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!
===Rare Units=== *'''[[Dreadquake Mortar]]:''' 110pts. This piece of artillery has both the longest reach in the game and access to a special upgrade, the Slave Ogre. Without it, it is subject to Slow Reload (firing every 2 turns unless a 3+ roll is made). with Ogre upgrade is purchased, the Mortar has T7 and 7 Wounds, making it into a very tough and hard-to-remove unit. It fires like a Stone Thrower, with S5 (10 under the hole), armour piercing with range 12"-72". Any unit that takes a casualty from it has to test for Dangerous Terrain if they wish to move (charging, reforming, everything counts) and hinders the ability to shoot weapons. On the other hand, it's very expensive, so think carefully before taking one (particularly since your Rare slot also includes the K'daai Destroyer). it is still a Stone thrower using a small template, so Extral important compared to your cheaper cannon to have a Smith to calibrate its accuracy, making for an Elite Killer that hinders their usability. *'''[[Hellcannon]]:''' 190pts. same tire of Dreadquake Mortar firepower. It fires as a Daemonic Stone Thrower and forces Panic tests (with -1Ld penalty) on units suffering casualties from it. But don't be fooled, it's also a Monster with a Breaths weapon, where the crew's job is trying to prevent it from chasing brave enemy Light Cavalry, being unable to fire the Stone Thrower that turn. It's even better than the Warriors of Chaos version due to having Daemonsmith's re-rolls. A solid choice. *'''Juggernaut Siege Tower:''' 230pts. A massive motherfucker of a chariot with a 3+ save and Terror and Unbreakable, but don't ever send this thing to punch things. The siege cannon has a monster defense with 10 wounds, but is hits in melee automatically and can't pursue or charge well, but it does have five blunderbusses garrisoned and two S7 d3 wound-inflicting cannons, as well as the angry Bull Centaur, pushing it to fight on the other arcs. Not that it's helping much. It exists as a mobile monster slaying laser pointer like the ones that dominated 8 ed, with the defenses to take hits (with the Spear Chukka in competition with how dirt cheap spamable it is). Declaring a charge with a Tower at max charge range is optimal if you must to proc a flee if they fail the Run for Your Lives! or panic test from the blunderbusses, at a sacrifice of firing the laser pointer. *'''[[Kollossus]]:''' 225pts. A GIANT FUCKING CHAOS DWARF ROBOT. HOLY SHIT. It's got heavy armour and is as strong as a daemon, and if it dies, everyone in b2b eats an S5 explosion. It also has a suite of upgrades to customize it, though each can only be bought once per army unless mentioned otherwise, and each Kollosus can only buy up to two. **Lava Thrower: Want a Breath Weapon that burns and ignores armor? This is yours for 50 points. **Greathammer: This adds +1 Strength. Buy a second for a bonus attack. **Daemon Crystal: Magic Resistance 3. Just in case you fight a caster-heavy army. **High-Powered Engine: Adds +1 M/S/A. **Furnace of Hashut: A Kollossus can trigger this to add +2 M and +d6 attacks, but it eats d6 S6 hits that pass through the armor **Crush: You own an S10 d6 wound stomp attack. **Armoured Plating: Want a 3+ save? This is how for only 5 points, the cheapest of the upgrades. *'''[[Chaos Siege Giant]]:''' 190 pts. Your other option for a monster besides the K'daai Destroyer. It costs only 60pts less but is basically worse in every way. Giants have a random attack system, so you're never quite sure what they will do, which is bad in the first place. It can be quite effective if you roll the right attack against the right opponent, but it can also be a wasted turn. It comes with two upgrades: Runes of Hate lets you re-roll your random attack roll (important) and gives berserk rage (not good, but negligible at LD10) but increases the costs to a solid 225pts - only 50pts away from the Destroyer! Scaling spikes are pretty much useless unless you're in an actual siege (Siege Giant, duh!). Siege Giants compete for your precious rare allowance and are the worst of the choices. Take only if you love giants and/or have your list somehow tailored to it. *'''[[K'daai Destroyer]]:''' 300pts. Remember how we said that this thing deserved a point to its own? We meant it. Extremely fast at 9", Elven Steed territory, slightly slower than Flying unit. Don't get it into combat with: stubborn/unbreakable blocks, and don't let it overrun off the board. Otherwise, this thing will quite happily kill half an army for you, especially with its special upgrades. **''Razor Horns'': You're already a monster, but who'd turn down d6 Impact Hits? **''Gore Blades'': Punish your enemy for their foolishness. If they roll a 1 to hit this guy, they eat an instant S3 hit. **''Brazen Wings'': Fly(7)? S4 Flaming Breath Weapon? Well shit, you just got a dragon! **''Dark Colossus'': 2 extra wounds, just in case you feel like you need them.
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