OTHER CHAOS DWARF INFORMATION


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ARMY SELECTION
Characters0 to 50%Up to half of the points value of the army may be spent on characters. This includes the cost of monsters ridden by characters.
Units25%+At least a quarter of the total points value of the army must be spent on Units. This does not include the cost of Champions who are paid for out of the Characters allowance.
War Machines0 to 25%Up to a quarter of the points value of the army may be spent on war machines.
Monsters0 to 25%Up to a quarter of the points value of the army may be spent on monsters. This does not include the cost of monsters ridden by charactes, which must be paid for from the Characters allowance.
Allies0 to 25%Up to a quarter of the points value of the army may be spent on allies chosen from the following lists: Chaos, and Orcs & Goblins.



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, those marked with two asterixes (**) are not available to Chaos Dwarfs, Bull Centaurs, or Hobgoblins.

EQUIPMENT LIST
HAND-TO-HAND COMBAT WEAPONS
A single sword, mace, axe or other hand weaponFree
An additional sword, axe, etc.1
Double-handed weapon including double-handed axe, sword, etc.2
Flail1
Halberd2
Spear1
Lance for a mounted warrior2**
MISSILE WEAPONS
Bow2*
Short Bow1*
Long Bow3**
Crossbow3**
Repeating Crossbow4**
Javelin1*
Sling1*
Hand Gun3
Pistol2
ARMOUR
Shield1
Light Armour2
Heavy Armour3
Barding for Steed4**



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.

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.


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