CHAOS DWARFS
The
Chaos Dwarfs have been twisted by the dark forces until they are
a cruel mockery of the Dwarf Warrior and his kind. Ruled by mighty
Sorcerers, the Chaos Dwarfs use the powers of lava, magma and fire
to work their evil deeds. They employ powerful spells and engines
of destruction to do their work, and are ever seeking to discover
the lost secrets of their Dwarf kin that lie buried beneath the
mountains.
CHAOS
DWARFS
Chaos
Dwarfs are evil, self-centred creatures, caring nothing for the
life of others. They worship Hashut, the Father of Darkness, who
appears to them in the form of a giant bull. To appease him, the
Chaos Dwarfs sacrifice captives by throwing them into cauldrons
or roaring furnaces.
|
Chaos Dwarf |
Chaos Dwarf
Champion |
Chaos Dwarf
Hero |
Chaos Dwarf
Lord |
Wounds |
8 |
16 |
25 |
33 |
Move |
3 |
3 |
3 |
3 |
Weapon Skill |
4 |
5 |
6 |
7 |
Ballistic
Skill |
4+ |
3+ |
2+ |
1+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
4 (6) |
4 (6) |
5 (8) |
5 (8) |
Armour |
2 |
2 |
3 |
3 |
Initiative |
2 |
3 |
4 |
5 |
Attacks |
1 |
1 |
2 |
3 |
Damage |
1D6/2D6 (6+) |
2D6/3D6 (6+) |
3D6 |
3D6 |
Gold |
140 |
480 |
900 |
1600 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Chaos Dwarf |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Chaos Dwarf
Champion |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Chaos Dwarf
Hero |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Chaos Dwarf
Lord |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
Chaos Dwarf
Magic Resistance
6+.
Chaos Dwarf Champion
Magic Armour; Magic
Item; Magic Resistance 6+; Magic Weapon.
Chaos Dwarf Hero
Magic Armour; Magic
Item x 2; Magic Resistance 6+; Magic Weapon.
Chaos Dwarf Lord
Magic Armour; Magic
Item x 3; Magic Resistance 5+; Magic Weapon.
CHAOS DWARF
BLUNDERBUSS
The
blunderbuss is a ranged weapon of devastating effect. When it fires,
spinning razor sharp pieces of iron plough through the flesh of
the Chaos Dwarf’s enemies, causing untold devastation to those
unfortunate to be hit.
|
Chaos Dwarf
Blunderbuss |
Wounds |
8 |
Move |
3 |
Weapon Skill |
4 |
Ballistic
Skill |
4+ |
Strength |
3 |
Toughness |
4 (5) |
Armour |
1 |
Initiative |
2 |
Attacks |
1 |
Damage |
1D6 |
Gold |
140 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Chaos Dwarf
Blunderbuss |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Chaos Dwarf Blunderbuss
Armed with Blunderbuss;
Magic Resistance 6+.
Blunderbuss
Some Chaos Dwarfs
use huge blunderbusses to fire a hail of deadly metal shards at
the Warriors. Chaos Dwarfs armed with blunderbusses are placed like
missile troops. A blunderbuss attack is different from a normal
missile attack: it fires a spread of lead shot at multiple targets
in a single direction, making a single To Hit roll to determine
if none or all of the targets in the area are hit. Each blast causes
1D6 Wounds, modified for Toughness and armour, on each of the Warriors
in the area of effect. Note that the Chaos Dwarfs' allies are not
affected by the shot as they always seem able to dodge out of the
way. Perhaps they have some arcane and magical warning signals...
eg. Three Chaos Dwarfs
armed with blunderbusses open fire at the Warriors. Their to hit
dice score a 3, a 5 and a 6. With a 4+ To Hit, this gives them 2
shots on target. Each Warrior in the area of effect therefore suffers
2D6 Wounds. In the attack above, the Barbarian Warrior counter was
drawn, indicating that all Chaos Dwarfs fire towards him. The lightened
area indicates which squares are affected by each Chaos Dwarf's
Blunderbuss as a result of this. Notice that the Elf is out of the
area of effect, as all the Chaos Dwarfs must fire in the same direction
(towards the Barbarian).
CHAOS
DWARF SORCERERS
Chaos Dwarf Sorcerers
rule over the Tower of Zharr-Naggrund as the masters of the Chaos
Dwarfs and high priests of Hashut. They study machines and magic
combined, to produce arcane engines of power and destruction.
|
Chaos Dwarf
Sorcerer |
Chaos Dwarf
Sorcerer Champion |
Master Chaos
Dwarf Sorcerer |
Chaos Dwarf
Sorcerer Lord |
Wounds |
8 |
16 |
26 |
40 |
Move |
3 |
3 |
3 |
3 |
Weapon Skill |
4 |
4 |
4 |
4 |
Ballistic
Skill |
4+ |
4+ |
4+ |
4+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
5+1* (8) |
5 (8) |
5 (8) |
5 (8) |
Armour |
2 |
3 |
3 |
3 |
Initiative |
3 |
3 |
4 |
5 |
Attacks |
1 |
1 |
2 |
3 |
Damage |
1D6/2D6 (6+) |
2D6 |
2D6 |
3D6/4D6 (5+) |
Gold |
590 |
1480 |
2190 |
3280 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Chaos Dwarf
Sorcerer |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Chaos Dwarf
Sorcerer Champion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Master Chaos
Dwarf Sorcerer |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Chaos Dwarf
Sorcerer Lord |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Chaos Dwarf Sorcerer
Chaos Dwarf Magic
1; Magic Dispel 4+; Magic Resistance 4+; Protection Ring (+1 T*).
Chaos Dwarf Sorcerer
Champion
Chaos Dwarf Magic
2; Magic Armour; Magic Dispel 4+; Magic Item; Magic Resistance 4+;
Magic Weapon.
Master Chaos Dwarf
Sorcerer
Chaos Dwarf Magic
3; Magic Armour; Magic Dispel 4+; Magic Item x 2; Magic Resistance
4+; Magic Weapon.
Chaos Dwarf Sorcerer
Lord
Chaos Dwarf Magic
4; Magic Armour; Magic Dispel 4+; Magic Item x 3; Magic Resistance
3+; Magic Weapon.
Chaos
Dwarf Magic
Chaos
Dwarf Sorcerers specialise in casting Chaos Dwarf Magic. To see
what spell the Chaos Dwarf Sorcerer casts when given the chance,
roll 2D6 on the following table. If the Chaos Dwarf Sorcerer is
killed while he still has active spells in play, they will immediately
be dispelled.
2 FAILURE
The
Chaos Dwarf Sorcerer fails to cast a spell.
3 FIST
OF FIRE
The
Chaos Dwarf Sorcerer targets a random Monster on the board and creates
a huge ball of fire on the end of his arm instead of his hand. For
the remainder of this turn the affected Monster receives +1 Damage
Dice.
4 DOOMROAR
The
Chaos Dwarf Sorcerer takes on the shape of the mighty Bull God Hashut
and, with a shake of his horned head, gives a terrifying roar that
goads his minions into action. This turn, all Monsters on the board
get +1 Attacks.
5 ASH
CLOUD
The
dungeon is suddenly filled with clouds of smoke and ash. All of
the Warriors are at -2 on their To Hit rolls for the next Warriors'
Phase.
6 SORCERER'S
CURSE
Cackling
hideously, the Chaos Dwarf Sorcerer utters a terrible curse on a
random Warrior. Unless he is given a healing potion or a healing
spell is cast on him then the cursed Warrior is turned to stone
and is out of the game. If he is given treatment, roll 1D6. On a
score of 1-4 the Warrior is at -1 Movement, -1 Initiative and -1
To Hit until the Sorcerer is dead. On a score of 5-6 the Chaos Dwarf
Sorcerer's spell has no effect at all.
7 SHADOWS
OF HASHUT
A
mighty shadow bull rushes away from the Chaos Dwarf Sorcerer, heading
towards a random Warrior in his line of sight. The Warrior must
immediately take a Fear 7 test. If he succeeds then he stands
his ground and the shadow plunges into him, causing 1D6 Wounds unmodified
damage. Otherwise, with a scream, he runs towards the entrance of
the dungeon. Make a roll on the Escape table to see what happens
to the Warrior.
8 LAVA
STORM
With
a majestic sweep of his arm the Chaos Dwarf Sorcerer creates a stream
of balls of molten lava. There are 2D6 balls and they are distributed
amongst the Warriors evenly. Each causes 2D6 Wounds with no modifier
for armour.
9 FLAMES
OF AZGORH
The
Chaos Dwarf Sorcerer breathes out whirling tendrils of flame. Draw
a Warrior counter to determine who is attacked. The target and every
model adjacent to him, whether friend or foe, take 2D6 Wounds each
with no modifiers for Toughness or armour. The Chaos Dwarf Sorcerer
is the only model immune to the effects of the spell.
10 ERUPTION
The
ground beneath one of the Warrior's feet erupts in a plume of magma.
The affected Warrior suffers 5D6 Wounds, modified as usual.
11 FLAMING
HIDE
The
Chaos Dwarf Sorcerer casts this spell on himself. His skin hardens,
and small flames burn on the surface. He now has the Ignore Blows
6+ skill. If this spell is cast again, add +1 to the number required
to Ignore Blows.
12 MAGMA
POOL
A
huge fiery pit of lava opens up in the floor of the room. Take a
2 x 2 square counter and randomly position it in the board section
the Chaos Dwarf Sorcerer is on. Any model who is in it suffers 3D6
Wounds with no modifiers and must move to an adjacent square unless
they are dead. If there are no free adjacent squares, the model
is dead, as it sinks down beneath the magma. No one can move into
the magma pool until the Chaos Dwarf Sorcerer is killed.
BULL
CENTAURS
Bull Centaurs are
creatures of Chaos, beings with the upper torso of a Chaos Dwarf
and the body of a ferocious bull. They are keen-witted creatures
and powerful fighters.
|
Bull Centaur |
Bull Centaur
Champion |
Bull Centaur
Hero |
Bull Centaur
Lord |
Wounds |
12 |
23 |
32 |
42 |
Move |
8 |
8 |
8 |
8 |
Weapon Skill |
4 |
5 |
6 |
7 |
Ballistic
Skill |
4+ |
3+ |
2+ |
1+ |
Strength |
4 |
5 |
5 |
5 |
Toughness |
4 (6) |
4 (6) |
5 (8) |
5 (8) |
Armour |
2 |
2 |
3 |
3 |
Initiative |
3 |
4 |
5 |
6 |
Attacks |
2 |
3 |
4 |
5 |
Damage |
1D6/2D6 (5+) |
2D6 |
3D6/4D6 (5+) |
3D6/4D6 (5+) |
Gold |
410 |
1060 |
2320 |
3680 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Bull Centaur |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Bull Centaur
Champion |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Bull Centaur
Hero |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Bull Centaur
Lord |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
Bull Centaur
Fear 5; Magic Resistance
6+.
Bull Centaur Champion
Fear 7; Magic Armour;
Magic Item; Magic Resistance 5+; Magic Weapon.
Bull Centaur Hero
Fear 7; Magic Armour;
Magic Item x 2; Magic Resistance 5+; Magic Weapon.
Bull Centaur Lord
Fear 7; Magic Armour; Magic Item
x 3; Magic Resistance 4+; Magic Weapon.
EARTHSHAKER
CANNON
The Earthshaker Cannon
is a massive weapon of destruction that fires a heavy shell full
of powerful explosives. When the shell lands it buries itself in
the ground before exploding, creating devastating shock waves.
|
Earthshaker
Cannon |
Wounds |
25 |
Move |
- |
Weapon Skill |
1 |
Ballistic
Skill |
- |
Strength |
7 |
Toughness |
7 |
Armour |
- |
Initiative |
- |
Attacks |
1 |
Damage |
4D6 |
Gold |
500 |
Earthshaker Cannon
Earthshaker Cannon.
Earthshaker
Cannon
Earthshaker
Cannons will be accompanied by 2 Chaos Dwarf crew who stand directly
behind the Cannon and will remain there for the entire combat operating
it. It takes 2 crew to operate the Cannon, so if there is less than
2 left in an adjacent rear square it cannot be used. Any Chaos Dwarfs
manning the Earthshaker Cannon do not get to make their normal attacks.
If one of the original Chaos Dwarfs manning the Cannon dies, another
Chaos Dwarf that is the closest will move behind the Cannon to help
operate it (randomly decide if necessary). That Chaos Dwarf ignores
Pinning for this turn only. Only the lowest rank of Chaos Dwarfs
will operate the Earthshaker Cannon, so Chaos Dwarf Lords, etc.
will not use it. The Cannon takes its turn using the Initiative
value of the Chaos Dwarf operating it. Due to it's size, once placed,
it cannot be moved. The Earthshaker Cannon can fire even if a Warrior
is adjacent to it. It will aim for a different target each turn
- randomly determine who it goes for. When firing, roll on the following
table:
1 Boom!
The
shell explodes as it is being loaded. The Earthshaker Cannon and
any adjacent crew are destroyed. Any models adjacent are thrown
to the ground as described in result 4-6 below, but do not take
damage. The Warriors do not get any Gold or Treasure Cards for
the Earthshaker Cannon or Chaos Dwarf crew that blow up.
2-3 Miss
The shell explodes in mid-air,
missing the Warrior.
4-6 Hit
The shell embeds itself at the
Warrior’s feet and explodes. Work out the damage caused
and apply it to the Warrior. In addition, any Warriors adjacent
to the Warrior suffer half damage (rounding up). The Warrior and
any models adjacent to him are knocked over by the force of the
blast for one turn; Warriors are considered to be Prone.
DEATH ROCKET
The Death Rocket
is a crazy invention of Chaos Dwarf Sorcerers. It consists of a
tubular rocket about 7 feet long packed full of a chemical propellant.
The chemical is highly unstable and extremely toxic. The rocket
tip contains a highly explosive charge which detonates on impact.
|
Death Rocket |
Wounds |
25 |
Move |
- |
Weapon Skill |
1 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
7 |
Armour |
- |
Initiative |
- |
Attacks |
1 |
Damage |
3D6 |
Gold |
500 |
Death Rocket
Death Rocket.
Death Rocket
Death
Rockets will be accompanied by 2 Chaos Dwarf crew who stand directly
behind the Rocket and will remain there for the entire combat operating
it. It takes 2 crew to operate the Rocket, so if there is less than
2 left in an adjacent rear square it cannot be used. Any Chaos Dwarfs
manning the Death Rocket do not get to make their normal attacks.
If one of the original Chaos Dwarfs manning the Rocket dies, another
Chaos Dwarf that is the closest will move behind the Rocket to help
operate it (randomly decide if necessary). That Chaos Dwarf ignores
Pinning for this turn only. Only the lowest rank of Chaos Dwarfs
will operate the Death Rocket, so Chaos Dwarf Lords, etc. will not
use it. The Rocket takes its turn using the Initiative value of
the Chaos Dwarf operating it. Due to it's size, once placed, it
cannot be moved. The Death Rocket can fire even if a Warrior is
adjacent to it. It will aim for a different target each turn - randomly
determine who it goes for. When firing, roll on the following table:
1 Boom!
The rocket explodes as it is being
loaded. The Death Rocket and any adjacent crew are destroyed.
Any other models adjacent take 1D6 unmodified poison damage from
the fumes. The Warriors do not get any Gold or Treasure Cards
for the Death Rocket or Chaos Dwarf crew that blow up.
2-3 Miss
The rocket misses the Warrior,
exploding nearby.
4-6 Hit
The rocket lands directly at the
Warrior’s feet, exploding in his face. Work out the damage
caused and apply it to the Warrior. In addition, the Warrior and
any other Warriors adjacent to the target suffer 1D6 unmodified
Poison damage due to the toxic fumes.
LAMMASU
Believed to be a
rare mutation of the Great Taurus, the Lammasu is a winged beast
with the body of a vast bull and a monstrous face. Rather than air
it breathes raw magic, and its poisonous breath is known as a Sorcerous
Exhalation.
|
Lammasu |
Wounds |
50 |
Move |
6 |
Weapon Skill |
6 |
Ballistic
Skill |
- |
Strength |
6 |
Toughness |
7 |
Armour |
- |
Initiative |
6 |
Attacks |
3 |
Damage |
4D6 |
Gold |
2000 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Lammasu |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Lammasu
Fly; Magic Resistance
4+; Sorcerous Exhalation; Terror 10.
Sorcerous Exhalation
A Lammasu breathes
out whirling tendrils of magic that provide protection against magical
attacks. All Attacks made with a magical weapon against a Lammasu
have a -2 To Hit modifier.
Lammasus can be
ridden by Chaos Dwarfs or Chaos Dwarf Sorcerers.
GREAT TAURUS
The most fearsome
of all the servants of the Chaos Dwarfs, the Great Taurus is a massive,
fire-breathing, winged bull. When it moves it strikes sparks on
the floor, and its whole body is wreathed in fire and smoke.
|
Great Taurus |
Wounds |
50 |
Move |
6 |
Weapon Skill |
6 |
Ballistic
Skill |
- |
Strength |
6 |
Toughness |
6 (9) |
Armour |
3 |
Initiative |
7 |
Attacks |
4 |
Damage |
4D6 |
Gold |
2250 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Great Taurus |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Great Taurus
Breathe Fire 3; Fly;
Terror 10.
Great Tauruses
can be ridden by any Chaos Dwarfs or Chaos Dwarf Sorcerers.
Original
Chaos Dwarf Bestiary © Games Workshop.
Additional Chaos Dwarf Monsters converted by Andrew Brockhouse.
|