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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
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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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
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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
Equipment: Hand weapon. Special Rules: Slavemasters Unmounted Cavalry You may only include one Bull Centaur Lord in your army.
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
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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
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
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)
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
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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
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 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
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30 Points
Equipment: Hand weapon Special Rules: Hobgoblin Panic
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
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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.
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
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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
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,
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
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