2 points Heavy armour ...................................................... 4 points Additional equipment: Shield ................................................................... 2 points Magic Items: Up to a total of ................................................... 50 points

Bull Centaur Hero

Equipment: Hand weapon Special Rules: Slavemasters Unmounted Cavalry

See the section Special Rules from US-GT FAQ

*Army Battle Standard Bearer


One Chaos Dwarf Hero or Bull Centaur Hero in the army may carry a Battle Standard for +25 pts. A Battle Standard may not take any extra equipment except for light or heavy armour. The Battle Standard Bearer can have any magic banner with no points limit, but if he carries a magic banner he cannot carry any other magic items.

HEROES
Chaos Dwarf Sorcerer
M WS BS S 3 4 3 3 T 4 W 2 I 2 A Ld 1 9

65 Points
Options: Upgrade to a Level 2 Wizard ............................35 points Magic Items: Up to a total of ..................................................50 points

Sorcerer

Equipment: Hand weapon Magic: A Sorcerer is a Level 1 Wizard. He may choose his spells from the Lore of Fire, Metal, Shadow or Death. Special Rules: Unyielding Slavemasters

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Hobgoblin Hero
M WS BS S 4 5 3 4 T 4 W 2 I 3 A Ld 3 7

40 Points
Options: Weapons (one choice only): Additional hand weapon ....................................... 4 points Great weapon ....................................................... 4 points Armour (one choice only): Light armour ........................................................ 2 points Heavy armour ...................................................... 4 points Additional equipment: Shield ................................................................... 2 points Magic Items: Up to a total of ................................................... 50 points Mount: Wolf ................................................................... 12 points

Hobgoblin Hero

Equipment: Hand weapon Special Rules: Hobgoblin Panic Animosity

Character Mounts
M WS BS 6 5 0 6 3 0 9 3 0 S 6 5 3 T 5 5 3 W 4 4 1 I 3 2 3 A Ld 4 6 2 8 1 3 GREAT TAURUS Special Rules: Fly, Large Target, Terror, Scaly Skin (4+), Breath Weapon (Strength 3, Flaming Attacks), Immune to Flaming Attacks LAMMASU Special Rules: Fly, Large Target, Terror, Magic Resistance (2)

Great Taurus Lammasu Wolf

CORE UNITS
Chaos Dwarf Warriors
M WS BS S 3 4 3 3 3 4 3 3 T 4 4 W 1 1 I 2 2 A Ld 1 9 2 9

9 Points per model


Options: Weapons (one choice only): Great weapon ............................................. 2 points/model May swap shield for a blunderbuss ............ 3 points/model Additional equipment: Upgrade one Warrior to a Champion .................. 10 points Upgrade one Warrior to a Musician................... 10 points Upgrade one Warrior to a Standard Bearer ......... 10 points may have a magic banner worth up to................. 50 points

Chaos Dwarf Champion Unit Size: 10+

Special Rules: Unyielding Slavemasters

Equipment: Hand weapon Heavy armour Shield

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Hobgoblins
M WS BS S 4 3 3 3 4 3 3 3 T 3 3 W 1 1 I 2 2 A Ld 1 6 2 6

2 Points per model


Options: Weapons: Bow............................................................ 3 points/model Additional equipment: Shield ........................................................... 1 point/model Light armour ................................................ 1 point/model Upgrade one Hobgoblin to a Champion.............. 10 points Upgrade one Hobgoblin to a Musician .............. 10 points Upgrade one Hobgoblin to a Standard Bearer..... 10 points

Hobgoblin Champion Unit Size: 10+

Special Rules: Hobgoblin Panic Animosity

Equipment: Hand weapon Hobgoblins do not count towards the minimum number of Core units required in the army.

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Hobgoblin Wolf Riders


M WS BS 4 3 3 4 3 3 9 3 0 S 3 3 3 T 3 3 3 W 1 1 1 I 2 2 3 A Ld 1 6 2 6 1 3

11 Points per model


Options: Weapons: Bow............................................................ 3 points/model Additional equipment: Shield ........................................................... 1 point/model Light armour ................................................ 1 point/model Upgrade one Wolf Rider to a Champion............. 10 points Upgrade one Wolf Rider to a Musician ............. 10 points Upgrade one Wolf Rider to a Standard Bearer.... 10 points

Hobgoblin Champion Wolf Unit Size: 10+

Equipment: Hand weapon Wolf

Special Rules: Hobgoblin Panic Animosity Fast Cavalry

Hobgoblin Wolf Riders do not count towards the minimum number of Core units required in the army.

SPECIAL UNITS
Chaos Dwarf Death Rocket
M WS BS S 3 4 3 3 T 4 7 W 1 3 I 2 A Ld 1 9 -

80 Points
Equipment: Hand weapon Heavy armour Special Rules: Unyielding Slavemasters

Chaos Dwarf Death Rocket

Unit Size: 1 Death Rocket and 2 Chaos Dwarf crew

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Hobgoblin Bolt Thrower


M WS BS S 4 3 3 3 T 3 7 W 1 3 I 2 A Ld 1 6 -

30 Points
Equipment: Hand weapon Special Rules: Hobgoblin Panic

Hobgoblin Bolt Thrower

You may include 1 or 2 Hobgoblin Bolt Throwers as a single Special choice. These are separate units. Unit Size: 1 Bolt thrower and 2 Hobgoblin crew

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Sneaky Gits
M WS BS S 4 3 3 3 4 3 3 3 T 3 3 W 1 1 I 2 2 A Ld 1 6 2 6

5 Points per model


Options: Additional equipment: Upgrade one Sneaky Git to a Champion ............. 10 points Upgrade one Sneaky Git to a Musician.............. 10 points Upgrade one Sneaky Git to a Standard Bearer.... 10 points

Sneaky Git Champion Unit Size: 10+

Equipment: Two hand weapons

Special Rules: Hobgoblin Panic Animosity Poisoned Attacks Sneaky

See the section Special Rules from US-GT FAQ

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Goblins
See Warhammer Armies: Orcs and Goblins for unit rules.

Orc Boyz
See Warhammer Armies: Orcs and Goblins for unit rules.

Orc Arrer Boyz


See Warhammer Armies: Orcs and Goblins for unit rules.

Black Orcs
See Warhammer Armies: Orcs and Goblins for unit rules. You may only include one unit of Black Orcs in your army. See the section Special Rules from US-GT FAQ

RARE UNITS
Bull Centaurs
M WS BS S 8 4 3 4 8 4 3 4 T 4 4 W 1 1 I 3 3 A Ld 2 9 3 9

20 Points per model


Options: Weapons: May swap great weapon for additional hand weapon ..free Additional equipment: May swap light armour for heavy armour.... 1 point/model Upgrade one Bull Centaur to a Champion .......... 15 points Upgrade one Bull Centaur to a Musician ........... 15 points Upgrade one Bull Centaur to a Standard Bearer . 15 points may have a magic banner worth up to................. 50 points

Bull Centaur Champion Unit Size: 5+

Special Rules: Slavemasters Unmounted Cavalry

Equipment: Great weapon Light armour Shield

See the section Special Rules from US-GT FAQ

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Earthshaker
M WS BS S 3 4 3 3 T 4 7 W 1 3 I 2 A Ld 1 9 -

110 Points
Equipment: Hand weapon Heavy armour Special Rules: Unyielding Slavemasters

Chaos Dwarf Earthshaker

Unit Size: 1 Earthshaker and 3 Chaos Dwarf crew

Document Credits and Commentary


All copyrights of Games Workshop remains the property of GW and is used herein without permission, including: original Ravening Hordes Chaos Dwarf army list; Errata from White Dwarf 250; FAQ from Games Workshop online; FAQ For US Grand Tournaments and Games Day Tournaments; unique names of units and creatures, magic items. No challenge to these copyrights is asserted or implied. If it hadnt been for Thommy H trying to get a similar document going then I probably wouldnt have started on this for a much longer time, so thanks go to him. In doing a mock-up of a single page, I found I liked it far too much to let it die. The aim was a naked army list, with the official rules complete and attractively presented. No house rules are included except for the US-GT FAQ rules where noted. The formatting took a long time to achieve (based on the format, style, and use of language in the Warriors of Chaos and Dark Elf army books), but writing and rewriting the rules to make them clearer takes a lot of effort too. Lacking the luxury of pictures and fluff to take up space made things a bit tough and is the main reason that the credits page is halfway through, rather than the beginning or end. For explanations on why the descriptions in here differ from the text in Ravening Hordes, and for more Chaos Dwarf related goodies, visit http://www.chaos-dwarfs.com Hope you like it, Cornixt

MAGIC ITEMS
Characters and units in the Chaos Dwarf army, including units with rules described in Warhammer Armies: Orcs and Goblins, may choose from the common magic items list and from the Chaos Dwarf magic item list, as noted in their army list entry,

COMMON MAGIC ITEMS


Sword of Striking..................................................... 30 points Weapon; +1 to hit. Sword of Battle ........................................................ 25 points Weapon; +1 Attack. Sword of Might ........................................................ 20 points Weapon; +1 Strength. Biting Blade.............................................................. 10 points Weapon; -1 armour save. Enchanted Shield ..................................................... 10 points Armour; 5+ armour save. Talisman of Protection ............................................ 15 points Talisman; 6+ ward save. Dispel Scroll ............................................................. 25 points One use only. Arcane; Automatically dispel an enemy spell. Power Stone ............................................................. 25 points One use only. Arcane; +2 dice to cast a spell. Staff of Sorcery ........................................................ 50 points Arcane; +1 to dispel. War Banner ............................................................. 25 points Banner; +1 combat resolution.

MAGIC ARMOUR
Armour of the Furnace........................................... 45 points The wearer has a 4+ armour save and a 5+ ward save. In addition, the wearer and his mount are immune to flaming attacks Armour of Gazrakh ................................................ 30 points The wearer has a 1+ armour save that cannot be improved.

TALISMANS
Talisman of Obsidian............................................ 100 points The bearer cannot be affected by any spells at all. Also, neither the bearer nor any wizard in base contact may cast spells.

ARCANE ITEMS
Chalice of Darkness ................................................ 50 points May be used at the start of either players Magic phase. Remove D3 dice from both players magic pools.

ENCHANTED ITEMS
Black Gem of Gnar ................................................. 35 points One use only Can be activated at the beginning of either players Close Combat phase, after challenges are issued and accepted. The bearer and one model in base contact (bearers choice) may not attack or be attacked for the duration of that phase. Work out combat resolution as normal. Steeds may not attack either. Gauntlets of Bazhrakk the Cruel............................ 20 points Wearer gains +1 Strength. However, if he rolls a 1 to hit in close combat, this blow strikes a random friendly model in base contact instead, which may be the wearers mount.

MAGIC WEAPONS
Dark Mace of Death .............................................. 100 points One use only The bearer may make a single special attack instead of making his normal attacks in close combat. All models in base contact (except the bearers mount) suffer D3 wounds with no armour saves allowed. Obsidian Blade......................................................... 70 points No armour saves are allowed for attacks made with this weapon. A target that suffers an unsaved wound from this weapon has his armour and shield (including magic armour and shields) destroyed. Black Hammer of Hashut ........................................45 points Bearer gains +2 Strength. Flammable targets are killed automatically if they suffer a single wound.

MAGIC BANNERS
Banner of Slavery.................................................... 50 points All units of Hobgoblins, Hobgoblin Wolfriders, Orc Boyz, Orc Arrer Boyz, Black Orcs, and Goblins within 12 of this banner may re-roll failed Psychology tests.

SPECIAL RULES
Unyielding Chaos Dwarfs dont like to give up territory they have captured and prefer to fight head-on with the enemy rather than cut them down from behind. Chaos Dwarfs flee and pursue 2D6-1 instead of 2D6. Slavemasters The favoured followers of Hashut hold dominion over the greenskins in their army, and actually enjoy it when they see them fleeing because it reaffirms their own superiority. Chaos Dwarfs and Bull Centaurs ignore Panic tests caused by the following units: Goblins, Orc Boyz, Orc Arrer Boyz, Black Orcs. Note that they also ignore Panic tests caused by Hobgoblins but this is covered by the Hobgoblin Panic rule. Unmounted Cavalry Also see the Special Rules from US-GT FAQ, which differs slightly from the following rules. The 7th edition rules as written are as follows: Bull Centaurs are unit strength 2 and are on cavalry bases. They count as cavalry for all purposes, and therefore use weapons in the same way as mounted models. They do not receive an armour save bonus for being mounted because they do not consist of a separate mount and rider. Hobgoblin Panic Units with the Hobgoblin Panic rule take Panic tests as normal, even if caused by other units with the rule. Other units in the army do not take Panic tests caused by units with the Hobgoblin Panic rule. Animosity All types of greenskins, with the exception of Black Orcs, are prone to fighting amongst themselves, even in the middle of a battle. At the beginning of each turn, roll a D6 for every unit with the Animosity rule that is not in close combat, fleeing, or has less than five models, then consult the following table: 1 Squabble. Internal fighting. The unit may do nothing this turn. Plans a Good un. A minor fight breaks out but it is quickly resolved. The unit functions as normal this turn. Well show em! The greenskins feel the force of the waaagh! Move the unit D6 towards the nearest visible enemy unit by the shortest route, applying any normal penalties for terrain, wheeling, etc. If there are no visible enemy units, the unit moves directly forwards. If they make contact with an enemy unit then they count as charging. The enemy unit may only hold or flee as a charge reaction. The unit acts as normal for the rest of the turn and may move, shoot, cast magic, etc, but will count as having moved this turn. Blunderbuss Blunderbusses are used in the shooting phase like other missile weapons. A unit armed with Blunderbusses may move and shoot in the same player turn. When shooting, a fire-zone is projected 12 directly in front of the unit. This creates a template as wide as the unit and 12 long. Any model partially covered or completely within the fire-zone is hit on a 4+ with no modifiers. Models in soft or hard cover are also hit, but models behind substantial cover such as a hill or building are not. Each model hit suffers a Strength 3 hit. For each rank of four or more models behind the front rank of blunderbusses, the strength of the hit is increased by +1, up to a maximum of Strength 5. Note that this is not the same as a rank bonus. A single character model in the front rank of a Blunderbuss unit will not affect their fire. The Blunderbusses cannot shoot if there is either a friendly unit in the fire-zone, or if an enemy unit in the fire-zone is engaged in close combat with a friendly unit. Death Rocket The Death Rocket follows the rules for stone throwers given in the Warhammer Rulebook, with the following exceptions. It has a maximum range of 48 and uses the cannon misfire table. In addition, if a Hit and a Misfire are rolled, do not roll on the misfire table. Instead, the rocket ricochets 4D6 away in the direction indicated by the arrow on the Hit symbol and the impact is then resolved at this location. No damage is caused at the point of the ricochet. Earthshaker The Earthshaker cannon follows the rules for stone throwers given in the Warhammer Rulebook, with the following exceptions. You may only guess between 12 to 48 for the range. It uses the cannon misfire table. In addition to normal damage, all troops within 2D6 of the centre of the template are caught in a quake. In their next turn, they move at half rate and may not shoot any missile weapons. War machines affected by the quake may only fire if they roll a 4+ on a D6. _________________________________________________ Notes on Rules Original Ravening Hordes text extract: Chaos Dwarfs only flee or pursue 2D6-1 instead of the normal 2D6 All troops ignore panic tests for breaking and fleeing Hobgoblin units except other Hobgoblins Chaos Dwarfs and Bull Centaurs ignore Panic tests for breaking and fleeing Orc and Goblin units of all types. Unmounted Cavalry: Rules as written in Ravening Hordes and Warhammer rulebook. Animosity: Same rules as description in Warhammer Armies: Orcs and Goblins, replacing the Ravening Hordes Animosity rules as described in the Errata. Chaos Dwarfs do not have the following army-wide Dwarf rules, nor any others that arent specifically mentioned in this army list: Ancestral Grudge, Relentless, +2 bonus dispel dice in magic phase. The Chaos Dwarf army uses the point costs for Common Magic Items given in the 6th edition Warhammer Rulebook

2-5

Special Rules from US-GT FAQ


The following rules come from the Games Workshop US-GT FAQ and are not completely official. You must get your opponents permission to use them in a game. The updates from the official Games Workshop Errata have been integrated into the main army list. Every Games Workshop Errata and FAQ is reproduced in their entirety on this page. Unmounted Cavalry Also see the main Special Rules section. Bull Centaurs are unit strength 2 and are on cavalry bases. They use weapons in the same way as infantry and do not receive an armour save bonus for being mounted. This is how they were used in 6th edition Warhammer. The 7th edition rules as written differ from this, in that they count as mounted for weapon usage because they are cavalry. Sneaky Sneaky Gits may perform a Free Manoeuvre, as described on page 46 of the Warhammer Rulebook, even if they lost that round of combat. An opponent that wins a combat against Sneaky Gits, may turn to face them as part of a Free Manoeuvre, but may not increase the number of models in their front rank. This rule replaces their exceptions to the Lap Around rule from 6th edition Warhammer. Under 7th edition rules as written, they dont get any additional rules. Black Orcs The army list in Warhammer Armies: Orcs and Goblins gives Black Orcs the option of taking a Magic Banner. In a Chaos Dwarf army, Black Orcs may not take a Magic Banner. There is no clear precedence for this rule, but it may be surmised that greenskin units were never meant to have magic banners in a Chaos Dwarf army (although Big Uns still can, nothing to say otherwise), or that it balances out the other rules.

Games Workshop Chaos Dwarfs FAQ


Q. Can you fire Chaos Dwarf blunderbusses if there is a friendly unit in combat with an enemy in the zone of fire? A. No, only Skaven can shoot when there is a chance of hitting their own units. Q. How exactly do Chaos Dwarf blunderbusses work with the stand & shoot charge reaction? A. The rules are applied exactly as with any other unit. If the chargers start within 12", then any models within 12" may be hit. If the chargers are outside 12", the charging unit is stopped at maximum range as normal so in this case only the front rank of the charging unit will be in the zone of fire.

FAQ For US Grand Tournaments and Games Day Tournaments Only


Chaos Dwarf Warrior with Blunderbuss All the rules in Ravening Hordes for the Blunderbuss apply. When calculating the strength of the blunderbuss, a rank must contain 4 models to count for the +1 strength when shooting. However, you must still have 5 models to gain a bonus to your Combat Resolution. Sneaky Gitz When Sneaky Gitz are in combat, they may perform a Free Maneuver after every combat. When an opponent wins combat against Sneaky Gitz, they may turn to face, but may never increase their frontage. Bull Centaurs For the Grand Tournaments and Games Day Tournaments, Bull Centaurs are considered Infantry models on 25mm x 50mm bases. They may use hand weapon and shield and receive the armor bonus; they receive +2 Strength from great weapons; and they receive +1 attack from having an additional hand weapon. They are not considered mounted for armor save purposes. Bull Centaurs are Unit Strength 2. Orcs and Goblins Orcs and Goblins in the Chaos Dwarf list use the point values and rules in the 7th Edition Warhammer Armies: Orcs and Goblins. Only regular Goblins may be taken, not Night Goblins. The Animosity chart on page 16 of Warhammer Armies: Orcs and Goblins is used for all Hobgoblins, Goblins, and Orcs in the Chaos Dwarf army list. Black Orcs in a Chaos Dwarf army MAY NOT take a Magic Banner. Common Magic Items The Chaos Dwarfs use the following chart and point values for their Common Magic Items: Sword of Striking 30 pts (Magic Weapon) Sword of Battle 25 pts (Magic Weapon) Sword of Might 20 pts (Magic Weapon) Biting Blade 10 pts (Magic Weapon) Enchanted Shield 10 pts (Magic Armor) Staff of Sorcery 50 pts (Arcane) Power Stone 25 pts (Arcane) Dispel Scroll 25 pts (Arcane) Talisman of Protection 15 pts (Talisman) War Banner 25 pts (Banner)

Errata from White Dwarf 250 (US)


Ravening Hordes - Chaos Dwarfs The new Orc & Goblins Armies book completely replaces the list in Ravening Hordes. However, dedicated Orc & Goblin armies aren't the only ones to employ Greenskins in battle. The Chaos Dwarfs also use them and, as the complete rules are now out, it'd be good to use them for Chaos Dwarfs' slave troops, too. To do this you'll obviously need both Ravening Hordes and the new Orc & Goblin book. The following changes bring the list up to date: Replace the Special unit entries in Ravening Hordes for Orc Boyz, Goblins and Black Orcs with the following army list entries from the Orc & Goblin Armies book: Goblins, Orc Boyz, Orc Arrer Boyz and 0-1 units of Black orcs. One unit of Orc Boyz may be upgraded to Big 'Uns as per the normal rules in the book. All these units count as Special units in the Chaos Dwarf army. Delete special rules 5 about Orcs ignoring panicking Gobbos (this is replaced by full rules from the book). Troops described in the Orc & Goblin book follow the rules there rather than the shorthand versions in Ravening Hordes. Hobgoblins suffer Animosity just as a unit of Goblins would in the Orc & Goblin book. This replaces the Animosity rule in Ravening Hordes (special rule 3).

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