Editing
Warhammer Army Project/Chaos Dwarfs
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Special Units=== *'''Infernal Guard:''' Careful with what you complain about; dislike how the evil [[Longbeards]] equivalents are restricted by Warrior units, now they got moved to special to no longer compete. These guys have a good profile with S4, Blackshard Armour, and shield. They can replace the shield for Fireglaives (Halberds and 18" Handguns in one weapon). It makes them one of your most brutal walls protecting your artillery while hitting hard at melee or at range. **'''0-1 Infernal Ironsworn:''' another upgrade to a single Infernal Guard unit, getting WS 5 and using Ensorcelled Hand Weapons. They are your evil Ironbreakers to your Immortals. For 3 more points, a model Gets magical attacks, a 1+ save against missile to the front and a constant S5 in melee. Your local handgun and high/wood elf meta will determine how useful this is. *'''[[Immortals (Warhammer Fantasy)|Immortals]]:''' The Evil Hammerers. These are your heavy infantry, each with 2 Great weapon attacks, Blackshard armour, and Stubborn sticking them as walls. They get swings with great weapons to give as hard as they get. Not something you want to engage with. Fighting them is like fighting a mountain [[Rocks fall, everyone dies|while the rocks are falling]]. *'''[[Acolytes of Hashut]]:''' The warrior Fanatics. Do you know how Bretonnians have Grail Reliquae, which have them place the remains of a knight in their unit, or how the Slann sit amid their minders? Now you have that, but now with a buyable petrified Sorcerer in the middle of the ranks. While the unit gets magical attacks and a per-turn bonus of either hatred, KB, or a 6++ ward, buying the sorcerer gives them Fear, +1 to combat resolution, and Magic Resistance 2. Pared this with WS5 and S5 with polearms makes them the [[DPS]] battering ram of your Dawi Zharr troops. The only downside is that mini-shrine costs you 50 pts in addition to other add-ons, so they win their fights despite only wearing Medium armour (I know it feels so nacked ;}. *'''[[Zealot Berzerker]]s:''' The Chaos version of Slayers. These guys get Frenzy, a 5++ ward, immunity to fire, and the option to become skirmishers at no cost. They are the reliable version of Sneaky Gits, being the flanking or vanguard dwarf wall, and can include a magic standard like DREAD, WAR, or ETERNAL FLAME. *'''[[Bull Centaur]]s:''' your Dwarfs cavalry, speed of M7" bull + toughness of Dwarfs. They are well-protected, have at least a 3+ sv regardless of loadout, and hit hard. A step up from wolf. Also, because of how Strength bonus and a single profile cavalry unit work, the deal S5 impact hits while welding Great weapons. *'''Bull Centaur Renders:''' Turns the Dwarftaur into a truer mobile brick wall. Monstrous Cavalry Bull Centaurs can combine Medium Armour with their natural armour to get 2+ base armour. Have 3 attacks, T5, the bonus their troop type gives on top of that save. You can provide them with Great Weapons or additional HtH weapons. They make for excellent flank protection, tarpitting overeager calvery, or, in bigger units, a flank crusher. They can have a magic banner so great for an extra inch of move or classic flaming attacks to hunt down hydras and trolls. *'''[[Black Orc]]s:''' Remember that fluff bit about these guys being Chaos Dwarf experiments? Yeah, now you own them. not green mob cheap, same price range as your other cheap dwarfs, so treat them as such. They have Choppas, their flexible loadout, and immunity to psychology. These bastards are also not subject to animosity and now boost 2 attacks. Utility-wise, black orcs are between the high strength and armor of an immortal and the number of attacks and minor boost to mobile of a Zealot Berzerker. Don't have the same combat resolution power an upgraded ACOLYTES OF HASHUT has. Still, Black Orcs don't need a lot extra (they can't take magic standards) to produce more melee kills than most of your other dwarf infantry and are adaptable to most melee matchups, becoming both hammer and lesser anvil. Also, having Immunity to Psychology makes them immune to a good number of nasty bullshit the enemy could throw. *'''[[K'daai Fireborn]]:''' The opposite rule to Bull Centaur Render, while Bull Centaurs are meant to be a hammer made from an anvil with a stick, K'daai are expensive suicide Monstrous Infantry, running into fights with humanoids to burn them and themselves to death. They look tough with S5, 3W, a faster I4, Fear, inflict automatic S3 Flaming hits to every model in BtB, with non-magical attack loses a point of strength and Deamon Ward save makes them look Deadly with respectable durability. But The Catch is they live on borrowed time from Burning Bright. It only starts after the first turn; on your subsequent turns, you must pass toughness tests (a 33% chance of failing) or lose D3 Wounds. Got it less bad than in 8th, so enemies focus firing them off the board before they incinerate their clanrats is now the leading cause of death for a K'daai. *'''Bull Centaur Chariots:''' 100pts. Each of these has a Bull Centaur push forward, some crazy contraption that automatically hits anything in the front arc but leaves them to fight the sides and rear. **'''Whirlwind:''' A Bull Centaur chariot that deals d6 S5 hits at the start of each round. chops up infantry in front of it. **'''Tenderizer:''' A Bull Centaur chariot that deals d3 S6 hits that deal d3 multi-wounds each round. A Buzzsaw designed to carve up monsters. *'''Sneaky Gitz:''' A special sneaky kind of Hobbo with poison. They can add another rank to fight for each round of combat they're in, making a prolonged fight almost even out. They arrive by ambush, vanguard, or even scout to wound unguarded warmachines and archers with their poison Throwing weapons, then charge to tie them up. Sneaky Gitz lake any protection except that -1 from ranged, so have them only charge guys with bows or double team into someone's flank. *'''Hobgoblin Spear Chukka:''' 30pts. A crude little bolt thrower that can misfire on a 1 to hit. You can grab 2 as a single special choice, let's legally spam 4 to 6 of them in a game. It makes for the cheapest Warmachine you can field, and you probably want to take advantage of that if you are fielding lots of greenskins. *'''[[Iron Daemon War Engine]]:''' 225/255pts. This expensive unit has 2 setups and uses, depending on what upgrades you get it. It's a chariot with Monster stats. Obstacles don't slow it (only water). Iron Daemons cannot wheel on the charge. When the Iron Daemon charges, it moves directly forward, no wheels to maximize, but it "closes the door". :*The first version is the default one. It comes with a Steam Cannonade. This weapon is the bane of Monsters, War Machines, and lone characters up till 18" range, because roll the Artilary Dice for shots, Roll To Hit (no penalty for moving), and To Wound with S5, armour piercing shots. This version deals D6+1 S6 Impact Hits each turn. It's Deadly at all ranges. :*The second version is the Skullcracker upgrade, and it substitutes the Steam Cannonade. It deals 2D6 Impact Hits and stomps and gains +1 To Wound against fortifications and buildings. *'''[[Magma Cannon (Warhammer Fantasy)|Magma Cannon]]''': This cannon makes the Dwarf Flamethrower pale, as it works exactly like one, but better in every aspect. At 140 points, we are looking at the ability to drop Flaming S5 Templates with D3 Multiple wounds at 24" range. Nasty. Take at least one in every game for deathstar-rapey goodness. *'''[[Deathshrieker Rocket Launcher]]:''' This machine comes cheap at 95 points. Gets two Fire Modes. The Deathshrieker Rockets works as a Stone Thrower with a Large Firey Blast, without double strength or multiple wounds, at a base Strength 3. It also alternately launches Demolition Rockets, a normal Flamming Stonethrower with less range. Deathshrieker is better at dealing with infantry blocks, while the Demolition hunt people with more armor, especially the monstrous variety, especially when considering the Daemonsmith's rerolls.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information