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CHAOS DWARF ARMY LIST

Army Special Rules:


Unyielding: Chaos Dwarf units flee and pursue 2D6-1” rather than 2D6”.

Implacable: Chaos Dwarf units may march within 8” of enemy units

Mainstay Unit: The number of Chaos Dwarf Warrior units in the army restricts the
number of other types of units. For example, if you had three Chaos Dwarf Warrior
units in your army then you could have no more than three Hobgoblin units, no more
than three Black Orc units etc.

The Chaos Dwarfs can use blunderbusses. A unit with blunderbusses may move and
fire in the same turn. When they shoot they project a ‘fire zone’ the width of the unit
and 12” straight forward. Any model within this is a potential target and is hit on a 4+.
The only exceptions are models behind extremely substantial cover such as a hill or a
building. Models behind walls or in woods are hit as normal. Hits are resolved at S3
plus 1 per rank up to S5. Ranks count if at least 5 wide. A single character in the
front rank will not effect the unit’s fire.

Chaos Dwarfs and Bull Centaurs ignore panic tests for breaking and fleeing Orc and
Goblin units of all types.

Many powerful Chaos Dwarfs have powerful bull-headed Minotaurs accompany them
into battle. This is seen as a sign of great prestige and status. Minotaurs ignore panic
tests for breaking and fleeing Greenskin Units of all types.
Bloodgreed: Minotaurs are known for their craving for flesh, and even in the heat of
the battle will stop to devour the fallen rather than continue to fight. A unit of
minotaurs can never make an Overrun move, even if normally forced to do so by
Psychology or some other effect. However, Minotaurs pursue 3D6” rather than 2D6”.

Orcs of all types ignore panic tests for breaking and fleeing Goblin Units of all types.

All troops ignore panic tests for breaking and fleeing Hobgoblin units except for other
Hobgoblins.

Animosity: The animosity rolls for Greenskin slaves are the same as for normal
Greenskins as found in the Orc and Goblin army book.

Greenskin troops cannot declare a Waaagh! At the start of their turn.

Any Greenskin unit entitled to a magic banner must use one from the Chaos Dwarf
army list.

Bull Centaurs, Bull Centaur Heroes and Bull Centaur Lords count as infantry for the
purposes of using Great Weapons and for the +1 hand weapon/shield armour save
bonus in combat. They do not get a +1 armour save for being mounted. In all other
respects they are Cavalry.
Dark Metal Armour: Dark metal is blackened iron mined from the bowels of the
earth laced with trace amounts of warpstone. It grants the wearer a 4+ armour save
which can be combined with other types of armour as normal. Dark metal armour
does not interfere with the casting of magic, so can be worn by Sorcerors.
It does not count as magical.

Sorceror Lords
Sorceror Lords are the ruling elite of the Chaos Dwarfs. They function as Priests
within the Hierarchy of Chaos Dwarf society and channel the power of the God
Hashut into devastating magical spells on the battlefield.

Over time Sorceror Lords begin to gradually turn into stone. This slow process of
petrification is seen as a blessing of Hashut, and it is regarded as a symbol of great
status in Chaos Dwarf society.

Sorceror Lords may ride Lammasu. Lammasu are large targets, cause Terror and can
fly. A Lammasu gives it’s rider Magic Resistance 2.

Daemonic Slavelord: Chaos Dwarf Sorceror Lords have mastered the art of
summoning and binding the Daemons of other Chaos powers, and forcing them to
obey their will on the battlefield. For every Sorceror Lord in the army, you may field
one (i.e. only one per Sorceror Lord) lesser Daemon unit, as listed in the Hordes of
Chaos army book (i.e. a Plaguebearer, Daemonette, Horror or Bloodletter unit) OR
you may field one Greater Daemon, as listed in the Hordes of Chaos army book (i.e. a
Bloodthirster, Keeper of Secrets, Great Unclean One or Lord of Change).
You must pay full points for the unit or Greater Daemon, and all it’s normal rules
apply.

Sorcerors
Sorcerors are less powerful than Sorceror Lords, but they all aspire to the status of
Lord and will stop at nothing in order to attain it.

Daemonic Slavemaster: Chaos Dwarf Sorcerors have mastered the art of


summoning and binding the Daemons of other Chaos powers, and forcing them to
obey their will on the battlefield. For every Sorceror in the army, you may field one
(i.e. only one per sorceror) lesser Daemon unit, as listed in the Hordes of Chaos army
book (i.e. a Plaguebearer, Daemonette, Horror or Bloodletter unit).
You must pay full points for the unit and all it’s normal rules apply.

Chaos Dwarf Lords


The most powerful Warlords of the Chaos Dwarfs can order huge armies into the field
of battle. If the career of a Warlord is seen as auspicious and Hashut chooses to
reward him, then the Lord may be permitted to ride a mighty Taurus into battle.
Chaos Dwarf Lords may ride a Great Taurus. A Great Taurus is immune to fire-based
attacks, has a 4+ save and breathes S3 fire.

Dark Master: Chaos Dwarf Lords are the masters of hundreds, sometimes thousands
of warriors and are justifiably feared. The best warriors a Lord commands are taken
into the Lord’s retinue and accompany him to battle. For every Chaos Dwarf Lord
you field you have the option of fielding one unit of Chaos Dwarf Immortals.

Slavemasters
Slavemasters are the cruellest and most brutal of the Chaos Dwarf race, amassing vast
fortunes by overseeing the enslavement of countless thousands of Orcs, Goblins and
Humans. In battle they will usually join a unit of slaves to ensure that they carry out
their orders exactly as intended.

Overlord: If you have a Slavemaster in your army and he joins a unit of Greenskin
slaves, then that unit becomes stubborn so long as he is in the unit. If he leaves the
unit or is killed then the unit is no longer stubborn.
The Slavemaster himself is not Stubborn, hence the unit will either test on the
slavemaster’s modified leadership or on their own (unmodified) leadership –
whichever is highest.

Engineers
Chaos Dwarf engineers are barely sane. Spending their entire lives working around
toxic fumes, demonic energies and warpstone allows them to create devices of
unimaginable power for the Sorcerors and Lords that they serve. Inevitably, most of
them end up mad or dead.

Master of the Infernal Machineries: Chaos Dwarf engineers often accompany the
Chaos Dwarf armies into battle, either to test new machines, to make sure existing
ones are used correctly, or simply because they want to. If a Chaos Dwarf Engineer is
included in your army then the following special rules apply:
 Chaos Dwarf Warmachines count as core rather than special.
 If he joins a warmachine that needs to roll to hit (such as a Bolt Thrower) then
the war machine may roll to hit using the Engineer’s Ballistic Skill.
 If he joins a machine that needs to roll an artillery dice then he may reroll the
artillery dice for that machine once per turn. This may be used to avoid a
misfire.
If more than one Chaos Dwarf Engineer is included in your army then the following
special rule applies (in addition to the above):

 If your army includes more than one Engineer then you may purchase up to
two Hobgoblin Bolt Throwers as a single special choice.
CHAOS DWARF MAGIC
Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow and Death from the
Warhammer rulebook.

CHAOS DWARF MAGIC ITEMS


COMMON MAGIC ITEMS
Sword of Striking: 20 Points
Magic Weapon. The wielder has +1 to all his to Hit rolls in Close Combat.

Sword of Battle: 15 Points


Magic Weapon. The wielder has +1 Attack.

Sword of Might: 15 Points


Magic Weapon. The wielder has +1 Strength.

Biting Blade: 5 Points


Magic Weapon. The wielder’s attacks incur an extra -1 penalty to enemy Armour
Saves.

Enchanted Shield: 10 Points


Magic Armor. The wearer has +2 to their Armour Save.

Talisman of Protection: 15 Points


Talisman. The bearer has a 6+ ward save

Dispel Scroll: 25 Points


One Use Only
Arcane Item. Automatically Dispel an enemy spell instead of making a normal Dispel
attempt.

Power Stone: 20 Points


One Use Only
Arcane Item. The bearer has +2 power dice to cast a spell.

Staff of Sorcery: 35 Points


Arcane Item. +1 to all Dispel rolls.

War Banner: 25 Points


Magical Banner. +1 Combat Resolution

MAGIC WEAPONS
Black Hammer of Hashut 45 Points
+2 Strength. Flammable targets are automatically killed if they take a single unsaved
wound.

Obsidian Blade: 70 Points


No Armour Save allowed. If target takes an unsaved wound his armour and shield
(including Magic Armour and Magic Shields) is destroyed.

Dark Mace of Death: 55 Points


Once per battle the wielder may make a single special attack instead of rolling to hit,
etc as normal. All models in base contact (not the bearer’s mount) take D3 wounds
with no Armour Saves allowed.

Berserker’s Axe: 60 Points


The bearer of the axe has +2 added to their Strength, and may join a unit of Chaos
Dwarf Berserkers if he wishes.

Warpstone Shamshir: 50 Points


The bearer of the axe has +2 added to their Attacks

Whip of the Overlord: 20 Points


Slavemasters only
If the bearer of the Whip joins a Greenskin unit then he and his unit may reroll any
failed Psychology test.

Hashut’s Scimitar: 25 Points


The bearer of the Scimitar has the killing blow ability.

MAGIC ARMOUR
Armour of Gazrakh: 30 Points
Gives the wearer a 1+ armor save which can't be improved in any way

Armour of the Furnace: 45 Points


Counts as wearing armour (4+ armour save). 5+ ward save. Wearer and his mount is
immune to fire based attacks and spells.

Cloak of Flayed Flesh: 15 Points


+2 armour save versus all magical and non-magical missile fire, up to a maximum of
1+. This can be combined with non-magical armour.

TALISMANS
Talisman of Obsidian: 100 Points
Wearer cannot be affected by spells at all (not even friendly spells), and obviously
cannot cast any himself. Wizards in base contact cannot cast spells.

The Cursed Skull: 30 Points


The possessor of the Cursed Skull gains a 5+ ward save

Shroud of Black Fog: 30 Points


The Shroud grants it’s owner a 3+ ward save versus all magical and non-magical
missile fire.

ARCANE ITEMS
Chalice of Darkness: 50 Points
You may choose to roll a D3 at the start of either player’s Magic phase. Remove this
many dice from both player’s magic pools.

Staff of Hidden Terrors: 40 Points


Grants +1 to all casting attempts

Power Familiar: 50 Points


+1 power dice and dispel dice, so long as the Familiar’s Sorceror remains alive

Warrior Familiar: 30 Points


So long as the Familiar’s Sorceror remains alive, the Familiar will deliver a Strength 5
hit at a model in base to base contact with the wizard at the beginning of each close
combat phase. Wounds inflicted do count towards combat res.

Spell Familiar: 15 Points


The Sorceror knows one more spell than he would otherwise be normally allowed.

ENCHANTED ITEMS
Gauntlets of Bazhrakh the Cruel: 20 Points
+1 Strength. If the wearer rolls a 1 to hit, this blow strikes a random friendly model
in base contact instead. This could be the mount.

Black Gem of Gnar: 35 Points


Can be activated at the beginning of either player’s close combat phase, after
challenges are issued and accepted. The bearer and one model in base contact
(bearer’s choice) may not attack or be attacked for the duration of that phase. Work
out combat resolution as normal. Steeds may not attack either. One use only.

The Dark Brooch: 25 Points


One use only
The bearer may reroll any one dice, which can even be used to avoid a miscast or
cause irresistible force.

Snakebeard’s Telescope: 20 Points


Engineers Only
Ballistic Skill+1

Manticore Venom: 15 Points


Any mundane weapon used the owner of the manticore venom (close combat or
ranged) counts as a poisoned weapon.

Hooves of Hashut: 45 Points


Bound item, power level 4
Magic Missile, 18” range, 3D6 Strength 2 hits.

Powdered Dwarf bones: 25 Points


Engineers Only
This powder, which is a mixture of Dwarf bones and other secret ingredients, has the
curious effect of enhancing the effect of the black powder used in blunderbusses. If
one of your Engineers has this item then one Blunderbuss unit you field is considered
to have one more rank than it actually does in terms of calculating the strength of the
weapon based upon ranks (this unit must be nominated before the game starts). For
example, if your Blunderbuss unit has two ranks then the Blunderbusses would
normally fire at Strength 4 (base strength of three, plus one for the second rank to
bring it up to Strength 4). However, if one of your Engineers was armed with this
powder then when calculating the strength of the Blunderbusses that unit would be
considered to have an extra rank when determining the Strength of the blunderbuss
(in other words, if your Blunderbuss unit has two ranks then the Blunderbusses would
normally fire at Strength 4 (base strength of three, plus one for the second rank to
bring it up to Strength 4), then they would add an extra +1 for the Powdered Dwarf
bones to bring it up to Strength 5, as though they had a third rank). Remember that
blunderbusses may never have more than Strength 5, even with the Powdered Dwarf
bones.
Note that unlike other enchanted items this item can be taken multiple times. Each
additional time you take it enables one more blunderbuss unit to be effected.

MAGIC STANDARDS
Banner of Slavery: 50 Points
Orc, Goblin and Hobgoblin units within 12” of the banner may re-roll any failed
Psychology tests.

Banner of Eternal Servitude: 75 Points


All models in the unit cause Fear

Rage Banner: 60 Points


All models in the unit get +1 Attack on the charge.

Banner of the Raging Bull: 125 Points


All non-Daemonic units within 6” become Stubborn (even if normally immune to
Psychology)

Banner of Ghostly Visions: 10 Points


Enemy troops being charged by the unit wielding this banner may not stand and shoot
as a charge reaction.
ARMIES OF THE CHAOS DWARFS
CHOOSING CHARACTERS
Army Max. Total Max. Max.
Points value Characters Lords Heroes
Less than 2,000 3 0 3
2,000 or more 4 1 4
3,000 or more 6 2 6
4,000 or more 8 3 8
Each +1,000 +2 +1 +2

CHOOSING TROOPS
Army Core Special Rare
Points value Units Units Units
Less than 2,000 2+ 0-3 0-1
2,000 or more 3+ 0-4 0-2
3,000 or more 4+ 0-5 0-3
4,000 or more 5+ 0-6 0-4
Each +1,000 +1 minimum +0-1 +0-1
LORDS
Chaos Dwarf Lord 145 points
Chaos Dwarf M WS BS S T W I A Ld
Lord 3 7 4 4 5 3 4 4 10
Great Taurus 6 5 0 6 5 4 3 4 6
Weapons: Hand weapon and dark metal armour
Options:
 May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 100 points.
 May have a great weapon (+6 pts) and/or a pistol (+10 points).
 May have a shield (+3 pts).
 A Chaos Dwarf Lord may ride a Great Taurus (+230 pts)
Special Rules: Dark Master

Sorceror Lord 190 points


Sorceror M WS BS S T W I A Ld
Lord 3 4 3 4 5 3 1 1 10
Lammasu 6 3 0 5 5 4 2 2 8
Weapons: Hand weapon
Magic: A Sorceror Lord is a level 3 wizard. This may be increased to Level 4 at a
cost of +35 points. Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow
and Death
Options:
 May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 100 points.
 A Sorceror may ride a Lammasu (+200 pts)
 If you wish then the Sorceror Lord can have begun the process of petrification,
in which case he may buy any of the following upgrades (these do not count as
magic items):
o Stoneskin: W.+1 25 points
o The Stone Everlasting: T.+1 35 points
o Stonesoul: model gains the Regeneration ability 50 points

Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow and Death
Special Rules: Daemonic Slavelord
0-1 Bull Centaur Lord 170 points
Bull Centaur M WS BS S T W I A Ld
Lord 7 6 3 5 5 3 5 5 9
Weapons: Hand weapon and dark metal armour
Options:
 May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 100 points.
 May have an additional hand weapon (+6 pts) or great weapon (+6 pts).
 May have a shield (+3 pts).
HEROES
Chaos Dwarf Hero 65 points per model
Chaos M WS BS S T W I A Ld
Dwarf Hero 3 6 4 4 5 2 3 3 9
Weapons: Hand weapon and dark metal armour
Options:
 May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 50 points.
 May have an additional hand weapon (+4 pts) or great weapon (+4 pts).
 May have a shield (+2 pts).

Chaos Dwarf Sorceror 65 points per model


Chaos Dwarf
M WS BS S T W I A Ld
Sorceror 3 4 3 3 4 2 2 1 9
Weapons: Hand weapon
Magic: A Sorceror Lord is a level 1 wizard. This may be increased to Level 2 at a
cost of +35 points. Chaos Dwarf Wizards may use the lores of Fire, Metal, Shadow
and Death
Options:
 May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 50 points.
Special Rules: Daemonic Slavemaster

Bull Centaur Hero 100 points per model


Bull Centaur M WS BS S T W I A Ld
Hero 7 5 3 4 5 2 4 4 9
Weapons: Hand weapon and dark metal armour
Options:
 May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 50 points.
 May have an additional hand weapon (+4 pts) or great weapon (+4 pts).
 May have a shield (+2 pts).
Hobgoblin Hero 40 points per model
Hobgoblin M WS BS S T W I A Ld
Hero 4 5 3 4 4 2 3 3 7
Wolf 9 3 0 3 3 1 3 1 3
Weapons: Hand weapon
Options:
 May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 50 points.
 May have an additional hand weapon (+6 pts) or great weapon (+6 pts).
 May have light armour (+3 pts), heavy armour (+6 pts) and/or a shield (+3 pts).
 A Hobgoblin Hero may ride a Wolf (+12 pts). If on a Wolf then he will
follow the rules for fast cavalry

Chaos Dwarf Slavemaster 85 points per model


M WS BS S T W I A Ld
Slavemaster 3 6 4 4 5 2 3 3 9
Weapons: Hand weapon
Options:
 May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 50 points.
 May have an additional hand weapon (+4 pts) or great weapon (+4 pts).
 May have light armour (+2 pts), heavy armour (+4 pts) and/or a shield (+2 pts).

Special Rules: Overlord

Chaos Dwarf Engineer 85 points per model


Chaos M WS BS S T W I A Ld
Dwarf Hero 3 4 5 4 4 2 2 2 9
Weapons: Hand weapon and dark metal armour
Options:
 May choose a mix of items from the common or Chaos Dwarfs magic item list
with a maximum total value of 50 points.
 May have an additional hand weapon (+4 pts) or great weapon (+4 pts).
 May have a shield (+2 pts).
Special Rules: Master of the Infernal Machineries

Army Battle Standard:


One Chaos Dwarf Hero or Bull Centaur Hero may carry the Battle Standard for +25
points.
He may carry any magic banner (no points limit), but if he does he may take no other
magic items. He may not be given any extra equipment except light or heavy armour.
A Battle Standard Bearer may not be your army general.
CORE UNITS
Chaos Dwarf Warriors 9 points per model
Chaos Dwarf M WS BS S T W I A Ld
Warriors
3 4 3 3 4 1 2 1 9
Champion 3 4 3 3 4 1 2 2 9
Unit Size: 10+
Weapons and Armour: Hand weapon, heavy armour and shield
Options:
 May either have a great axe (+2 pt/model) or replace their shield with a
Blunderbuss (+3 pt/model)
 Upgrade one Chaos Dwarf Warrior to a musician for +5 pts.
 Upgrade one Chaos Dwarf Warrior to a standard bearer for +10 pts.
 Upgrade one Chaos Dwarf Warrior to a champion for +10 pts.
Special rules: Mainstay Unit

Hobgoblins 3 points per model


M WS BS S T W I A Ld
Hobgoblin 4 3 3 3 3 1 2 1 6
Champion 4 3 3 3 3 1 2 2 6
Wolf 9 3 0 3 3 1 3 1 3
Unit Size: 10+ (5+ if mounted on wolves)
Weapons and Armour: Hand weapon
Options:
 May have a bow (+3 pt/model)
 May have light armour (+1 pt/model) and/or shield (+1 pt/model)
 May ride Wolves (+9 pt/model)
 Upgrade one Hobgoblin to a musician for +10 pts.
 Upgrade one Hobgoblin to a standard bearer for +10 pts.
 Upgrade one Hobgoblin to a champion for +10 pts.
Special rules: Hobgoblins do not count towards the minimum number of core troops
required in the army. If Hobgoblins are mounted on wolves then they are fast cavalry
SPECIAL UNITS
Orc Boyz (see the entry in the Orc and Goblin Army Book)

Goblins (see the entry in the Orc and Goblin Army Book)

Arrer Boyz (see the entry in the Orc and Goblin Army Book)

0-1 Black Orcs (see the entry in the Orc and Goblin Army Book)

Death Rocket 80 points per model


Death M WS BS S T W I A Ld
Rocket 7 3
Crew 3 4 3 3 4 1 2 1 9
Unit Size: 1 warmachine and 2 Chaos Dwarf crew
Equipment: Hand weapon and heavy armour
Special rules: Treat as a stone thrower in the rulebook with the following exceptions:
You may only guess up to 48” for range. Use the cannon misfire table if you roll a
misfire and an arrow. However, if you roll a hit and a misfire the rocket hits the
ground where you aimed and then shoots off in a random direction before exploding.
Roll 4D6” for the distance the rocket moves (in the direction of the arrow on the hit
symbol), and resolve the explosion there. It does no damage where it lands originally.

Hobgoblin bolt thrower 30 points per model


Bolt M WS BS S T W I A Ld
Thrower 7 3
Crew 4 3 3 3 3 1 2 1 6
Unit Size: 1 warmachine and 2 Hobgoblin crew
Equipment: Hand weapon
Special rules: see the Warhammer rulebook for details

Chaos Dwarf Warmachine 100 points per model


Whirlwind/ M WS BS S T W I A Ld
Tenderiser 5 5 4
Boar Centaur 7 4 5 3 2 9
Unit Size: 1
Crew: One Boar Centaur
Equipment: The Boar Centaur is equipped with a hand weapon. The Chariot has
scythed wheels.
Armour Save: 3+
Special rules: Whirlwinds and Tenderisers count as Chariots in all respects.
Chaos Dwarf Immortals 12 points per model
Chaos Dwarf M WS BS S T W I A Ld
Immortal 3 5 3 4 4 1 2 1 9
Champion 3 5 3 4 4 1 2 2 9
Unit Size: 10+
Weapons and Armour: Hand weapon, heavy armour and great weapon
Options:
 May have a shield (+1 pt/model)
 Upgrade one Chaos Dwarf Immortal to a musician for +6 pts.
 Upgrade one Chaos Dwarf Immortal to a standard bearer for +12 pts.
 Upgrade one Chaos Dwarf Immortal to a champion for +12 pts.
 A Standard Bearer may carry a magic standard worth up to 50 pts.
Special rules: Stubborn, Can only be taken if your army includes a Chaos Dwarf
Lord

Minotaurs 40 points per model


M WS BS S T W I A Ld
Minotaur 6 4 3 4 4 3 4 3 8
Bloodkine 6 4 3 4 4 3 4 4 8
Unit Size: 3+
Weapons and Armour: Hand weapon
Options:
 A unit may be equipped with either an additional hand weapon (+4 pts/model)
or a great weapon (+6 pts/model)
 Any unit may be equipped with light armour (+3 pts/model)
 Upgrade one Minotaur to a standard bearer for +20 pts.
 Upgrade one Minotaur to a Bloodkine for +20 pts.
 A Standard Bearer may carry a magic standard worth up to 50 pts.
Special rules: Cause Fear, Bloodgreed
RARE UNITS
Bull Centaurs 20 points per model
Bull M WS BS S T W I A Ld
Centaur 7 4 3 4 4 1 3 2 9
Champion 7 4 3 4 4 1 3 3 9
Unit Size: 5+
Weapons and Armour: Hand weapon, great axe, light armour and shield
Options:
 May swap great axe for additional hand weapon
 May upgrade light armour to heavy armour (+1 pt/model)
 Unit strength 2 per model
 Upgrade one Bull Centaur to a musician for +15 pts.
 Upgrade one Bull Centaur to a standard bearer for +15 pts.
 Upgrade one Bull Centaur to a champion for +15 pts.
 A Standard Bearer may carry a magic standard worth up to 50 pts.

Earthshaker 110 points per model


M WS BS S T W I A Ld
Earthshaker 7 3
Crew 3 4 3 3 4 1 2 1 9
Unit Size: 1 warmachine and 3 Chaos Dwarf crew
Equipment: Hand weapon and heavy armour
Special rules: Treat as a stone thrower in the rulebook with the following exceptions.
You may only guess between 12” and 48” for range. Use the cannon misfire table. In
addition to normal damage, roll 2D6 once you have worked out where the shell lands.
Any troops within this distance in inches from the centre of the template move at half
rate in their next turn and may not shoot missile weapons. War machines caught in
the area may only fire on a 4+.
Chaos Dwarf Berserkers 16 points per model
Chaos Dwarf M WS BS S T W I A Ld
Berserker
3 4 3 3 4 1 2 1 10
Champion 3 4 3 3 4 1 2 1 10
Unit Size: 5-30
Weapons and Armour: Two hand weapons, great weapon, heavy armour and shield
Options:
 May swap great axe for additional hand weapon
 Upgrade one Berserker to a musician for +6 pts.
 Upgrade one Berserker to a standard bearer for +12 pts.
 Upgrade one Berserker to a champion for +15 pts.
Special rules: Frenzy, No Lord or Hero may join the unit