WARHAMMER ARMIES - CHAOS DWARFS

WARMACHINES:

Death Rocket..... 75 points

Your army may include any number of Death Rockets. Each rocket has a crew of two Chaos Dwarfs to operate and defend it.

Profile M WS BS S T W I A LD
Launcher - - - - 7 3 - - -
Chaos Dwarf 3 4 3 3 4 1 2 1 9

Equipment: The crew are armed with hand weapons.

Save: 5+ (heavy armour)

Artillary Piece Max. Range Strength Wounds Save
Launcher 48" 5 D3 -2 Modifier

Shooting: The Death Rocket's shots are worked out in the same way as shots from a stone thrower. First pivot the launcher so that it is pointing in the direction you wish to fire, then declare how far you want to fire the rocket, guessing the range as accurately as you can. The maximum range you can guess is 48". Once you have made your guess place the missile template directly over the spot you have guessed.

To see whether the rocket lands roll both the scatter and artillery dice. If the scatter dice rolls a HIT then the rocket lands where you have aimed it. If you roll an arrow then the rocket veers off course and lands in the direction indicated.

If the artillery dice rolls MISFIRE roll a D6 and consult the Death Rocket Misfire Chart below. If you roll a number on the artillery dice then this is the distance in inches the shell veers off target as shown by the arrow on the scatter dice. Move the template the distance indicated in the direction shown by the arrow. If you roll a HIT on the scatter dice then a numbers score on the artillery dice is ignored.

Death Rocket Misfire Chart (D6 Roll)

1-2 Boom! The rocket explodes as it is being loaded. The machine is destroyed and the crew slain.

3-4 The fuse fizzles out and the rocket fails to fire. It takes a complete turn to replace the rocket and prepare to fire, so you not only fail to shoot this turn but you cannot shoot again next turn either.

5-6 The rocket goes out of control and lands 4D6" in the direction you have aimed it. Place a small token, dice, or other marker on the spot and roll a D6.

1, 2 or 3 The rocket explodes. Place the template where the rocket lands and work out damage as normal.

4, 5 or 6 The rocket strikes the ground and spins like crazy before relaunching itself into the air. The rocket lurches a further 4D6" through the air in a random direction (use scatter dice). Mark where the rocket lands and roll another D6 on this chart (1-3 explodes, 4-6 spins off). Continue rolling until the rocket explodes.

The rocket only causes damange when it explodes; it inflicts no damage if it merely strikes the ground and shoots off in another direction. Once you have established where the rocket explodes damage can be worked out. Any model that lies directly under the hole in the template is hit automatically. Note that only one model can lie within the hole. As with stone throwers models whose base lie under the rest of the template are hit on a 4+.

Once you have worked out which models are hit work out damage as normal. Roll for each target to determine if you have caused damage. Damage from a Death Rocket causes D3 wounds.

Movement: A Death Rocket launcher can be moved by its crew at 3" per turn so long as it has a full crew of two. If one crew member is slain movement is reduced proportionately. The Death Rocket cannot move and fire during the same turn, other than to pivot on the spot to aim at its target.

If one crewman is slain the weapon may continue to fire normally. Should both crew be slain the weapon is useless and may not fire.

Earthshaker Cannon..... 140 points

Your army may include any number of Earthshaker Cannons. Each cannon has a crew of three Chaos Dwarfs to operate and defend it.

Profile M WS BS S T W I A LD
Cannon - - - - 7 3 - - -
Chaos Dwarf 3 4 3 3 4 1 2 1 9

Equipment: The crew are armed with hand weapons.

Save: 5+ (heavy armour)

Artillary Piece Max. Range Strength Wounds Save
Earthshaker 12-48" 7 D3 -4

Damage: The Earthshaker cannon's shots are worked out in the same way as shorts from a stone thrower. You will need the standard missile template with the hole in the center, the artillery dice, and the scatter dice.

First pivot the cannon so that it is pointing in the direction you wish to fire. Now declare how far you want to fire the Earthshaker shell. As with stone throwers, you must do this without measuring, guessing the range as accurately as you can. You must guess a distance of between 12" and 48" - you canno tguess less than 12". Once you have made your guess place the missile template directly over the spot you have estimated.

To see where the shell lands roll both the scatter dice and artillery dice. If the scatter dice rolls a HIT then the shells lands where you have aimed it. If you roll an arrow then the shell veers off in the direction indicated.

If the artillery dice rolls a MISFIRE then roll a D6 and consult the Earthshaker Misfire Chart below. A misfire roll automatically cancels out the whole shot regardless of the scatter dice result. If you roll a number on the artillery dice then this is the distance in inches the shell veers off as shown by the arrow on the scatter dice. Move the template the distance indicated in the direction shown by the arrow. If you roll a HIT on the scatter dice then the numbers are ignored.

Earthshaker Misfire Chart (D6 Roll)

1-2 Boom! The shell explodes as it is being loaded. The cannon is destroyed and the crew slain. Any troops within 2D6" are thrown to the ground as described in the text.

3-4 The fuse fizzles and the cannon fails to fire. It takes a complete turn to replace the shell and prepare to fire, so you not only fail to shoot this turn but you cannot shoot again next turn.

5-6 The shells explodes in mid-air causing no damage. Your shot has not effect this turn.

Damage: Once you have established where the shell lands damage can be worked out. Any model that lies directly under the hole inthe template is hit automatically. Note that only one model can lie within the hole. Models whose bases lie under the rest of the template are hit on a 4+.

Once you have worked out which models are hit work out damage in the normal way. A hit fromthe Earthshaker causes D3 wounds.

Movement: The cannon can be moved by its Dwarf crew at 3" per turn so long as it has a full crew of three. Loss of crew members reduces the movement rate proportionately. The cannon cannot move and fire during the same turn, other than to pivot on the spot to aim at its target.

If crew are lost the cannon's rate of fire may be affected. If a single crewman is slain the cannon can continue to fire normally. If two crewmen are slain the remaining crewman may fire, but it takes him a complete turn to load the cannon, which may therefore only fire every other turn. This is in additionto any penalty imposed by a misfire result. Should all the crew be slain the weapon is useless and may not fire.

Earthshaker!: In addition to the damage it causes the Earthshaker shell literally shakes the ground when it lands, causing troops to fall to their knees and drop their weapons. The area affected by the shell is established by rolling 2D6. This established the radius of the effect measured in inches fromthe point of impact.

Any models within the range of the effect may be temporarily thrown to the ground by the blast. Roll a D6 and consult the Earthshaker Chart below. The result applies to all troops within the area.

1. QUAKE! Troops are thrown to the ground and may neither move, shoot, fight or do anything at all in their following turn.

2-5. RATTLE! Although severely rattles by the shaking ground the troops stay on their feet. In the following turn movement is at half rate and troops may not shoot. Troops may fight normally in hand-to-hand combat. War machines such as cannons and stone throwers may shoot on a 4+.

6. WOAH! Bracing themselves against the shock waves the troops suffer no ill effects and are ready to move and fight as normal.

The shock waves affect models from both sides. It is quite likely for some members of a unit to be affected while others are not. In this case the entire unit is bound by any movement penalties that apply, but only models actually within the cannon's effect range suffer the shooting or fighting penalties. This may mean that some models can shoot or fight while others of the same unit are unable to do so.

If a unit is broken while some of its members are suffereing from Quake or Rattle result then any models suffering movement penalties are destroyed automatically, while the rest flee at their normal rate. If a unit pursues while some of its members are suffered a Quake or Rattle result then the pursuit is worked out as normal and the move, shoot and fighting penalties cease to apply immediately.

Hobgoblin Bolt Thrower..... 42 points

Your army may include any number of Hobgoblin bolt throwers. Each bolt thrower has a crew of two Hobgolins to operate and defend it.

Profile M WS BS S T W I A LD
Bolt Thrower - - - - 7 3 - - -
Hobgoblins 4 3 3 3 3 1 2 1 6

Equipment: The crew are armed with hand weapons.

Save: None

Artillary Piece Max. Range Strength Wounds Save
Bolt Thrower 48" 5-1 per rank D4 None

Damage: If you hit resolve damage against the target using the bolt thrower's full Strength of 5. If the model is slain then the bolt hits the trooper in the second rank directly behind: resolve damage on the second model with a Strength of 4. If the second rank trooper is slain then a model in the third rank is hit: resolve at Strength 3. Continue to work out damage as the bolt pierces and slays a model in each rank, deducting -1 from the Strength for each rank pierced.

A model damaged by a bolt thrower sustains D4 wounds. Armour saves are not allowed.

Movement: The move rate is the speed of it's full complement of Hobgoblins. If either of the crew is slain the bolt thrower's speed is reduced proportionately. A bolt thrower cannot move and shoot in the same turn except to turn to face its target.

Loss of Crew: A bolt thrower has a crew of two and if one crewman is slain then the remaining crewman can just about get by without slowing up the machine. If both crewmen are slain the bolt thrower may not fire!

Whirlwinds and Tenderisers ............. 100 points each

When it comes to inventing machineries of war, the chaos dwarfs are almost as capable as the members of the dwarf engineers guild. Perhaps there is something about there inventive dwarven nature which responds vigorously to the warping stimulus of chaos.

The Whirlwind is a two wheeled push cart with scythed wheels and spikes fixed to the front. Three rotating flails and three rotating scythes are mounted on the front and driven by means of rotating cogs and gears linked to the axle. This means that the flails and scythes will only rotate so long as the cart is being pushed. The whirlwind is principally a device for breaking up and smashing through solid formations of troops. If the device succeeds in breaking through, it may proceed to engage other targets beyond.

The Tenderiser is a variant of the whirlwind in which the axle is linked by gears to three enormous concussive implements. As the device is pushed forward these implements batter and crush foes in its path. It operates in a similar way to the Whirlwind except that the nature of the damage inflicted is different.

MOVEMENT: The Whirlwind or Tenderiser is pushed by a Bull Centaur. The device may be pushed at the Bull Centaurs normal movement rate. (8" and 16" Charge"). The Bull Centaur may not march when pushing the warmachine, it is just to bulky.

The machines are moved like chariots when it comes to turning etc and suffer the same movement and terrain penalties as chariots do.

DAMAGE:

The Whirlwind: When the Whirlwind charges into combat, it causes D4 automatic strength 4 hits with its spikes and D6 automatic Strength 5 hits with its flails. The D6 score also indicates the number of ranks penetrated by the whirlwind. This means that on a D6 score of a 4 the Whirlwind would inflict 4 strength 6 hits with the flails and would penetrate 4 ranks. If the Whirlwind penetrates all of the enemy's ranks, it will pass completely through the enemy unit, and continue its movement measuring from the back of the rear most rank. If its remaining movement is insufficient to clear the enemy unit, place the model immediately behind.

The Tenderiser: When the Tenderiser charges into contact, it causes D4 automatic strength 4 hits with its spikes and D6 automatic strength 6 hits with its concussive hammers. The D6 score also indicates the number of ranks penetrated. If the Tenderiser penetrates all of the enemy's ranks, it will pass completely through the enemy unit, and continue its movement measuring from the back of the rear most rank. If its remaining movement is insufficient to clear the enemy unit, place the model immediately behind.

If a Whirlwind or Tenderiser penetrates right through a unit, the unit must take an immediate Panic test, regardless of how many casualties have been sustained.

ATTACKING THE WHIRLWIND OR TENDERISER
In hand to hand combat the machine is attacked in exactly the same way as a chariot. However due to the 'spiky' nature of the machine units charging it will take 1 automatic spike hit and D3 hammer / flail hits.

Troops wishing to shoot at the Whirlwind / Tenderiser gain +1 to hit due to l the large nature of the machine.

Hits from shooting and hand-to-hand combat are randomly allocated between the warmachine and the Bull Centaur as shown on the chart below. For each hit scored roll a seperate dice and then resolve damage against the part that has been hit.

SHOOTING HAND TO HAND
1 - 2 Bull Centaur 1 - 2 Machine
3 - 6 Machine 3 - 6 Bull Centaur

The Machine and the Bull Centaur have the profiles shown below. If the machine is destroyed then the Bull Centaur can carry on fighting on its own. However if the Bull Centaur is killed then the machine is counted as being destroyed as well and the model is removed.

Profile M WS BS S T W I A Ld
Bull Centaur 8 4 3 4 4 2 3 2 9
Machine - - - - 7 3 - - -

EQUIPMENT: The Bull Centaur wears light armour and carries a double handed axe.

SAVE : 6+

Thunderstorm Multiple Rocket Launcher .......... 150 pts each
The Thunderstorm is another of the fiendish warmachines of the evil Chaos Dwarfs. It fires a barrage of small rocket warheads that can cause great destruction amongst the closely packed ranks of the enemy.

To fire the Thunderstorm you use the following procedure. First pivot the Thunderstorm so that it is pointing in the direction that you wish to fire. Then declare how far you want fire the rockets. As with stone throwers, you must do this without measuring, guessing the range as accurately as you can. You must guess a distance of between 6" and 48" - you cannot guess less than 6" as the rockets cannot be depressed by more than a certain amount. Once you have made you guess place the special thunderstorm template directly over the spot you have estimated.

To see where the rocket actually lands roll a scatter dice and an artillery dice. Note that due to the inaccuracy of the Thunderstorm it will always deviate. If you roll a HIT then just look at the little arrow on the dice.

If the artillery dice rolls a MISFIRE then something has gone wrong - roll a D6 and consult the Thunderstorm Misfire Chart below. A misfire roll automatically cancels out the whole shot regardless of the scatter dice result. If you roll a number on the artillery dice then this is the distance in inches the rocket veers off target as shown by the arrow on the scatter dice.

After you have placed the first template you can place extra templates to represent the barrage effect of the weapon. You may place an additional number of templates equal to half the artillery dice roll (i.e. 1 to 5). Roll a scatter dice and place the second template touching the original in the direction of the arrow. Continue this process until you have no more templates to place.

Thunderstrom Misfire Chart
D6 Result

1-2 Boom! The rockets explode as they are being loaded. The machine is destroyed and the crew are slain.

3-4 The fuse fizzles out and rockets fail to fire. It takes a complete turn to replace the fuse and prepare to fire, so the Thunderstorm cannot fire next turn.

5-6 The fuse was to short and the rockets explode in mid-air. Your shot has no effect this turn.

DAMAGE
Once you have established where the rockets land damage can be worked out. Models whose bases lie under the template are hit on a D6 roll of 4+. As with other warmachines this is a matter of judgement and common sense. A model can be hit by more than one template in which case you will need to make several hit rolls and wound rolls. Once you have worked out which models have been hit then work out damage in the normal way. Roll for each target to determine if you have cause damage.

The Thunderstorm launcher itself is solidly built and difficult to damage. It has a profile as shown below and has 3 wounds. However, because of the explosive nature of the rockets, every time a wound is scored roll a D6. On a score of a 5+ the launcher explodes and is destroyed along with its crew.

Thunderstorm Profile
Move Toughness Wounds Max Range Strength Damage Save Mod.
3" 7 3 6-48" 5 1 -2

A Thunderstorm can be moved by its Chaos Dwarf Crew at 3" per turn so long as it has a full of crew of three. Loss of crew members reduces the movement rate proportionately.If crew are lost the Thunderstorms rate of fire may be affected. If a single crewman is lost then the Thunderstorm may continue to fire normally. If two crew are slain then the weapon may fire only every other turn.

Magma Cannon..............140 pts each

The Magma Cannon is another of the fiendish warmachines of the evil Chaos Dwarfs. It fires a large ball of hot magma that blobs over a large area and can cause great destruction amongst the closely packed ranks of the enemy.

To fire the Magma Cannon you use the following procedure. First pivot the Magma Cannon so that it is pointing in the direction that you wish to fire. Then declare how far you want fire the magma. As with stone throwers, you must do this without measuring, guessing the range as accurately as you can. You must guess a distance of between 12" and 48" - you cannot guess less than 12" as the cannon cannot be depressed by more than a certain amount. Once you have made you guess place the special thunderstorm template directly over the spot you have estimated.

To see where the magma actually lands roll a scatter dice and an artillery dice. Note that due to the inaccuracy of the Magma Cannon it will always deviate. If you roll a HIT then just look at the little arrow on the dice.

If the artillery dice rolls a MISFIRE then something has gone wrong - roll a D6 and consult the Magma Cannon Misfire Chart below. A misfire roll automatically cancels out the whole shot regardless of the scatter dice result. If you roll a number on the artillery dice then this is the distance in inches the magma veers off target as shown by the arrow on the scatter dice.

Magma Cannon Misfire Chart (D6 Roll)

1-2 Boom! The magma explodes due to everheating as the machine is being loaded. The machine is destroyed and the crew are slain.

3-4 The fuse fizzles out and Magma Cannon fails to fire. It takes a complete turn to replace the fuse and prepare to fire, so the Magma Cannon cannot fire next turn.

5-6 For some unknown reason the magma has become lodged inside the barrel. Your shot has no effect this turn.

DAMAGE
Once you have established where the magma lands, damage can be worked out. Models whose bases lie under the template are hit on a D6 roll of 4+. As with other warmachines this is a matter of judgement and common sense. Once you have worked out which models have been hit then work out damage in the normal way. Roll for each target to determine if you have cause damage.

Unlike other warmachines the blob of magma doesn't disappear and what's more it appears to have a mind of its own! Should any models pass into or out of the magma during any phase then they will sustain further damage from the magma at the newly calculated strength as shown below. At the beginning of each players turn roll one D6. The number shown on the dice is subtracted from the strength of the magma, however should the number on the dice = 1 then the magma gains +1 S (The strength of the magma may not exceed 10).

Example :- a dice is rolled and the result is a 3. The new strength of the magma for that turn is 10-3=7. The next turn another dice is rolled and the result is a 5, the new strength is 7-5=2. This reduction in strength continues until the strength of the magma reaches 0. At this time the blob of magma is removed from the table.

The Magma Cannon itself is solidly built and difficult to damage. It has a profile as shown below and has 3 wounds. However, because of the explosive nature of the magma, every time a wound is scored roll a D6. On a score of a 5+ the Magma Cannon explodes and is destroyed along with its crew.

Magma Cannon Profile
Move Toughness Wounds Max Range Strength Damage Save Mod.
3" 7 3 12-48" 10 1 -2

A Magma Cannon can be moved by its Chaos Dwarf Crew at 3" per turn so long as it has a full of crew of three. Loss of crew members reduces the movement rate proportionately.If crew are lost the Magma Cannon's rate of fire may be affected. If a single crewman is lost then the Magma Cannon may continue to fire normally. If two crew are slain then the weapon may fire only every other turn.

The Juggernaut of Hashut .................... 200 pts each
The Juggernaut is chosen as a mount for a Chaos Dwarf Sorcerer but its points value (200 pts) is paid for out of the War Machines allocation for the army. Any level of Sorcerer may be placed on the Juggernaut.

The first Juggernaut of Hashut was built by the Chaos Dwarf Sorcerer Makaran as a means of destroying his enemies whilst worshiping his evil god. Since then several others have been constructed and it is not an uncommen sight for a Chaos Dwarf Sorcerer to take to the battlefield in one.

MOVEMENT: The Juggernaut takes to the field surrounded by a mass of Goblin slaves pushing it along (as with the Skaven Screaming Bell) This means that the Juggernaut must be placed with a unit of at least 8 Goblin models (as shown below) and counts as part of the unit for the rest of the battle. As long as there are 8 Goblins around the Juggernaut then they can push it along at up to their own movement rate (4") but they cannot wheel or march move. If the Juggernaut crosses crosses an obstacle like a wall or a ditch then it will take d6 Strength 6 hits allocated randomly. The unit pushing the Juggernaut can charge into combat at double rate as normal. If the number of Goblins around the Juggernaut drops below 8 then the Juggernaut is slowed 1" for every model below the minimum..

ATTACKING THE JUGGERNAUT: In hand-to-hand combat the Juggernaut may be attacked in the same manner as a chariot. The enemy models compare their Weapon Skill to the highest weapon skill of its crew. If all the crew are slain then the Juggernaut counts as having a weapon skill of 0.

Due to the fact the Juggernaut is much bigger tanthe unit surrounding it, it can be singled out as a target firing misile weapons. Troops firing at the the Juggeranut also gain +1 to hot for shooting at a large target.

Hits form shooting and hand-to-hand combat are randomly allocated between the Juggernaut and the crew as shown on the chart below. For each hit scored roll a seperate dice and then resolve damage against the part that has been hit.

SHOOTING HAND-TOHAND
1 Sorcerer 1-2 Sorcerer
2-3 Bodyguards 3-5 Bodyguards
4-6 Juggernaut 6 Juggernaut

The Juggernaut has its own Toughness, Wounds and other characteristics as show below together with the profiles of the crew.

The Sorcerer is a Magic User and may be equiped with the normal amount of magic cards. The four bodyguards are Chaos Dwarf warriors. They wear Heavy Armour carry Shields and are armed with axes and double handed axes.

The Juggernaut may continue to fight as long as at least one of the crew is still alive. Unlike chariots there is no chance of it rampaging out of control if the crew are all killed. The Juggernaut itself has Toughness 7 and can sustain 6 wounds before it is destroyed. It has more wounds than a chariot due to its larger size and its magical construction.

HAND TO HAND COMBAT If the unit pushing the Juggernaut charges into combat they take the Juggernaut with them. The Juggernaut causes D6 Srrength 7 hits, representing it crushing the enemy beneath its wheels and knocking foes to the ground. On subsequent rounds of combat or if the Juggernaut is itself charged then it causes no further automatic hits. The Sorcerer and his bodyguards can always fight against any enemy in contact with the Juggernaut, whether to the front, sides or rear of the platform. They fight in normal initiative order and attack first during a charge just like normal warriors.

Flee and Pursuit If the unit pushing the Juggernaut is forced to flee for any reason then they will abandon it, leaving it immobile until they rally and return or another Goblin unit turns up to push it. The Sorcerer and his bodyguards cannot be broken and will never leave the Juggernaut. The unit pushing the Juggernaut pursues normally, taking the Juggernaut with it.

WAR MACHINES AND THE JUGGERNAUT: As with chariots, when you are firing at the Juggernaut with a Stone Thrower or any other weapon or attack that uses a template it is possible to hit more than one thing at once, depending on where the template is placed. Position the template normally. Each part of the Juggernaut is treated like a seperate target and may be hit if covered by the template. Weapons like Cannon and Bolt Throwers will strike just one part of the Juggernaut - roll for location just as you would with any other missile hits.

Juggernauts of Hashut may only be placed with Goblin units.

Profile M WS BS S T W I A Ld
Juggernaut - - - 7 7 6 1 - -
Bodyguard 3 4 3 3 4 1 2 1 9

Special Rules:

Sacrifices: The Juggernaut is built to act as a mobile alter to the great god Hashut, and as such the Chaos Dwarf Sorcerer can try and attract the attention of his God. He does this by sacrificing one of the goblin slaves who are pushing the Juggernaut to the greater glory of his god. Sacrifices are carried out in the hand to hand combat phase of the turn, so if the Sorcerer decides to make one then he cannot fight in hand-to-hand.

To carry out the sacrifice the Sorcerer places one of the goblins pushing the Juggernaut and kills him. Remove one of the goblins from the unit around the Juggernaut (he's very dead) and then roll on the following table to see if Hashut grants the Sorcerers request for more power.

Dice Roll (d6) Effect

1. Hahsut is displeased with his minions constant begging for power and decides to punish him for his impudence. The Sorcerer takes d3 wounds with no sort of saving throw allowed.

2. Hashut doesn't notice his minions entreaties this turn

3. Hashut is please with his minions sacrifice and grants him as extra power card to use in the following magic phase.

4-5. Hashut recognises his minion and grants him great power. During the following magic phase the Sorcerer may cast all of his spells for one point less. This means that 1 point spells can be cast for free.

6. As above except that one of the spells counts as being cast with total power.

Blunderbusses: The Juggernaut is fitted with twin blunderbusses at the front. These are fired by the Sorcerers bodyguards so if they are all dead then the blunderbusses may not fire. Each blunderbuss may only fire one shot so one you have used both shots the blunderbusses are useless.

The blunderbuss fires a hail of shot including lead balls, rusty bolts, bent nails and other assorted scrap metal. To fire the blunderbuss use the large teardrop template from the Warhammer Boxed Set to represent the spread of shot. Place the template in any direction you wish with the thin pointed end next to the models barrel.Any model under the template will be hit on a D6 roll of 4+. Resolve all hits with a strength of 3. The blunderbusses may not be fired in hand-to-hand as the bidyguards are to busy defending the Sorcerer to use them. However you can stand and fire with them. Work out hits when the unit enters base to base contact with the Juggernaut. This represents the bodyguards holding their fire until the last possible moment.

Psycology: Due to their close proximity to their god the Sorcerer and his bodyguards are immune to psycology. In addition they canot be broken though the unit pushing them can be (See above)