Chaos Dwarfs

Characters
Core
Special
Rare
Mercenaries
Models

Magic Weapons
Magic Armour
Magic Standards
Enchanted Items
Arcane Items
Talismans
Equipment

Special Rules

Characters

Black Orc Bigboss

MWSBSSTWIALdPoints
Black Orc Bigboss46345253875
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
1

Command [pick 0-1]

Equipment [pick 0-1]

Mount [pick 0-1]

Equipment [pick 1, required]

Other Options

Default Equipment

Special Rules

Black Orc Warboss

MWSBSSTWIALdPoints
Black Orc Warboss473553649135
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
1

Command

Equipment [pick 0-1]

Mount [pick 0-1]

Equipment [pick 1, required]

Other Options

Default Equipment

Special Rules

Restrictions

Bull Centaur Taur’ruk

MWSBSSTWIALdPoints
Taur’ruk752554449145
Troop Type
Monstrous cavalry (character)
Base Size
50 x 75 mm
Unit Size
1

Command

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Restrictions

Daemonsmith Sorcerer

MWSBSSTWIALdPoints
Daemonsmith Sorcerer34444222985
Troop Type
Heavy infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Command

Equipment

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Hobgoblin Khan

MWSBSSTWIALdPoints
Hobgoblin Khan45444253745
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Armour

Command

Ranged Weapon [pick 1, required]

Weapons [pick 0-1]

Default Equipment

Special Rules

Infernal Castellan

MWSBSSTWIALdPoints
Infernal Castellan3645533410125
Troop Type
Heavy infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Additional Weapons [pick 0-1]

Armour [pick 1, required]

Command

Ranged Weapons [pick 0-1]

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Infernal Seneschal

MWSBSSTWIALdPoints
Infernal Seneschal35445223960
Troop Type
Heavy infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Additional Weapons [pick 0-1]

Armour [pick 1, required]

Command

Ranged Weapons [pick 0-1]

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Sorcerer-Prophet

MWSBSSTWIALdPoints
Sorcerer-Prophet3544532310195
Troop Type
Heavy infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Command

Equipment

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Core

Black Orc Mobs

MWSBSSTWIALdPoints
Black Orc44344131812
Black Orc Boss443441328-
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
5+

Command [pick 0-1]

Weapons [pick 0-1]

Special Rules

Other Options

Default Equipment

Special Rules

Restrictions

Hobgoblin Cutthroats

MWSBSSTWIALdPoints
Cutthroat4333313143
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Equipment [pick 1, required]

Command

Other Options

Default Equipment

Special Rules

Infernal Guard

MWSBSSTWIALdPoints
Infernal Guard34344121911
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
10+

Special Rules

Weapons [pick 0-1]

Command

Equipment [pick 0-1]

Detachment

Other Options

Default Equipment

Special Rules

Restrictions

Infernal Ironsworn

MWSBSSTWIALdPoints
Infernal Ironsworn35344122919
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
10+

Weapons [pick 0-1]

Command

Equipment [pick 0-1]

Other Options

Default Equipment

Special Rules

Restrictions

Special

Bull Centaur Renders

MWSBSSTWIALdPoints
Bull Centaur Render74245332856
Troop Type
Monstrous Cavalry
Base Size
50 x 75 mm
Unit Size
3+

Equipment [pick 0-1]

Command

Default Equipment

Special Rules

Deathshrieker Rocket Launcher

MWSBSSTWIALdPoints
Deathshrieker Rocket Launcher----63---120
Troop Type
War Machine
Base Size
50 x 75 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Hobgoblin Bolt Thrower

MWSBSSTWIALdPoints
Bolt Thrower----43---45
Troop Type
War Machine
Base Size
50 x 50 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Infernal Ironsworn

MWSBSSTWIALdPoints
Infernal Ironsworn35344122919
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
10+

Weapons [pick 0-1]

Command

Equipment [pick 0-1]

Other Options

Default Equipment

Special Rules

Restrictions

Iron Daemon

MWSBSSTWIALdPoints
Iron Daemon5--877---275
Troop Type
Heavy Chariot
Base Size
60 x 100 mm
Unit Size
1

Other Options

K’daai Fireborn

MWSBSSTWIALdPoints
K’daai Fireborn64254243741
Manburner642543448-
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
3+

Command

Default Equipment

Special Rules

Magma Cannon

MWSBSSTWIALdPoints
Magma Cannon----63---125
Troop Type
War Machine
Base Size
50 x 100 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Sneaky Gits

MWSBSSTWIALdPoints
Sneaky Git4443314156
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command

Other Options

Default Equipment

Special Rules

Rare

Bull Centaur Taur’ruk

MWSBSSTWIALdPoints
Taur’ruk752554449145
Troop Type
Monstrous cavalry (character)
Base Size
50 x 75 mm
Unit Size
1

Command

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Restrictions

Chaos Giants

MWSBSSTWIALdPoints
Chaos Giant6316662*10200
Troop Type
Behemoth
Base Size
50 x 50 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Dreadquake Mortar

MWSBSSTWIALdPoints
Dreadquake Mortar----74---165
Troop Type
War Machine
Base Size
50 x 50 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Hellcannon

MWSBSSTWIALdPoints
Hellcannon343565154215
Troop Type
Behemoth
Base Size
100 x 150 mm
Unit Size
1

Default Equipment

Special Rules

Hobgoblin Wolf Riders

MWSBSSTWIALdPoints
Hobgoblin Wolf Rider-3333131612
Troop Type
Light Cavalry
Base Size
25 x 50 mm
Unit Size
5+

Equipment

Command

Other Options

Default Equipment

Special Rules

Restrictions

Mercenaries

Bonegrinder Giant

MWSBSSTWIALdPoints
Bonegrinder Giant6317683*10300
Troop Type
Behemoth
Base Size
50 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Models

Iron Daemon

MWSBSSTWIALdPoints
Iron Daemon5--877---+275
Troop Type
Heavy Chariot
Base Size
60 x 100 mm

Weapon [pick 1, required]

Other Options

Default Equipment

Special Rules


Magic Items

Magic Weapons

Black Hammer of Hashut (60 pts)

RangeStrengthAPSpecial Rules
CombatS+2-1(Killing Blow), Flaming Attacks, Magical Attacks, Multiple Wounds (D3)

Against models with the Flammable special rule, this weapon also has the Killing Blow special rule.

Dagger of Malice (35 pts)

RangeStrengthAPSpecial Rules
CombatS-Frenzy, Hatred (all enemies), Magical Attacks

Unlike other Frenzied models, the wielder of the Dagger of Malice cannot lose this special rule.

Dark Maul (50 pts)

RangeStrengthAPSpecial Rules
CombatS-2Killing Blow, Magical Attacks

Any enemy model that suffers one or more unsaved wounds from the Dark Maul must immediately make a Strength test. If this test is failed, the enemy model loses an additional Wound.

The Graven Sceptre (30 pts)

RangeStrengthAPSpecial Rules
CombatS+1-Magical Attacks

When making a roll To Wound for a hit caused with the Graven Sceptre, a roll of 4+ is always a success, regardless of the target’s Toughness.

Magic Armour

Armour of Bazherak the Cruel (50 pts)

The Armour of Bazherak the Cruel is a suit of full plate armour. In addition, its wearer has the Immune to Psychology and Magic Resistance (-2) special rules.

The Mask of the Furnace (40 pts)

May be worn with other armour. The wearer of the Mask of the Furnace improves their armour value by 1 (to a maximum of 2+). In addition, they have a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

Magic Standards

Ashen Banner (30 pts)

Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.

Overseer's Sigil (25 pts)

Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.

Shroud of the Ancestor (10 pts)

A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.

The Lammasu's Beard (65 pts)

A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.

Enchanted Items

Breath of Hashut (25 pts)

Single use. The Breath of Hashut is a breath weapon with the following profile: R: N/A S: 4 AP: -2 Special Rules: Breath Weapon, Flaming Attacks, Magical Attacks

Daemonic Familiar (30 pts)

Enemy models engaged in combat with the owner of a Daemonic Familiar must reduce the armour value of any Ward or Regeneration save they have by 1, to a minimum of 6+.

Obsidian Vambraces (15 pts)

The wearer of the Obsidian Vambraces has a +1 modifier to their Strength characteristic and the Magic Resistance (-1) special rule. However, if they roll a natural 1 when making a roll To Hit during the Combat phase, the gauntlets shatter into pieces and can no longer be used.

Arcane Items

Daemon Flask (50 pts)

Single use. During the Command sub-phase of their turn, the bearer of the Daemon Flask may open it. When they do so, all enemy units that are within this character’s Command range must make a Panic test.

Scroll of Binding (30 pts)

Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, the Wizard rolls 3D6 when making their Casting roll (rather than the usual 2D6). However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.

Vial of Lammasu Blood (40 pts)

Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.

Talismans

Hellshard (20 pts)

If the bearer of the Hellshard loses their last Wound to an enemy attack during the Combat phase, the unit that made the attack suffers D6 Strength 5 hits, each with an AP of -1.

Mantle of Stone (30 pts)

The wearer of a Mantle of Stone has a +1 modifier to their Toughness characteristic, but a -1 modifier to their Initiative characteristic.

Equipment

Weapon

Blood of Hashut

RangeStrengthAPSpecial Rules
----

Single use. Instead of attacking normally during the Combat phase, a model equipped with one or more vials of the Blood of Hashut can make a single attack to expend one vial. Make a single roll To Hit. If successful, the enemy suffers D6 hits. These hits can be directed against a unit or against a single enemy model.  When rolling To Wound, the target number is the same as the armour value of the model(s) hit. For example, if the model(s) hit wear heavy armour, the target number for the rolls To Wound would be 5+, the same as the armour value of heavy armour. No armour save is permitted against wounds caused by the Blood of Hashut (Ward and Regeneration saves can be attempted as normal). Hits caused by the Blood of Hashut have the Flaming Attacks and Magical Attacks special rules.

Bonegrinder Giant’s Club

RangeStrengthAPSpecial Rules
Combat***

A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules. Bonegrinder Giant Attacks Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table ||||| |:--|:--|:--|:--| |D6|Little Things|Big Things|Bigger Things| |1-2|Crush Underfoot|Crush Underfoot|Wallop| |3-4|Grind its Bones|Vomit|Mighty Swing| |5-6|Vomit|Mighty Swing|’Eadbutt|

Darkforged Weapon

RangeStrengthAPSpecial Rules
----

A Darkforged weapon is a hand weapon, and can be used in conjunction with the Ensorcelled Weapons special rule. In addition, after deployment but before the first turn begins, roll on the table below to determine an attribute for the weapon. The weapon has this attribute for the duration of the battle: 1: Infernal Blade: This weapon gains the Flaming Attacks special rule. 2: Malignant: The bearer of this weapon gains the Hatred (all enemies) special rule. 3: Life Bane: This weapon gains the Multiple Wounds (D3) special rule. 4: Dweomer Leach: The bearer of this weapon gains the Magic Resistance (-1) special rule. 5: Hell-forged: This weapon has a Strength characteristic of S+1. 6: Spell-wrought: If the bearer of this weapon is a Wizard, they may apply a +1 modifier to any Casting roll they make. If the bearer of this weapon is not a Wizard, improve the Armour Piercing characteristic of this weapon by 1.

Demolition rockets

RangeStrengthAPSpecial Rules
12-48"3 (6)(-3)Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)

This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.

Doomfire

RangeStrengthAPSpecial Rules
12-60" 5(10) AP-2(-3)5 (10)-2 (-5)Bombardment, Move or Shoot, Cumbersome, Multiple Wounds (D3)

This weapon shoots like a stone thrower, using the 'Bombardment' special rule a 3" blast template and the Hellcannon Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.

Dreadquake mortar

RangeStrengthAPSpecial Rules
12-72"3 (6)- (-3)Bombardment, Cumbersome, Quake, Slow Reload

This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.

Fireglaive (Combat)

RangeStrengthAPSpecial Rules
CombatS+1-1Armour Bane (1), Requires Two Hands

A Fireglaive has two profiles, representing its duality of purpose as both a ranged and combat weapon

Fireglaive (Ranged)

RangeStrengthAPSpecial Rules
18"4-1Armour Bane (1)

A Fireglaive has two profiles, representing its duality of purpose as both a ranged and combat weapon

Giant's Club

RangeStrengthAPSpecial Rules
Combat***

*A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.

Goring horns

RangeStrengthAPSpecial Rules
CombatS+1-3Flaming Attacks, Strike First

In combat, this model may make one of its attacks each turn with this weapon.

Hailshot Blunderbuss

RangeStrengthAPSpecial Rules
12"3-1Multiple Shots (D3), Volley Fire

A model armed with a Hailshot blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. In addition, if 20 or more models belonging to the same unit shoot at the same target with Hailshot blunderbusses, they may re-roll any rolls of a natural 1 when rolling To Wound.

Infernal incendiaries

RangeStrengthAPSpecial Rules
12-48"3 (3)- (-)Bombardment, Cumbersome, Flaming Attacks, Move or Shoot

This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.

Mace Tail

RangeStrengthAPSpecial Rules
CombatS+1-2-

A Lammasu may make one additional attack each turn with this weapon.

Naptha Bombs

RangeStrengthAPSpecial Rules
6"3-Flaming Attacks, Ponderous, Quick Shot

If the roll To Hit is successful, a naptha bomb causes D3+1 hits to the target enemy unit, rather than the usual one.

Skullcracker

RangeStrengthAPSpecial Rules
----

An Iron Daemon equipped with a Skullcracker replaces the Impact Hits (D6+1) special rule with the Impact Hits (2D6+2) special rule and gains the Armour Bane (1) special rule.

Sorcerous Exhalation

RangeStrengthAPSpecial Rules
N/A4-2Breath Weapon, Magical Attacks

Steam Cannonade

RangeStrengthAPSpecial Rules
18"5-1Armour Bane (1), Cannonade, Cumbersome

When shooting with a steam cannonade, follow the normal Shooting phase sequence. This weapon does not have a 360° line of sight, it can only shoot into the Iron Daemon’s front arc.

Trampling hooves

RangeStrengthAPSpecial Rules
CombatS-1Flaming Attacks

Special Rules

Backstab

If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.

Blackshard Armour

A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.

Blazing Body

At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.

Note that any Wounds lost due to these hits do not count towards the combat result.

Born of Fire

A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

Carriage Hauler

During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.

Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.

Ensorcelled Weapons

A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.

Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.

Grinding Wheels

Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.

However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.

In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.

Hellbound

A Hellbound model has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack and gains both the Fear and Magical Attacks special rules. If the model already has the Fear special rule, it instead gains the Terror special rule. Additionally, once per game, a Hellbound model may re-roll one Scatter dice or one Artillery dice.

However, should a Hellbound model ever have to make a roll on a Misfire table, it suffers a -1 modifier to the result.

Infernal Engineer

Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.

Lore of Hashut

A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below:

• Curse Of Hashut • Storm Of Ash • Flames Of Hashut

Lumbering Destruction

An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model's Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.

Quell Panic

Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.

Resolute

Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).

Note that this modifier does not apply to mounted characters.

Sorcerer’s Curse

If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.

Sorcerous Miasma

During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.

Stampede

Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.