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CHAOS DWARF ALLIES ARMY

By Ian Roberts

Introduction and Disclaimers


This is entirely unofficial. Some rules are very similar to the Allied Contingent rules for Kislev, but
not all (so those without the full Kislev rules will not be able to use them from this article). The rest of
this is all my own work with some help and inspiration from others, the pictures were taken by me and
are of my own models. You may freely distribute this in whole as you wish. Try it out and tell me
what you think. Please read my comments before you reply.

Comments
This is what I considered to be roughly what Chaos Dwarfs would be used as if they were to be turned
into an allies force rather than a full army. It is NOT something I would want. However, anything is
better than nothing and I think that this list is quite a reasonable representation of what would be
acceptable if it were to happen. Entirely Chaos Dwarf lists would still be feasible and a lot of people
would not have to significantly change their current army composition. All Hobgoblin units can be
represented by a suitable Goblin unit, except for Sneaky Gits who are not too dissimilar to Night
Goblins. The other units are all in the Orc&Goblin book anyway so all they need to do is ally with
them.

If you disagree with any of the decisions I have made or have a better suggestion then feel free to reply.

1) Friendly/Unfriendly Allies selection - just seemed to make most sense to me.


2) Power dice separation – fluff indicates that magic works differently for some armies and the special
magic rules could be exploited for those armies (such as Orc and Goblin shamans gaining extra dice)
3) No Hellcannon - not officially tied to the Chaos Dwarf army.
4) Chaos now has access to missile troops and war machines! They already do with Dogs of War and
Regiments of Renown, not forgetting the Hellcannon, and this is far more restricting for them.
5) Blunderbuss rules change – It solves a huge number of problems and makes then easier to use
without completely losing their individuality.
6) Tough Hide – Easy way of giving a barding-effect armour save to Bull Centaurs without the current
models looking wrong. They may get a 1+ armour save in hand-to-hand combat but only if they use
handweapon and shield. The save is 2+ against shooting and 3+ in combat when using a Great Axe.
7) No new magic items – Kislev don’t have any so these Ravening Hordes ones are a bonus already,
and as the army stands currently there is no great need to come up with any at this point. Maybe in the
future…

QUESTIONS AND ANSWERS


Do Bull Centaurs gain the +1 save for being cavalry?
No, they do however gain the additional +1 bonus for using a handweapon and shield in combat like
infantry models.

Can I use the list for a stand-alone Chaos Dwarf army without any allies?
Yes, but you must still use the allied army unit selection table.

Can I ally with Grimgor’s ‘Ardboyz?


No, Chaos Dwarfs are very wary of Black Orcs and vice versa. Archaon’s Horde can be used as
Friendly Allies, and Cult of Slaanesh can be used as Unfriendly Allies. You may only ally with these
armies and the armies listed in the Chaos Dwarf Allies Contingent Special Rules section.
ALLIES CONTINGENT ARMY SELECTION
SPECIAL RULES
This table refers to the size of the whole army, including both the Allies Contingent and the
The following special rules apply to main army. The Allies Contingent must always be less than half the total points value
the Allies Contingent: except for with Orc and Goblin allies where the points may be divided between the two as
you wish, within the selection restrictions below and in the relevant army book.
The Allies Contingent must contain
at least one character chosen to be Army Size Allied Allied Allied Allied
the Contingent Commander. Characters*† Core† Special Rare
1,000 or less - - - -
Allies Contingent units may only be Up to 2,000 1-2 1-3 0-2 0-1
joined by Allies Contingent Up to 3,000 1-3 2-4 0-3 0-2
characters. Allies Contingent Up to 4,000 2-4 3-5 0-4 0-3
characters may only join Allies Up to 5,000 3-5 4-6 0-5 0-4
Contingent units. † Add +1 to the minimum and maximum numbers for each extra 1,000 points
* If the army is 3,000 points or more, one allied character may be a Lord for each
Allies Contingent units do not benefit x1,000 points or part over 3,0000 points. E.g., 3,000-3,999 points, one character
from the main army’s general’s xmay be a Lord, for 4,000-4,999 points, you may have two Lords, etc.
Leadership even if within 12”. They
also do not gain Break test re-rolls
from the main army’s Battle Banner.
HEROES
Allies units may use the Contingent
Commander’s Leadership if within
12” and may reroll a failed Break test CHAOS DWARF HERO 60 Points
if within 12” of the Contingent
Standard. M WS BS S T W I A Ld
Chaos Dwarf Hero 3 6 4 4 4 2 3 3 9
For all other purposes (Panic tests,
combat results, etc) Allies units and Weapons: Hand weapon.
characters are considered part of the Options:
same side as the main army.
· May have additional hand weapon (+4pts) or Great Weapon (+4pts).
· May have light armour (+2pts), heavy armour (+4pts) and/or shield
Any main army units within 6” of an
(+2pts).
Unfriendly Allies unit suffer a -1
· May choose magic items from the Common or Chaos Dwarfs magic
modifier to its Ld, after all other
items list to a maximum total value of 50 pts.
modifiers have been applied. The
same is true for Unfriendly Allies Special Rules: Ignore Greenskin Panic
units within 6” of main army units.

Friendly Allies: CHAOS DWARF SORCERER 65 Points


Orcs&Goblins, Chaos Mortal.
M WS BS S T W I A Ld
Unfriendly Allies:
Skaven, Dark Elves, Chaos Beasts. Chaos Dwarf Sorcerer 3 4 3 3 4 2 2 1 9

Keep power dice pools separate in Weapons: Hand weapon.


Orc&Goblin or Skaven allied armies. Magic: A Sorcerer is a Level 1 Wizard. He may use the Fire, Metal, Shadow and
Basic Power dice may be distributed Death lores of magic from the Warhammer rulebook
as you wish throughout each magic Options:
phase. · May be upgraded to a Level 2 Wizard for +35 points.
· May choose magic items from the Common or Chaos Dwarfs magic
items list to a maximum total value of 50 pts.
Special Rules: Ignore Greenskin Panic
CONTINGENT STANDARD
One Chaos Dwarf Hero or Bull
BULL CENTAUR HERO* 100 Points
Centaur Hero may carry the
Contingent Standard for +25pts and
may not be the Contingent M WS BS S T W I A Ld
Commander. Bull Centaur Hero 8 5 3 4 5 2 4 3 9
*A Bull Centaur Hero counts as two Hero choices.
The character carrying the
Contingent Standard cannot choose Weapons: Hand weapon.
any extra non-magical equipment Options:
except for light or heavy armour. · May have additional hand weapon (+4pts) or Great Weapon (+4pts).
He can choose a Magic Standard up · May have light armour (+2pts), heavy armour (+4pts) and/or shield
to the value of 50pts but if he does (+2pts).
then he may not carry any other · May choose magic items from the Common or Chaos Dwarfs magic
magical equipment. items list to a maximum total value of 50 pts.
Special Rules: Ignore Greenskin Panic, Trample Attack, Tough Hide
CORE UNITS SPECIAL RULES
CHAOS DWARF WARRIORS Points/model: 9
TOUGH HIDE
Bull Centaurs have a naturally
M WS BS S T W I A Ld
strong hide. This confers a 5+
Chaos Dwarf Warrior 3 4 3 3 4 1 2 1 9 armour save which may be
Dark Champion 3 4 3 3 4 1 2 2 9 combined with other armour as
normal.
Unit Size: 10+
Weapons and Armour: Hand weapon, shield & heavy armour.
Options:
TRAMPLE ATTACK
Having extra limbs can be handy in
· Any unit may be equipped with Great Axes for +2 pts/model.
a fight. Bull Centaurs may make
· Upgrade one Warrior to a Musician for +6 pts.
one attack at their base strength to
· Upgrade one Warrior to a Standard Bearer for +12 pts. represent their trampling hooves in
· One unit of Warriors may carry a Magic Standard worth up to 50 pts. addition to their normal attacks.
· Upgrade one Warrior to a Dark Champion for +12 pts.
Special Rules: Ignore Greenskin Panic IGNORE GREENSKIN
PANIC
Chaos Dwarfs and Bull Centaurs
CHAOS DWARF BLUNDERBUSSES Points/model: 12
have disdain for all Greenskins and
actually enjoy watching them
M WS BS S T W I A Ld running away even if they are on
Chaos Dwarf Warrior 3 4 3 3 4 1 2 1 9 their side. If any friendly Orc or
Champion 3 4 3 3 4 1 2 2 9 Goblin unit of any type breaks or
flees then Chaos Dwarfs and Bull
Unit Size: 10+ Centaurs do not have to take any
Weapons and Armour: Hand weapon, Blunderbuss & heavy armour. associated Panic tests.
Options:
· Upgrade one Warrior to a Musician for +6pts.
· Upgrade one Warrior to a Standard Bearer for +12pts. BLUNDERBUSS
· Upgrade one Warrior to a Champion for +12pts.
Special Rules: Ignore Greenskin Panic, Blunderbuss The Blunderbuss is fired like a
normal missile weapon and although
it looks and operates somewhat like
a hand gun the uses effects are
different.

Blunderbuss aren’t so much aimed


as pointed in the right direction. The
second and third ranks are able to
poke their blunderbusses through to
the front which adds a bit more
power to the blast.

A Blunderbuss has a range of 16”


and the normal firing arc applies.

Use the BS of the model as normal,


however do not apply any penalties
for shooting at targets over half
range or for shooting at charging
enemy. A unit armed with
Blunderbusses may move and fire,
and the usual modifier applies for
this.

It has a Strength 3 +1 per additional


rank up to a maximum of strength 5.
Ranks must be at half full or more to
count towards strength bonus. Even
at strength 3 the shot is powerful
enough to go through some armour:
a –1 armour save modifier applies
for any hits at Strength 3 (Note that
the armour save modifier remains at
–1 and –2 for S4 and S5
respectively)
SPECIAL UNITS

BULL CENTAURS Points/model: 22

M WS BS S T W I A Ld
Bull Centaur 8 4 3 4 4 1 3 1 9
Tauraq 8 4 3 4 4 1 3 2 9

Unit Size: 5+
Weapons and Armour: Hand weapon, shield & light armour.
Options:
· Any unit may be equipped with Great Axes for +2 pts/model.
DEATH ROCKET · Any unit may upgrade to heavy armour for +1 pts/model.
· Upgrade one Bull Centaur to a Musician for +7 pts.
The Death Rocket operated like a · Upgrade one Bull Centaur to a Standard Bearer for +14 pts.
stone thrower with the 3” blast
· Upgrade one Bull Centaur to a Tauraq for +17 pts.
template (see Warhammer rulebook
· Any unit of Bull Centaurs may carry a Magic Standard worth up to 50
for details) with the following
pts.
exceptions:
Special Rules: Ignore Greenskin Panic, Trample Attack, Tough Hide
Range: It has a range of 48”
Erratic: After the location of the
rockets landing point has been
found, roll a D6. On a 4-6 the rocket DEATH ROCKET Points/model: 80
explodes at that point. On a 1-3 the
rocket bounces at that location and M WS BS S T W I A Ld
flies off. Roll the Scatter and Chaos Dwarf Crew 3 4 3 3 4 1 2 1 9
Artillery dice again and repeat, Death Rocket - - - - 7 3 - - -
rolling a D6 again. Repeat this until
you roll a 4-6. If you roll a MISFIRE Unit Size: 1 war machine with 2 Chaos Dwarf crew.
result on any of the subsequent rolls Weapons and Armour: Hand weapon & heavy armour.
(all apart from the first roll) count it Special Rules: Ignore Greenskin Panic, Death Rocket
as a zero. Resolve the hit as you
would a stone thrower.

RARE UNITS
EARTHSHAKER
The Earthshaker is operated like a
EARTHSHAKER Points/model: 150
stone thrower with the 3” blast
template (see Warhammer rulebook
for details) with the following M WS BS S T W I A Ld
exceptions: Chaos Dwarf Crew 3 4 3 3 4 1 2 1 9
Earthshaker - - - - 7 3 - - -
Range: Must guess the range
between 12” and 48” Unit Size: 1 war machine with 3 Chaos Dwarf crew.
Misfire: Use cannon misfire chart Weapons and Armour: Hand weapon & heavy armour.
Blast: All models under the template Special Rules: Ignore Greenskin Panic, Earthshaker
suffer a Strength 4 hit. Models
partially covered are hit on a 4+.
One model under the centre
receives a strength 8 hit. No saving
throws are allowed. EARTHSHAKER CANNON QUAKE RESULTS
Quake: The quake zone has a D6 Result
radius of 2D6”. Roll a D6 on the 1 Kaboom! Units in quake zone may not move, shoot, use magic or do
Quake Results table. Any unit or anything next turn. Wizards still generate power and dispel dice. War
character fully or partially in the machines are affected automatically.
quake zone is affected. Flying units 2-5 Bang! Units in quake zone may only more at half rate. May not shoot
are affected but may use their flying missile weapons or march. Wizards may cast spells as normal. War
movement value. machines are affected on 4+
6 Dud? Leave a marker at the location the rocket hits. At the beginning of
every following friendly turn roll a D6. On a roll of 1-2 the rocket was a
dud – remove the marker and no longer roll. 3-5 nothing happens this
turn, continue rolling next turn. On a roll of 6 the rocket goes off as of the
Kaboom! Result above with a radius of 3D6”. Remove the marker.

The end!
CHAOS DWARF MAGIC ITEMS
SPECIAL CHARACTERS
MAGIC WEAPONS

KHAZHANN ZHAKKI 420 Points Black Hammer of Hashut 45pts


+2S. Flammable targets are
M WS BS S T W I A Ld automatically killed if they take a
Khazhann Zhakki 3 8 4 4 5 3 4 4 10 single wound.
Great Taurus 6 5 0 6 5 4 3 4 6
Obsidian Blade 70pts
No armour save allowed. If target
A Chaos Dwarf Lord who strikes fear into the hearts of all he fights, making them takes an unsaved wound his armour
cower before him before he delivers a final fatal blow. and shield (including magic armour
and shield) are destroyed.
Counts as a Lord choice.
Dark Mace of Death 100pts
Weapons: Hand weapon, heavy armour, Axe of Doom, Shield of Strength-Taking. Once per battle the bearer may make
Rides a Great Taurus a special attack instead of rolling to
Special Rules: Ignore Greenskin Panic, Hatred, Large Target, Terror, Fly hit, etc as normal. All models in base
contact (except bearers mount) take
Breathe Fire D3 wounds with no armour save.
The Great Taurus can breathe fire. This counts as a Strength 3 breath attack.
MAGIC ARMOUR
Fiery Skin
The skin of a Great Taurus ripple of heat and flames. This confers a 4+ armour Armour of Gazrakh 30pts
save to the Taurus and makes it immune to all fire based attacks. Gives wearer a1+ armour save that
cannot be improved.
Axe of Doom
Gives Khazhann +2 strength. Armour of the Furnace 45pts
Counts as wearing armour (4+
Shield of Strength-Taking armour save). 5+ ward save.
Counts as a normal shield. In addition, if the bearer successfully saves a wound in Wearer (and his mount) is immune to
close combat the attacker loses one point of strength permanently. The bearer fire based attacks.
gains this point of strength until the end of the next turn, after which it is lost.
TALISMANS

Talisman of Obsidian 100pts


ASTRAGOTH 400 Points Wearer cannot be affected by spells
(not even friendly ones, and cannot
M WS BS S T W I A Ld cast any himself. Wizards in base
contact cannot cast spells. 100pts
Astragoth 6 4 3 4 5 3 1 1 10
ENCHANTED ITEMS
A powerful sorcerer who gives offensive battle magic a whole new dimension.
Truly monstrous to look at in his huge mechanical bodysuit which he uses to move Gauntlets of Bazhrakk 20pts
his half-stone body around the battlefield. +1S. If the wearer rolls a 1 to hit, this
blow strikes a random friendly model
Counts as a Lord choice. in base contact. This could be his
mount.
Weapons: Hand weapon and mechanical bodysuit
Magic: Astragoth is a Level 4 Wizard. He uses the Lore of Fire and/or Death Black gem of Gnar 35pts
Special Rules: Ignore Greenskin Panic. Can be activated at the start of either
players Close Combat phase, after
Uncaring challenges have been issued and
May cast any spell into combat. Distribute any hits as you would with shooting. accepted. The bearer and one other
model in base contact (bearers
Spell Choice choice) may not attack or be attacked
Astragoth may choose his spells rather than randomly generate them. He may for the duration of that phase. Work
choose spells from both Lores. out combat resolution as normal.
Steeds may not attack either. One
Fire Staff use only.
Astragoth receives +1 to cast. He also receives +1 to dispel all fire-based spells.
ARCANE ITEMS
Aura of Death
Astragoth has a unique aura which surrounds him and affects everything he does, Chalice of Darkness 50pts
including magic. Any attacks made by Astragoth, including magical attacks and You may choose to roll a D3 at the
magic missiles, have an additional –1 saving throw. It also grants him a 5+ Ward start of either players magic phase.
save. Remove this many dice from both
players magic pools.

MAGIC BANNERS

Banner of Slavery 50pts


All Hobgoblin or Slave units may re-
roll any failed psychology tests.

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