WARHAMMER ARMIES - CHAOS DWARFS

RETINERS:

Chaos Dwarf Warriors..... 11 points

You may include any number of Chaos Dwarf Warrior units in your army. These are normal members of Chaos Dwarf society -- the followers of Chaos Dwarf Sorcerers and leaders. They will often band together to go raiding for slaves, or are pressed into service in times of war. They often wield huge two-handed axes, although some of the less stable individuals prefer using two hand weapons.

Profile M WS BS S T W I A LD
Chaos Dwarf 3 4 3 3 4 1 2 1 9

Equipment: Chaos Dwarfs wear heavy armour and carry axes.

Save: 5+

Options: Chaos Dwarf Warriors may carry a double handed weapon (+2 points) or two hand weapons (+1 point). They may also carry a shield (+1 point). Any unit of Chaos Dwarf Warriors may have a magic standard.

Chaos Dwarf Blunderbusses..... 14 points

You may include any number of Chaos Dwarf Blunderbuss units in your army. The blunderbuss is an unusual weapon that embodies Chaos Dwarf culture -- fearsome and explosive. Chaos Dwarfs never cared for normal missile weapons, preferring the loud, explosive bang of the blunderbuss to the bow or crossbow.

Profile M WS BS S T W I A LD
Chaos Dwarf 3 4 3 3 4 1 2 1 9

Equipment: Chaos Dwarfs wear heavy armour and are armed with blunderbusses and hand weapon.

Save: 5+

Options: Chaos Dwarf Blunderbusses may carry a double handed weapon (+2 points). They may also carry a shield (+1 point). Any unit of Chaos Dwarf Blunderbusses may have a magic standard.

Shooting: The weapon has a range of 12" and the regiment may only shoot if it did not move during its movement phase. Work out the results of shooting as follows:

Draw an imaginary 12" line from the left side of the regiment. Now draw a similar line on the right hand side. Draw a line across the two to form a square area which extends across the regiment's entire frontage and 12" in front of it. This zone indicates the regiment's fire zone.

Every model within this zone is a potentianl casualty, even models behind other models or behind cover. Only targets which like on the other side of a hill or building are protected from the Blunderbusses. It makes no difference how many Blunderbusses are firing, the important consideration is the fire zone covered by the unit. The number or ranks in the Blunderbuss unit also has an effect. It is assumed that the models behind poke their weapons forward and add their fire to the volley.

Roll a dice for each potential casualty to determine if you hit. It is easiest to do this unit by unit, rolling a handful of dice at one go, for each unit. A model is a potential hit if its base is at least halfway within the fire zone.

Roll to hit each target using the BS of the Chaos Dwarfs as normal. None of the usual to hit modifiers apply, except for cover.

Resolve each hit in the normal way. The Blunderbuss has a strength of 3, but this is increased by +1 for each full rank of Chaos Dwarfs behind the first up to a maximum of 5 (three full ranks including the front). Any Chaos Dwarfs in the rank behind the thirds are too far back to poke their weapons forward.

Resolve saving throws for any casualties using the appropriate modifier for Strength. No additional modifier applies as it does for hand guns. Once you have established the total number of wounds inflicted on a unit, remove casualties exactly as normal.

Proceed with each potential target unit or individual model until you have resolved all casualties.

Targets with Several Wounds: Once the total number of wounds inflicted has been calculated remove casualties from target units excatly as you would for normal shooting from bows, crossbows, etc.

Characters and Monsters: In the case of enemy characters and single monsters with many wounds, only one dice is rolled and only a maximum of one dice is rolled and only a maximum of one wound is normally suffered. If a hero in mounted on a monster then both are potentially hit if they lie within the fire zone. In the case of characters and war machines, each crew member, each horse or wolf pulling a chariot, and the machine or chariot itself are each potentially hit assuming they lie within the fire zone. This is effectively the same as if the war machine or chariot were hit by a stonethrower template which covered them.

If a monster with several wounds, a character and monster, a war machine, a character model, or a war machine is either: 1) the only model in the fire zone, or 2) the closest target in the fire zone measuring from the unit's front, then the Blunderbusses may elect to Concentrate Fire on this target alone.

When firing a concentrated volley, roll one dice to hit for each Chaos Dwarf in the front rank, applying modifiers only for cover exactly as described above. Resolve all hits against the target as you would normal shooting with the addition of the strength bonuses for ranks as before. If the models being fired at consist of a chariot, character riding a monster, or other multiple targets, randomly distribute hits exactly as you would with normal shooting.

Friendly Units In the Fire Zone: The flying shards of iron, hot coals, and debris fired from the Blunderbusses do not discriminate between friend and foe. It is therefore vital for the Chaos Dwarf general to position his Blunderbuss units appropriately.

Stand and Fire: A Blunderbuss unit can stand and fire against a charging enemy unit if it starts its move more than half its own charge distance away as per normal. The Blunderbusses hold their fire until the last moment. Then they concentrate fire on the charging foe in the same manner described above for firing at isolated characters and machines. Roll a D6 for each Chaos Dwarf front ranker ignoring the to hit modifiers as usual for Blunderbusses. Work out wounds and remove casualties as normal, applying the strength modifier for a second or third rank. When a Blunderbuss unit stands and fires it only shoots at its chargers, not at other troops within its fire zone.

Bull Centaurs..... 41 points

Your army may include any number of Bull Centaur units, although they may not be part of the retinue of a Chaos Dwarf Hero.

Profile M WS BS S T W I A LD
Bull Centaur 8 4 3 4 4 2 3 2 9

Equipment: Bull Centaurs wear light armour and carry shields. They are armed with double-handed axes.

Save: 5+

Options: Bull Centaurs may carry a double handed weapon (+2 points) or two hand weapons (+1 point). They may also carry a shield (+1 point). One unit of Bull Centaurs may have a magic standard.

Standard/Musician: Bull Centaur units get a standard bearer and musician model for the price of a normal trooper -- they do not pay double.

Hobgoblin Warriors..... 4.5 points

Your army may include any number of units of Hobgoblin Warriors.

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

Equipment: Hobgoblin Warriors carry a hand weapon.

Save: 6+

Options: Any units of Hobgoblins may be equipped with light armour (+1 point). Hobgoblins may carry double handed weapons (+1 point) or spears (+1/2 point). They may have light armor (+1 point) and/or a shield (+1/2 point). Any hobgoblin unit may have a Sneaky Git assassin (65 points).

Hobgoblin Sneaky Gits..... 6 points

Your army may include any number of units of Hobgoblin Sneaky Gits.

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

Equipment: Sneaky Gits are armed with two long, curved daggers (hand weapons).

Save: None Equipment: Two long, curved knives covered with poison. This gives them a total of 2 attacks. Save: None. Options: Any Sneaky Git unit may have a Sneaky Git assassin (65 points).

Envelopment: Sneaky Gits lap round any number of rear rank models in combat. The first turn of hand-to-hand combat is always fought as normal. Whether the Hobgoblins win the combat or now they are allowed to bring models from rear ranks to lap round the enemy formation. The enemy may never lap round the Sneaky Gits, not even if they win the combat.

However, where a normal unit can only lap round by a maximum of two models on each flank, the Sneaky Gits can move an unlimited number of models from their rear ranks around the sides or rear of the enemy unit.

Attacks: Sneaky Gits have an extra weapon so they automatically receive an extra attack giving them two attacks rather than one.

Champion: Sneaky Gits Champions are an exception to the normal Champion rules. They can be armed with 2 daggers like the other Sneaky Gits (+1 point for 2 daggers) or they can be armed with shield and hand weapon (+1 point for shield).

Poison Daggers: Sneaky Gits are armed with deadly poisoned daggers. Any wounds inflicted by these impose an additional -1 armour save modifier.

Hobgoblin Archers..... 5 1/2 points

Your army may include any number of units of Hobgoblins armed with bows.

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

Equipment: Hobgoblin Archers carry a hand weapon and bow.

Save: None

Options: Any units of Hobgoblin archers may be equipped with light armour (+1 point), and shields (+1/2 point). Any unit may have a Sneaky Git Assassin (+65 points).

Hobgoblin Wolf Riders..... 14 points

Your army may include any number of units of Hobgoblin Wolf Riders.

Profile M WS BS S T W I A LD
Hobgoblins 4 3 3 3 3 1 2 1 6
Giant Wolf 9 4 0 3 3 1 3 1 3

Equipment: Hobgoblin Wolf Riders carry a shield and hand weapon.

Save: 5+

Options: Any units of Hobgoblin Wolf Riders may be equipped with light armour (+2 points), and armed with short bows (+1 point).

Special Rules: Hobgoblin Wolf Riders can skirmish.

0-1 unit of Black Orcs ................ 9 points

Your army may include one unit of Black Orcs. Although Chaos Dwarfs do not trust Black Orcs ever since the rebellion, they realize their uses in battle, and often will draft a unit for use on the field.

ProfileMWSBSSTWIALD
Black Orc443441218

Equipment: They carry hand weapons and wear light armour.

Save: 6+

Options: May be armed with spears +1, double-handed weapons +2, a halberd +2, additional hand weapon +1 and shields +1.

Animosity and Panic: Black Orcs are not affected by animosity and never need test for it. They also need not take a panic test if they see Orcs and Goblisn break or flee past them during the turn. This applies only to Black Orcs, not to units of other Orcs or Goblins being led by a Black Orc character.

Goblins ............................... 2.5 points

ProfileMWSBSSTWIALD
Goblin423331215

Equipment: They carry hand weapons.

Save: None

Options: May be armed with spears +1/2, short bows +1/2, double-handed weapons +1, a halberd +1, light armour +1 and shields +1/2.

Special:

Fear: Goblins fear Elves unless they outnumber them at least two to one.

Animosity: Goblins are affected by Orc and Goblin animosity. If your army includes Hobgoblin mobs, then the Goblins will automatically pass their animosity test, no dice roll is required.

Orc Boyz ............................... 5.5 points

Your army may include any number of units of Orcs. They are taken by their masters from the mines and sweatshops to fight and die on the fields of battle.

ProfileMWSBSSTWIALD
Orc433341217

Equipment: They carry hand weapons.

Save: None

Options: May be armed with spears +1, double-handed weapons +2, a halberd +2, additional hand weapon +1, bows +2, light armour +2 and shields +1.

Special Rules:

Animosity: Orcs are affected by animosity. If your army includes mobs of Hobgoblins then the Orcs will automatically pass their animosity tests, no dice roll is required. Orcs are far more concerned with keeping their eye on the treacherous Hobgoblins to waste time with squabbling amongst themselves.

Panic: Orcs are also not required to test for panic when a unit of Goblins breaks or flees past during the turn.

0-2 Chaos Dwarf Slavers ............... 18 points per model

Your army may include up to 2 units of Slavers.

Throughout the history of the Chaos Dwarfs they have made use of large amounts of slaves. After the banishment of the Black Orcs, actions where taken to suppress the slaves even more.

From that day the Slave Masters where given total power over the slaves. They kept extreme control with the use of large Bullwhips. The cries of agony were even louder than before. Human slaves barely made it for a weak under this sadistic regime. Therefore only Orcs, Goblins and normal Dwarfs were used for hard labour. Human war prisoners where used for dark ritual to honor there crude Gods.

In times of war the slaver bring many slaves to the battlefield. Some chained, some loose, but all the slaves are forced to stand in front Slave Masters. The slave are used as a living wall to protect the Chaos Dwarfs from arrows and enemy attacks. With there large Bullwhips they don't only control the slave but also can attack from behind the screen of slaves. The slaves are used as a screen and therefor the Slave Masters won't care if some, or all, slaves are killed.

Profile M WS BS S T W I A Ld
Slavers 4 4 3 4 4 1 3 1 9

Weapons/Armour: The Slavers wear heavy armour and a shield. They have large Bullwhips to mutilate the enemy. They Bull whip cost 3 points for a joint champion. Heros and Lords don't mingle with the Slavers so the unit must be lead by a champion. The Goblin Slaves Have a hand weapon and can not have additional equipment!

Save: Slaver 4+. Slaves No Save.

Magic Items: The unit is entitled to one magic banner

Special Rules:

Ranks : There are restrictions on how to build a unit of Chaos Dwarf Slavers. No more than 3 ranks of slaves in front of the Slavers and a maximum of one rank of Slavers!

D D D D D D
g g g g g g
g g g g g g
g g g g g g

Combat: If the unit is attack from the front casualties will be removed from the slaves rather then the Slavers. In addition the combat result will not be modified by the dead goblins, dead Slavers are treated as normal. If attacked from the rear the first casualties will be the slavers. The goblins do attack normally but don't expect them to hit anything.

Shooting: If arrows are aimed at the unit Slavers the hits are divided evenly over the slaves and the Slavers.

Loose Goblins: If all the Dwarfs are shot away or lost in any other way the Goblins are free and will react as free.

Characters included as Retinue:

Champions
Chaos Dwarf..... 48 points
Bull Centaur..... 106 points
Hobgoblin..... 27 points
Orc..... 33 points
Black Orc..... 42 points
Goblin..... 15 points

Any unit may have a unit champion. This represents the leader and/or best fighter in the unit. Although the champion must normally be of the same races as the rest of the unit, any unit but hobgoblins may have a Black Orc champion.

Profile M WS BS S T W I A LD
Chaos Dwarf 3 5 4 4 4 1 3 2 9
Bull Centaur 8 5 4 5 4 2 4 3 9
Hobgoblin 4 5 5 4 4 2 4 3 7
Orc 4 4 4 4 4 1 3 2 7
Black Orc 4 5 4 5 4 1 3 2 8
Goblin 4 3 4 4 3 1 3 2 5

Equipment: A Champion is always armed and equipped in the same way as the rest of the unit (see Equipment List for points values).

Magic Items: A Bull Centaur or Chaos Dwarf champion may carry one magic item (in addition to chaos armor, as listed on the Equipment List).

Hobgoblin Hero ...................... points

You may include one Hobgoblin Hero for each unit of Hobgoblin Warriors or Sneaky Gits in your army.

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

Equipment: Hand weapon.

Weapons/Armor: A hobgoblin hero may use any combination of weapons listed Equipment list.

Magic Items: A Hobgoblin hero may have two items, but may not wear chaos armor.

Sneaky Git Assassin .................. 65 points

Troop Type M WS BS S T W I A Ld
Assassin 4 5 5 4 4 2 4 3 7

Equipment: Hand weapon and additional hand weapon. Assassins may take no other equipment.

Magic Items: A Sneaky Git Assassin may have one magic item

Special Rules:

Set Up: Any goblinoid unit may include a Sneaky Git Assassin. However, Black Orc units may not have assassins, as the Black Orcs will not stand to have a hobgoblin hidden in their ranks. Other goblinoids have been ruled by hobgoblins for so long, that they will suffer his presence, although they certainly don't like it. Chaos Dwarfs will not allow an assassin in their ranks.He is hidden in the unit at the beginning of the game, and may be revealed at any point.

H-to-H: If revealed at the beginning of the combat, he may automatically strike first, even if the unit was charged. This is because he springs from the ranks and launches himself at his victim before they have a chance to react. When he is revealed, the Sneaky Git model replaces one normal trooper (so you must put one additional trooper in the unit at the beginning of the game). They are armed with an additional hand weapon, giving them a total of 4 attacks. They use the same poisoned weapons that the normal Sneaky Gits use, giving them a -1 armour save. In any given round of combat, they may choose to fight anyone in the front rank -- you may move the model around as you wish, changing places with a normal trooper when you do so.