WARHAMMER ARMIES - CHAOS DWARFS

ARMY LIST:

Army Selection:

Retiner System:

Chaos Dwarf society is one made up of classes, the two main ones being master and slave. In the Chaos Dwarf army this means this is represented by requiring most characters to have their own retinue made up of slaves or other followers. All Chaos Dwarf and Bull Centaur Lords and Heroes must have their own retinues. These are either slaves from their own personal households or other Chaos Dwarfs and Bull Centaurs who hold allegiance to them. Champions are not required to have retinues, and are considered to be a part of their unit. Also, Hobgoblin champions, heroes and lords do not have retinues, as they do not have the status in Chaos Dwarf society to possess them. Instead, they are paid for out of the retinue of Chaos Dwarf or Bull Centaur characters.

Each character must have as least as many point from the retinue section as their own point value, including mounts, magic items, etc. For example, a Chaos Dwarf General with 100 points of magic items riding a Lammasu costs 460 points, and thus must have at least 460 points of troops chosen as his retinue, for a total of 920 points. There are no rules as to the kind of retinue this must be -- he can have either all slaves, all Chaos Dwarf followers or a mixture of both. However, Chaos Dwarf heroes may not have Bull Centaurs as a part of their retinue -- the Bull Centaurs will only follow the army General, another Bull Centaur character or a Priest. Note that characters may have more than the required amount of points in their retinue, allowing you to have only one or two characters if you so desire.

0-25% Allies and Monsters
0-25% Warmachines

Allies: Chaos Warriors, Chaos Deamonds (Hashat Only), Orcs & Goblins and Hobgoblins.

Equipment List

The following chart gives all the ordinary weapons and armour that character models can choose from. Items marked with an asterix (*) are not available to Chaos Dwarfs or Bull Centaurs.

EQUIPMENT LIST

HAND-TO-HAND COMBAT WEAPONS
A single sword, mace, axe or other hand weapon Free
An additional sword, axe, etc. 1
Double-handed weapon including double-handed axe, sword, etc. 2
Flail 1
Halberd 2
Spear 1

MISSILE WEAPONS
Bow 2*
Short Bow 1*
Javelin 1*
Sling 1*
Hand Gun 3
Pistol 2

ARMOUR
Shield 1
Light Armour 2
Heavy Armour 3 Chaos Armor -- 10 (CD and BC only)

Special Rules:

Hate Dwarfs: Due to the geographical positions of their homelands, Chaos Dwarfs and normal Dwarfs do not meet often, but when they do, it always ends in bloodshed. Normal dwarfs despise the twisted mockeries of their own values that are the Chaos Dwarfs, and the Chaos Dwarfs find normal dwarfs to be pompous and annoying. They both hate each other, and are subject to all the special rules for hatred in the Warhammer rulebook.

Night Goblins: While not overly fond of Chaos Dwarfs, do not hate them in the same way that they hate normal dwarfs, and will sometimes fight as allies in Chaos Dwarf armies.

Armour: Chaos Dwarfs are sturdy creatures who can bear the weight of armour more easily than fragile humans and other races. A Chaos Dwarf therefore has amove value of 3" regardless of any armour he wears.

Pursuit and Flee: Chaos Dwarfs are not particularly fast, even in the frantic running combat of close pursuit. To represent this they flee and purse 1" less than other troops, ie. 2D6-1" rather than 2D6".

Magic: Other Dwarfs benefit from a natural magical resistance and dispel on a 4+ even if there is no wizard available to cast the Dispel. This does not apply to Chaos Dwarfs, who utilise Dispels exactly like human or other armies.

Animosity and Fear: All Hobgoblins (including Sneaky Gits, Archers, and Wolf Riders) are affected by Animosity. If your army includes mobs of Hobgoblins plus other kinds of Orcs and Goblins, then these other kinds of greenskins will automatically pass their animosity tests. No dice roll is required. The Hobgoblins must test for animosity as normal, and may still attack or shoot at Goblins, Orcs, and each other as described in the animosity rules.

Psychology: Chaos Dwarfs are cold and callous beings, with little feeling for others. They feel themselves to be superior to other races. They do not test for panic caused by units other than Chaos Dwarfs or Bull Centaurs. They feel nothing but contempt when other units, such as hobgoblins, orcs or goblins run away. Also if Hobgoblins break or flee past a unit of any other kind of Goblin or Orc then no panic test is required. In fact, the sight of Hobgoblins running away and being killed evokes nothing but cheers of joy and laughter from other greenskins. Hobgoblins are not able to ignore fleeing Goblins (as Orcs can), and must take a panic test if other Orcs or Goblins break past them.

Black Orc Leaders: Black Orc Big Bosses and War Bosses can normally lead units of other greenskins, but will have nothing to do with Hobgoblins.

Bull Cetaurs:

Immune to Panic: Bull Centaurs are even more callous than normal Chaos Dwarfs, and have no feeling even for their Chaos Dwarf brothers. Therefore, they are immune to panic caused by all units, except for other units of Bull Centaurs or by a High Priest. They will merely watch other units be slaughtered or run off of the field -- they just don't care.

Challenges: Such is the conceit of Bull Centaurs, that they cannot bring themselves to refuse a challenge to personal combat. If such a challenge is issued, someone will always accept. If there is more than one character in the unit, then any may accept the challenge. If there are no characters in the unit, then the challenge must still be accepted -- by a normal trooper. In addition, when in a challenge, Bull Centaurs become even more terrible fighters, and often work themselves into a murderous frenzy. When a Bull Centaur enters a challenge, he must make a leadership test. If he fails the test, he will become frenzied. This will continue unit he loses a combat (i.e. until he takes more wounds from the challenger than he causes) or until the end of the combat. If he does not become frenzied, he must take a leadership test again every turn that the challenge continues.