CHAOS DWARF UNITS


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1+ Units of Chaos Dwarf Warriors..... 14 points

Your army must include at least one unit of Chaos Dwarf Warriors and may include more if you wish.

Profile MWSBSSTWIALD
Chaos Dwarf34334 1219

Equipment: Chaos Dwarfs wear heavy armour and carry shields. They carry hand weapons and double-handed axes.

Save: 4+

Options: One unit of Chaos Dwarfs may carry a magic standard.


Chaos Dwarf Blunderbusses..... 14 points

Your army may include any number of units of Chaos Dwarfs with blunderbusses.

Profile MWSBSSTWIALD
Chaos Dwarf34334 1219

Equipment: Chaos Dwarfs wear heavy armour and are armed with blunderbusses and hand weapon.

Save: 5+

Options: Any unit of Chaos Dwarfs with blunderbusses may be equipped with shields (+1 point).

Shooting: The weapon has a range of 12" and the regiment may only shoot if it did not move during its movement phase. Work out the results of shooting as follows:

Draw an imaginary 12" line from the left side of the regiment. Now draw a similar line on the right hand side. Draw a line across the two to form a square area which extends across the regiment's entire frontage and 12" in front of it. This zone indicates the regiment's fire zone.

Every model within this zone is a potentianl casualty, even models behind other models or behind cover. Only targets which like on the other side of a hill or building are protected from the Blunderbusses. It makes no difference how many Blunderbusses are firing, the important consideration is the fire zone covered by the unit. The number or ranks in the Blunderbuss unit also has an effect. It is assumed that the models behind poke their weapons forward and add their fire to the volley.

Roll a dice for each potential casualty to determine if you hit. It is easiest to do this unit by unit, rolling a handful of dice at one go, for each unit. A model is a potential hit if its base is at least halfway within the fire zone.

Roll to hit each target using the BS of the Chaos Dwarfs as normal. None of the usual to hit modifiers apply, except for cover.

Resolve each hit in the normal way. The Blunderbuss has a strength of 3, but this is increased by +1 for each full rank of Chaos Dwarfs behind the first up to a maximum of 5 (three full ranks including the front). Any Chaos Dwarfs in the rank behind the thirds are too far back to poke their weapons forward.

Resolve saving throws for any casualties using the appropriate modifier for Strength. No additional modifier applies as it does for hand guns. Once you have established the total number of wounds inflicted on a unit, remove casualties exactly as normal.

Proceed with each potential target unit or individual model until you have resolved all casualties.

Targets with Several Wounds: Once the total number of wounds inflicted has been calculated remove casualties from target units excatly as you would for normal shooting from bows, crossbows, etc.

Characters and Monsters: In the case of enemy characters and single monsters with many wounds, only one dice is rolled and only a maximum of one dice is rolled and only a maximum of one wound is normally suffered. If a hero in mounted on a monster then both are potentially hit if they lie within the fire zone. In the case of characters and war machines, each crew member, each horse or wolf pulling a chariot, and the machine or chariot itself are each potentially hit assuming they lie within the fire zone. This is effectively the same as if the war machine or chariot were hit by a stonethrower template which covered them.

If a monster with several wounds, a character and monster, a war machine, a character model, or a war machine is either: 1) the only model in the fire zone, or 2) the closest target in the fire zone measuring from the unit's front, then the Blunderbusses may elect to Concentrate Fire on this target alone.

When firing a concentrated volley, roll one dice to hit for each Chaos Dwarf in the front rank, applying modifiers only for cover exactly as described above. Resolve all hits against the target as you would normal shooting with the addition of the strength bonuses for ranks as before. If the models being fired at consist of a chariot, character riding a monster, or other multiple targets, randomly distribute hits exactly as you would with normal shooting.

Friendly Units In the Fire Zone: The flying shards of iron, hot coals, and debris fired from the Blunderbusses do not discriminate between friend and foe. It is therefore vital for the Chaos Dwarf general to position his Blunderbuss units appropriately.

Stand and Fire: A Blunderbuss unit can stand and fire against a charging enemy unit if it starts its move more than half its own charge distance away as per normal. The Blunderbusses hold their fire until the last moment. Then they concentrate fire on the charging foe in the same manner described above for firing at isolated characters and machines. Roll a D6 for each Chaos Dwarf front ranker ignoring the to hit modifiers as usual for Blunderbusses. Work out wounds and remove casualties as normal, applying the strength modifier for a second or third rank. When a Blunderbuss unit stands and fires it only shoots at its chargers, not at other troops within its fire zone.


Bull Centaurs..... 41 points

Your army may include any number of units of Bull Centaurs.

Profile MWSBSSTWIALD
Bull Centaur84344 2329

Equipment: Bull Centaurs wear light armour and carry shields. They are armed with double-handed axes.

Save: 5+

Options: One unit of Bull Centaurs may carry a magic standard.


Hobgoblin Warriors..... 5 points

Your army may include any number of units of Hobgoblin Warriors.

Profile MWSBSSTWIALD
Hobgoblins43333 1216

Equipment: Hobgoblin Warriors carry a hand weapon and shield.

Save: 6+

Options: Any units of Hobgoblins may be equipped with light armour (+1 point).


Hobgoblin Sneaky Gits..... 6 points

Your army may include any number of units of Hobgoblin Sneaky Gits.

Profile MWSBSSTWIALD
Sneaky Gits43333 1216

Equipment: Sneaky Gits are armed with two long, curved daggers (hand weapons).

Save: None

Envelopment: Sneaky Gits lap round any number of rear rank models in combat. The first turn of hand-to-hand combat is always fought as normal. Whether the Hobgoblins win the combat or now they are allowed to bring models from rear ranks to lap round the enemy formation. The enemy may never lap round the Sneaky Gits, not even if they win the combat.

However, where a normal unit can only lap round by a maximum of two models on each flank, the Sneaky Gits can move an unlimited number of models from their rear ranks around the sides or rear of the enemy unit.

Attacks: Sneaky Gits have an extra weapon so they automatically receive an extra attack giving them two attacks rather than one.

Champion: Sneaky Gits Champions are an exception to the normal Champion rules. They can be armed with 2 daggers like the other Sneaky Gits (+1 point for 2 daggers) or they can be armed with shield and hand weapon (+1 point for shield).

Poison Daggers: Sneaky Gits are armed with deadly poisoned daggers. Any wounds inflicted by these impose an additional -1 armour save modifier.


Hobgoblin Archers..... 5 1/2 points

Your army may include any number of units of Hobgoblins armed with bows.

Profile MWSBSSTWIALD
Hobgoblins43333 1216

Equipment: Hobgoblin Archers carry a hand weapon and bow.

Save: None

Options: Any units of Hobgoblin archers may be equipped with light armour (+1 point), and shields (+1/2 point).


Hobgoblin Wolf Riders..... 14 points

Your army may include any number of units of Hobgoblin Wolf Riders.

Profile MWSBSSTWIALD
Hobgoblins43333 1216
Giant Wolf94033 1313

Equipment: Hobgoblin Wolf Riders carry a shield and hand weapon.

Save: 5+

Options: Any units of Hobgoblin Wolf Riders may be equipped with light armour (+2 points), and armed with short bows (+1 point).

Special Rules: Hobgoblin Wolf Riders can skirmish.


0-1 Unit of Black Orcs..... 9 points

Profile MWSBSSTWIALD
Black Orc44344 1218

Equipment: Black Orcs wear light armour and carry a hand weapon.

Save: 6+

Options: The unit of Black Orcs may be armed with one of the following: double-handed weapons (+2 points), halberds (+2 points), spears (+1 point), or an additional hand weapon (+1 point). The unit of Black Orcs may carry shields (+1 point).

Animosity and Panic: Black Orcs are not affected by animosity and never need test for it. They also need not take a panic test if they see Orcs and Goblisn break or flee past them during the turn. This applies only to Black Orcs, not to units of other Orcs or Goblins being led by a Black Orc character.


Orcs..... 5 1/2 points

Profile MWSBSSTWIALD
Orc43334 1217

Equipment: Orcs carry a hand weapon.

Save: None

Options: Any units of Orcs may be equipped with light armour (+2 points), shields (+1 point), or armed with one of the following: double-handed weapons (+2 points), halberds (+2 points), spears (+1 point), or an additional hand weapon (+1 point), or a bow (+2 points).

Animosity and Panic: Orcs are affected by animosity. If your army includes mobs of Hobgoblins then the Orcs will automatically pass their animosity tests, no dice roll is required. Orcs are far more concerned with keeping their eye on the treacherous Hobgoblins to waste time with squabbling amongst themselves.

Orcs are also not required to test for panic when a unit of Goblins breaks or flees past during the turn.


Goblins..... 2 1/2 points

Profile MWSBSSTWIALD
Goblin42333 1215

Equipment: Goblins carry a hand weapon.

Save: None

Options: Any units of Goblins may carry shields (+1/2 point), wear light armour (+1 point), and be armed with one of the following: double-handed weapons (+1 point), halberds (+1 point), spears (+1/2 point), or short bows(+1/2 point).

Animosity and Fear: Goblins are affected by Orc and Goblin animosity. If your army includes Hobgoblin mobs, then the Goblins will automatically pass their animosity test, no dice roll is required.

Goblins strongly dislike Elves and as a result fear any unit of Elves which it does not outnumber by at least two to one.


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