The Chaos Dwarf civilization has grown apart from the influences and developments of the Old World and has acquired a distinctive character of its own. Chaos Dwarfs wear armor made from metal scales bound together with flexible wire that makes it strong but pliable defense. This armor is usually painted red. They wear extremely tall helmets which is as much a symbol of status as they are for protection. Depending on his expertise a Chaos Dwarf's helmet can be a distinctive shape or may be decorated in a specific way. The most important Chaos Dwarfs wear especially large and elaborate helmets. All Dwarfs have thick beards and Chaos Dwarfs curl their beards in exotic styles. This makes them look even more ferocious and draws attention to their long snaggly tusks.
Rules:
Chaos Dwarf Sorcerers do not use the same spell
cards as other Chaos Sorcerers, they have their own pack of ten Chaos Dwarf
spells. The spell cards are delt in exactly the same way as for colour
wizards. Begin by shuffling the cards and then deal out the appropriate
number to each sorcerer (one for a Sorcerer, two for a Sorcerer Chapion,
three for a Master Sorcerer, and four for a Sorcerer Lord). When
he examines his hand of cards the player may choose to exchange any for
a further random deak from the same deck.
Chaos Dwarf Sorcerer | 59 points |
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Chaos Dwarf Sorcerer Champion | 121 points |
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Chaos Dwarf Master Sorcerer | 219 points |
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Chaos Dwarf Sorcerer Lord | 328 points |
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Spells:
Doom Roar: Power 2 Range 36": The
Sorcerer's Eyes blaze with power and his head slowly begins to transform,
taking on the aspect of the mighty Bull God Hashut. Massive twisted
horns sprout from his temple and large flared nostrils belch forth smoke
and fire. The transformed Sorcerer lifts his bull-head and bellows
forth a deafening roar across the battlefield. Friends hearing it
are filled with courage, while enemies suffer a felling of doom and dread.
All enemy units engaged in hand-to-hand combat must take a Panic test immediately.
If they fail they are broken and will flee directly away from the nearest
enemy. All fleeing friendly units within range immediately rally.
Shadows Of Hashut: Power 2 Range 18": The air around the Sorcerer grows cold and a shadowy form begins to coalesce next to him. It forms a visage of Hashut, the mighty God of the Chaos Dwarfs. With a deafening roar, the shadow bull charges forward smashing everything out of its way. The player draws a line 18" from the Sorcerer. Every model crossed by the line suffers on S4 hit causing 1 wound. Any unit suffering 1 or more casualties from the Shadows Of Hashut must take an immediate Panic test.
Sorcerer's Curse: Power 2 Range 24": The sorcerer motions towards an enemy model and instills him with the curse of the Chaos Dwarf Sorcerers. The victim slowly begins to turn to stone from the feet upwards. To perform any action the model must first roll under his strength characteristic on 2D6 at the start of every turn. If he succeeds he can perform as normal that turn, but if not the model may do nothing as the encumbering bulk of his stoney form proves too difficult to move. The curse lasts for the rest of the game, until it is dispelled, or until the caster is slain or chooses to end the spell. Place the card next to the affected model. The caster can end the spell in his turn of the magic phase by removing the card from the table--the spell can then be used normally from the following magic phase.
Lava Storm: Power 2 Range 18": With a sweep of the sorcerer's arm the air fills with balls of molten lava. The Lava Storm flies in a straight line up to a distance of 18" hitting the first unit in it's path. The Lava Storm causes a wound on the D6 roll of 4, 5, or 6. No saving throw is allowed even for magical armor.
Flames Of Azgorh: Power 2: The sorcerer breathes out whirling tendrils of sorcerous flame. Use the teardrop shaped template from the Warhammer game and place the narrow end at the sorcerer's base and the broad end over the target. Any models under the template are hit on the D6 score of 4, 5, or 6. Any model hit suffers a S4 hit from the lashing flames. No armor saving throw is allowed, even for magical armor.
Fist Of Fire: Power 2: The sorcerer's hands are enwrapped with glowing bands of magical fire that snake out and envelope hand-to-hand combat opponents. Any close combat opponents that are hit are automatically wounded suffering not one but D3 wounds for the magical fire. Armor saving throws may be taken as normal. The spell remains in play until dispelled. It should be placed by the sorcerer or at the table edge to indicate it is out of play.
Magma Pool: Power 1: The sorcerer begins to melt into molten lava which flows away into the ground. The sorcerer reappears in another part of the battlefield, slowly seeping through the ground, then gradually re-forming and solidifying. The Magma Pool can be used to transport the sorcerer into hand-to-hand combat, in which case he fights as normal from the next combat phase onwards and counts as charging in the first round of fighting.
Flaming Hide: Power 1 Range 6": The sorcerer may cast this spell upon himself or any single model within 6". The skin of the affected model begins to glow red hot and flickers with sparks. The flaming hide will negate any wound suffered by the model on the D6 roll of 4, 5, or 6. In hand-to-hand combat, any model which hits the flaming hide will suffer one automatic S3 hit for each hit scored, due to the intense heat. Place this card next to the model or somewhere convenient on the table edge to show that it is in play. Once cast, the spell remains effective for the rest of the game, until it is dispelled or until the sorcerer is slain. Only one Flaming Hide may be used at a time.
Eruption: Power 3 Range 24": The sorcerer chants words of power and smashes his staff on the ground. There is a low rumbling then the ground erupts spewing forth molten lava and clouds of hot ash. Place the 3" diameter circular template over the target to represent the area of the eruption. Any models under the template must roll equal to or under their initiative to leap aside. Anything which fails to leap aside is instantly vaporized by the molten lava. War machines such as stone throwers and chariots will be automatically consumed (though their crews get to roll to avoid death) and buildings at least half under the card will collapse on the D6 roll of 4, 5, or 6.
Ash Cloud: Power 2 Range 18": The sorcerer summons up a cloud of hot volcanic ash which appears under any unit within 18". The ash cloud stings the eyes of the unit members causing coughing and spluttering. The unit affected will have its Movement, Weapon Skill, Bow Skill, Initiative, and Attacks halved (rounding fractions up) until the beginning of the next magic phase. This spell is only effective against living targets and has no effect on undead or demons.