CHAOS DWARF WAR MACHINES


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Hobgoblin Bolt Thrower..... 42 points

Your army may include any number of Hobgoblin bolt throwers. Each bolt thrower has a crew of two Hobgolins to operate and defend it.

Profile MWSBSSTWIALD
Bolt Thrower----7 3---
Hobgoblins43333 1216

Equipment: The crew are armed with hand weapons.

Save: None

Maximum Range You May GuessStrengthWoundsSave
Bolt Thrower48"5-1 per rankD4None

Damage: If you hit resolve damage against the target using the bolt thrower's full Strength of 5. If the model is slain then the bolt hits the trooper in the second rank directly behind: resolve damage on the second model with a Strength of 4. If the second rank trooper is slain then a model in the third rank is hit: resolve at Strength 3. Continue to work out damage as the bolt pierces and slays a model in each rank, deducting -1 from the Strength for each rank pierced.

A model damaged by a bolt thrower sustains D4 wounds. Armour saves are not allowed.

Movement: The move rate is the speed of it's full complement of Hobgoblins. If either of the crew is slain the bolt thrower's speed is reduced proportionately. A bolt thrower cannot move and shoot in the same turn except to turn to face its target.

Loss of Crew: A bolt thrower has a crew of two and if one crewman is slain then the remaining crewman can just about get by without slowing up the machine. If both crewmen are slain the bolt thrower may not fire!


Death Rocket..... 75 points

Your army may include any number of Death Rockets. Each rocket has a crew of two Chaos Dwarfs to operate and defend it.

Profile MWSBSSTWIALD
Launcher----7 3---
Chaos Dwarf34334 1219

Equipment: The crew are armed with hand weapons.

Save: 5+ (heavy armour)

Maximum Range You May GuessStrengthWoundsSave
48"5D3-2 Modifier

Shooting: The Death Rocket's shots are worked out in the same way as shots from a stone thrower. First pivot the launcher so that it is pointing in the direction you wish to fire, then declare how far you want to fire the rocket, guessing the range as accurately as you can. The maximum range you can guess is 48". Once you have made your guess place the missile template directly over the spot you have guessed.

To see whether the rocket lands roll both the scatter and artillery dice. If the scatter dice rolls a HIT then the rocket lands where you have aimed it. If you roll an arrow then the rocket veers off course and lands in the direction indicated.

If the artillery dice rolls MISFIRE roll a D6 and consult the Death Rocket Misfire Chart below. If you roll a number on the artillery dice then this is the distance in inches the shell veers off target as shown by the arrow on the scatter dice. Move the template the distance indicated in the direction shown by the arrow. If you roll a HIT on the scatter dice then a numbers score on the artillery dice is ignored.

Death Rocket Misfire Chart
D6Roll
1-2Boom! The rocket explodes as it is being loaded. The machine is destroyed and the crew slain.
3-4The fuse fizzles out and the rocket fails to fire. It takes a complete turn to replace the rocket and prepare to fire, so you not only fail to shoot this turn but you cannot shoot again next turn either.
5-6The rocket goes out of control and lands 4D6" in the direction you have aimed it. Place a small token, dice, or other marker on the spot and roll a D6.
1, 2 or 3The rocket explodes. Place the template where the rocket lands and work out damage as normal.
4, 5 or 6The rocket strikes the ground and spins like crazy before relaunching itself into the air. The rocket lurches a further 4D6" through the air in a random direction (use scatter dice). Mark where the rocket lands and roll another D6 on this chart (1-3 explodes, 4-6 spins off). Continue rolling until the rocket explodes.

The rocket only causes damange when it explodes; it inflicts no damage if it merely strikes the ground and shoots off in another direction. Once you have established where the rocket explodes damage can be worked out. Any model that lies directly under the hole in the template is hit automatically. Note that only one model can lie within the hole. As with stone throwers models whose base lie under the rest of the template are hit on a 4+.

Once you have worked out which models are hit work out damage as normal. Roll for each target to determine if you have caused damage. Damage from a Death Rocket causes D3 wounds.

Movement: A Death Rocket launcher can be moved by its crew at 3" per turn so long as it has a full crew of two. If one crew member is slain movement is reduced proportionately. The Death Rocket cannot move and fire during the same turn, other than to pivot on the spot to aim at its target.

If one crewman is slain the weapon may continue to fire normally. Should both crew be slain the weapon is useless and may not fire.


Earthshaker Cannon..... 140 points

Your army may include any number of Earthshaker Cannons. Each cannon has a crew of three Chaos Dwarfs to operate and defend it.

Profile MWSBSSTWIALD
Cannon----7 3---
Chaos Dwarf34334 1219

Equipment: The crew are armed with hand weapons.

Save: 5+ (heavy armour)

Maximum Range You May GuessStrengthWoundsSave
Earthshaker12-48"7D3-4

Damage: The Earthshaker cannon's shots are worked out in the same way as shorts from a stone thrower. You will need the standard missile template with the hole in the center, the artillery dice, and the scatter dice.

First pivot the cannon so that it is pointing in the direction you wish to fire. Now declare how far you want to fire the Earthshaker shell. As with stone throwers, you must do this without measuring, guessing the range as accurately as you can. You must guess a distance of between 12" and 48" - you canno tguess less than 12". Once you have made your guess place the missile template directly over the spot you have estimated.

To see where the shell lands roll both the scatter dice and artillery dice. If the scatter dice rolls a HIT then the shells lands where you have aimed it. If you roll an arrow then the shell veers off in the direction indicated.

If the artillery dice rolls a MISFIRE then roll a D6 and consult the Earthshaker Misfire Chart below. A misfire roll automatically cancels out the whole shot regardless of the scatter dice result. If you roll a number on the artillery dice then this is the distance in inches the shell veers off as shown by the arrow on the scatter dice. Move the template the distance indicated in the direction shown by the arrow. If you roll a HIT on the scatter dice then the numbers are ignored.

Earthshaker Misfire Chart
D6Roll
1-2Boom! The shell explodes as it is being loaded. The cannon is destroyed and the crew slain. Any troops within 2D6" are thrown to the ground as described in the text.
3-4The fuse fizzles and the cannon fails to fire. It takes a complete turn to replace the shell and prepare to fire, so you not only fail to shoot this turn but you cannot shoot again next turn.
5-6The shells explodes in mid-air causing no damage. Your shot has not effect this turn.

Damage: Once you have established where the shell lands damage can be worked out. Any model that lies directly under the hole inthe template is hit automatically. Note that only one model can lie within the hole. Models whose bases lie under the rest of the template are hit on a 4+.

Once you have worked out which models are hit work out damage in the normal way. A hit fromthe Earthshaker causes D3 wounds.

Movement: The cannon can be moved by its Dwarf crew at 3" per turn so long as it has a full crew of three. Loss of crew members reduces the movement rate proportionately. The cannon cannot move and fire during the same turn, other than to pivot on the spot to aim at its target.

If crew are lost the cannon's rate of fire may be affected. If a single crewman is slain the cannon can continue to fire normally. If two crewmen are slain the remaining crewman may fire, but it takes him a complete turn to load the cannon, which may therefore only fire every other turn. This is in additionto any penalty imposed by a misfire result. Should all the crew be slain the weapon is useless and may not fire.

Earthshaker!: In addition to the damage it causes the Earthshaker shell literally shakes the ground when it lands, causing troops to fall to their knees and drop their weapons. The area affected by the shell is established by rolling 2D6. This established the radius of the effect measured in inches fromthe point of impact.

Any models within the range of the effect may be temporarily thrown to the ground by the blast. Roll a D6 and consult the Earthshaker Chart below. The result applies to all troops within the area.

1QUAKE! Troops are thrown to the ground and may neither move, shoot, fight or do anything at all in their following turn.
2-5RATTLE! Although severely rattles by the shaking ground the troops stay on their feet. In the following turn movement is at half rate and troops may not shoot. Troops may fight normally in hand-to-hand combat. War machines such as cannons and stone throwers may shoot on a 4+.
6WOAH! Bracing themselves against the shock waves the troops suffer no ill effects and are ready to move and fight as normal.

The shock waves affect models from both sides. It is quite likely for some members of a unit to be affected while others are not. In this case the entire unit is bound by any movement penalties that apply, but only models actually within the cannon's effect range suffer the shooting or fighting penalties. This may mean that some models can shoot or fight while others of the same unit are unable to do so.

If a unit is broken while some of its members are suffereing from Quake or Rattle result then any models suffering movement penalties are destroyed automatically, while the rest flee at their normal rate. If a unit pursues while some of its members are suffered a Quake or Rattle result then the pursuit is worked out as normal and the move, shoot and fighting penalties cease to apply immediately.


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