Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: Chaos Dwarfs
URL Copied!

Ravening Hordes-style army list: print or save as a PDF to create a two-column, paged layout. For best printing results, it is recommended to use a non-mobile device. (Note: Safari and iOS devices do not support multi-column printing.)

View Abridged Version

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 08:57

Show Print Options

Chaos Dwarfs

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 08:57

Army Special Rules

This section of the book describes all the different units used in a Chaos Dwarf army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring ‘army special rules’ that apply to several Chaos Dwarf units, and these are detailed here.

Units with this special rule treat units without it as Expendable.

Units entirely composed of models with this special rule do not need to pass a Leadership test in order to march, regardless of the proximity of enemy units.

When taking Break tests, models with this special rule count as having lost the combat with 1 point fewer than they actually have.

Models with this special rule have the Immunity (Poisoned Attacks), Magical Attacks, Unstable and Ward Save (5+) special rules.

Units with this special rule must roll a D6 and consult the chart below in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.

D6

Result

1

We'll get a better view from further back! The Hobgoblins' cowardly nature comes to the fore.

The unit must immediately take a Panic test. If it's passed, the unit may act normally this turn.

2-5

Cut 'em good! The Hobgoblins feel they have a good chance of being on the winning side and eating well tonight off the battle's victims.

The unit may act normally this turn.

6

Bloody Murder! One of the constant petty squabbles in the ranks is settled with the twist of a knife in a back or two.

The unit suffers D3 Wounds distributed as from shooting attacks (these wounds however will not cause a Panic test). Afterwards they gain +1 to their To Hit rolls for this turn only, and may be used normally again.

The Infernal Armoury

CombatMissileSpecial Rules
+4/3++4/3+-

One use only. The Blood of Hashut can be used in close combat instead of attacking normally that turn. It targets a single model in base contact. The attack works on a 2+. If a 1 is rolled, the Blood of Hashut is wasted.

If the attack is successful, then D6 automatic hits are inflicted on the target. The To Wound score of these hits is always equal to the unmodified close combat armour save of the target (excluding Natural Armour). For example, a model with a 3+ save is wounded on a 3+ and so on. Attacks from the Blood of Hashut have the Ignores Armour Saves, Flaming Attacks and Magical Attacks special rules.

RangeStrengthSpecial Rules
6"3-

If the enemy unit is Hit, it suffers D3 Strength 3 Hits. However if a '1' is rolled to hit, the thrower instead suffers a single automatic wound. This is a non-physical attack.

Magic Weapon. Each Darkforged weapon possesses one random ability that is rolled for at the start of the game at the same time as you choose the Daemonsmith's spells. Such weapons are unique and if you have more than one Daemonsmith in your army, you must re-roll any duplicated ability if possible. Note down which ability a particular weapon gets after you have determined it.

D6

Result

1

Spell-Wrought: +1 to the Daemonsmith's channelling attempts.

2

Furnace Blast: Once per game the weapon may unleash a Strength 3 Flaming Attack Breath Weapon as the Daemonsmith's shooting attack.

3

Malignant: The Daemonsmith becomes subject to the Hatred special rule.

4

Life Bane: The weapon has the Multiple Wounds (D3) special rule.

5

Dweomer Leach: +1 to the Daemonsmith's dispelling attempts.

6

Possessed: The weapon wounds on a 2+ regardless of the target's Toughness, however if a '1' is rolled on the To Wound dice, a further wound is inflicted on the Daemonsmith instead, with no saves of any kind allowed.

Lords

Sorcerer-Prophet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts

MWSBSSTWIALd
Sorcerer-Prophet3544532310

Troop Type: Infantry (Character)

Magic: Sorcerer-Prophet is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Shadow, the Lore of Death or the Lore of Hashut.

Hand weapon, medium armour.

  • May be upgraded to a Level 4 Wizard (35 pts)

  • May be equipped with any of the following:

    • Pistol (5 pts)

    • Naptha Bombs (15 pts)

    • Blood of Hashut (20 pts)

    • Dark-forged Weapon (20 pts)

  • May upgrade medium armour to one of the following:

    • Heavy armour (3 pts)

    • Blackshard armour (7 pts)

  • May be mounted on one of the following:

    • Palanquin (10 pts)

    • Great Taurus (165 pts)

    • Lammasu (195 pts)

  • May take magic items up to a total of 100 pts

Contempt, Relentless, Resolute, Sorcerer's Curse

Whenever a Chaos Dwarf with this special rule suffers a Miscast during the game, after resolving the effects of the Miscast on them normally, they must pass a Toughness test or suffer a Wound with no saves allowed.

Overlord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts

MWSBSSTWIALd
Overlord3744534410

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be equipped with one of the following:

    • Pistol (5 pts)

    • Great weapon (8 pts)

    • Additional hand weapon (3 pts)

  • May carry a shield (3 pts)

  • May upgrade medium armour to one of the following:

    • Heavy armour (3 pts)

    • Blackshard armour (7 pts)

  • May be mounted on one of the following:

    • Great Taurus (165 pts)

    • Lammasu (195 pts)

  • May take magic items up to a total of 100 pts

Contempt, Relentless, Resolute

Heroes

Despot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Despot364452339

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be equipped with one of the following:

    • Pistol (5 pts)

    • Great weapon (6 pts)

    • Additional hand weapon (2 pts)

  • May upgrade medium armour to one of the following:

    • Heavy armour (2 pts)

    • Blackshard armour (5 pts)

  • May carry a shield (2 pts)

  • May take magic items up to a total of 50 pts

  • One Despot in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Contempt, Relentless, Resolute

Daemonsmith. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Daemonsmith344442229

Troop Type: Infantry (Character)

Magic: Daemonsmith is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Shadow, the Lore of Death or the Lore of Hashut.

Hand weapon, medium armour.

  • May be upgraded to a Level 2 Wizard (35 pts)

  • May be equipped with any of the following:

    • Pistol (5 pts)

    • Naptha Bombs (15 pts)

    • Dark-forged Weapon (20 pts)

  • May upgrade medium armour to one of the following:

    • Heavy armour (2 pts)

    • Blackshard armour (5 pts)

  • May take an Altar of Hashut (120 pts)

  • May take magic items up to a total of 50 pts

Contempt, Infernal Engineer, Relentless, Resolute, Sorcerer's Curse

One war machine or Hellcannon that is within 3" of the Deamonsmith can use his Ballistic Skill or re-roll one artillery dice or scatter dice during each Shooting phase. You must nominate which weapon, if any, will be using this special rule at the start of each Shooting phase, before any such weapons within 3" of the Daemonsmith are fired.

A Deamonsmith that is within 3" of a war machine is allowed to take a "Look Out Sir!" roll just as if he was within 3" of a unit of five or more models of the same troop type as himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.

Whenever a Chaos Dwarf with this special rule suffers a Miscast during the game, after resolving the effects of the Miscast on them normally, they must pass a Toughness test or suffer a Wound with no saves allowed.

Bull Centaur Taur'ruk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Taur'ruk752554449

A Bull Centaur Taur'ruk may not be the army's General.

Troop Type: Monstrous Cavalry (Character)

Hand weapon, light armour.

  • May be equipped with one of the following:

    • Great weapon (8 pts)

    • Additional hand weapon (4 pts)

  • May carry a shield (4 pts)

  • May upgrade light armour to medium armour (4 pts)

  • May take magic items up to a total of 50 pts

Contempt, Natural Armour (5+)

Hobgoblin Chieftain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts

MWSBSSTWIALd
Hobgoblin Chieftain444442437

A Hobgoblin Chieftain may not be the army's General.

Troop Type: Infantry (Character)

Hand weapon, throwing weapon.

  • May be equipped with one of the following:

    • Spear (2 pts)

    • Additional hand weapon (2 pts)

  • May take a bow (3 pts)

  • May carry a shield (2 pts)

  • May wear light armour (2 pts)

  • May be mounted on a Giant Wolf (12 pts)

  • May take magic items up to a total of 25 pts

Backstabbers, Cowardly Despoilers

If a Hobgoblin infantry unit with the Backstabbers special rule is at least 10 models strong and successfully restrains itself from pursuing an enemy that has broken in close combat, it immediately causes D6 Strength 3 hits on the fleeing unit before it moves for every 10 full models in the Hobgoblin unit. Wounds from this attack are distributed as wounds from shooting attacks and may be saved normally.

Units with this special rule gain +1 To Hit in the first round of combat if they successfully charge an enemy in the rear or flank. However, if they are themselves charged at all, they suffer a -1 to their Combat Resolution bonus in the first round of combat instead. This rule applies to the Hobgoblins themselves, including any Hobgoblin character in the unit, but not to their wolves.

Altar of Hashut. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Altar of Hashut----73---
Altar Guard-53441319

Unit Size: 1 Altar of Hashut & 2 Altar Guards

Troop Type: War Machine

Hand weapon, Blackshard Armour, shield.

Altar of Hashut, Blessings to Hashut, Sacrifices to Hashut

A Daemonsmith with an Altar of Hashut gains the Ward Save (4+) and Unbreakable special rules. In addition, his troop type changes to War Machine and he counts as being part of the crew. Randomise any missile hits between the Daemonsmith and the crew. The Daemonsmith can never choose to leave the Altar during the game. If the Daemonsmith is killed, the whole Altar is also removed as a casualty.

A model mounted on an Altar of Hashut can use each of the following bound spells once per friendly Magic Phase. In addition, it may use up to 4 Power Dice when attempting to cast each spell. The Altar can pivot on the spot before casting, and the range of the bound spells is measured from the Altar itself.

  • Flaming Hide: The Daemonsmith causes the skin of his allies to begin to glow red hot and flickers with sparks, limiting the effectiveness of wounding the afflicted.
    Innate Bound Spell (power level 7). Flaming Hide is an augment spell with a range of 36". Until the start of your next Magic phase, the target unit gains a Ward Save (6+), and any enemy model in base contact with this unit suffers a Strength 3 Hit with the Flaming Attacks special rule at the start of the close combat phase.

  • Fists of Fire: The Daemonsmith causes the hands of his allies to become enwrapped with glowing bands of magical fire that snake out and envelope hand-to-hand combat opponents.
    Innate Bound Spell (power level 7). Fists of Fire is an augment spell with a range of 36". Until the start of your next Magic phase, the target unit may re-roll failed rolls To Wound and gains the Magical Attacks and Flaming Attacks special rules in close combat.

  • Shadows of Hashut: The air around the Daemonsmith grows cold and a shadowy form begins to coalesce next to him. It forms into 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.
    Innate Bound Spell, (power level 8). Shadows of Hashut is a direct damage spell. Draw a line 36" from the base of the Altar. Every model crossed by the line suffers a Strength 4 hit.

In the Magic phase, the Daemonsmith may sacrifice one of the slaves chained to the Altar to Hashut. Roll a D6 and add the result to the casting result of any spell cast by the Altar of Hashut (but not the Daemonsmith himself) this phase. However, if a 1 is rolled, the Daemonsmith instead suffers a Wound with no saves of any kind possible as Hashut is displeased with the pitiful sacrifice.

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Palanquin3534--24-
Giant Wolf930331313
Great Taurus650554346
Lammasu630554128

Troop Type (Palanquin): Infantry

Troop Type (Giant Wolf): War Beast (Animal)

Troop Type (Great Taurus): Monster

Troop Type (Lammasu): Monster

Magic (Lammasu): Lammasu is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Death or the Lore of Shadow.

  • A Great Taurus may take any of the following:

    • Flaming Breath (30 pts)

    • Bloodrage (30 pts)

  • A Lammasu may take any of the following:

    • Mace Tail (15 pts)

    • Sorcerous Exhalation (20 pts)

The model is subject to Frenzy and Hatred.

This gives the model a Strength 4 Breath Weapon with the Flaming Attacks special rule.

This gives the Lammasu +1 Attack.

This gives the Lammasu a Strength 3 Breath Weapon with the Magical Attack special rule.

Contempt, Large Target (2), Palanquin, Relentless, Resolute

Note: A Palanquin should be placed on a 40x40mm base and adds +4 to the Unit Strength of any model mounted on them.

Blazing Body, Flaming Attacks, Fly (8), Fuelled by Fire, Immunity (Flaming Attacks)

Any model (friend or foe), except another K'daai, in base contact with a K'daai at the start of the Close Combat phase takes an automatic non-physical Strength 3 hit with the Flaming Attacks special rule. In addition, any non-magical attacks suffer a -1 Strength penalty against them.

If the Great Taurus is the target of a non-physical Flaming Attack, it immediately regains 1 Wound lost earlier in the battle.

Fly (8), Magic Resistance (3), Sorcerous Miasma

Magic Weapons lose all of their magical properties and are treated as a mundane weapon of the same type while the models remain in base contact with the Lammasu (including the rider of the Lammasu itself).

Core Units

Chaos Dwarf Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Warrior343341219
Castellan343341229

Unit Size: 10+

Troop Type: Infantry

Hand weapon, medium armour.

  • May upgrade one Warrior to a Castellan (10 pts)

  • May upgrade one Warrior to a musician (10 pts)

  • May upgrade one Warrior to a standard bearer (10 pts)

    • May carry a magic standard worth up to 25 pts

  • The entire unit must choose at least one of the following:

    • Great weapons (2 pts per model)

    • Shields (1 pt per model)

  • The entire unit may upgrade to heavy armour (2 pts per model)

  • The unit may be accompanied by one of the following:

    • Inferno Gun (40 pts)

    • Bazuka (50 pts)

    • Earthshaker Mortar (60 pts)

Note: Inferno Guns, Earthshaker Mortars and Bazukas follow the rules for Shooting at Lone Characters. They must deploy within 3" of the unit they have been purchased with, but otherwise operate as their own unit. No additional equipment may be bought for them.

Contempt, Relentless, Resolute

Inferno Gun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Inferno Gun343342229

Troop Type: Infantry

Hand weapon, medium armour.

Contempt, Inferno Gun, Relentless, Resolute

The Inferno Gun has the following profile:

RangeStrengthSpecial Rules
18"5-

Roll the Artillery dice to determine the number of shots fired, and roll To Hit as normal using the Ballistics Skill of the Chaos Dwarfs. If the result is a Misfire, consult the Black Powder Misfire Chart.

Bazuka. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Bazuka343342229

Troop Type: Infantry

Bazuka, Contempt, Relentless, Resolute

The Bazuka has the following profile:

RangeStrengthSpecial Rules
6-24"6-

Each Hit from a Bazuka is multiplied into D6 Hits. If the To Hit roll for a shooting attack made by a Bazuka is a 1 (before any modifiers are applied), then it misfires. Roll on the Black Powder Misfire Chart in the Warhammer rulebook and apply the result to the Bazuka.

Earthshaker Mortar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Earthshaker Mortar343342229

Troop Type: Infantry

Hand weapon, medium armour.

Contempt, Earthshaker Mortar, Relentless, Resolute

An Earthshaker Mortar fires like a Stone Thrower with the following profile:

RangeStrengthSpecial Rules
12-36"3(6)-

If the result is a Misfire, consult the Blackpowder Misfire chart.

Devastators. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Devastator343341219
Annihilator343341229

Unit Size: 10+

Troop Type: Infantry

Hand weapon, Hailshot Blunderbuss, medium armour.

RangeStrengthSpecial Rules
12"3-

Hailshot Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.

  • May upgrade one Devastator to a Annihilator (10 pts)

  • May upgrade one Devastator to a musician (10 pts)

  • May upgrade one Devastator to a standard bearer (10 pts)

    • May carry a magic standard worth up to 25 pts

  • The entire unit may replace their Blunderbusses with crossbows (free)

  • The entire unit may upgrade to heavy armour (1 pt per model)

Contempt, Relentless, Resolute

Hobgoblin Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Hobgoblin433331216
Hobgoblin Boss433331226

Unit Size: 20+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Hobgoblin to a Hobgoblin Boss (10 pts)

  • May upgrade one Hobgoblin to a musician (10 pts)

  • May upgrade one Hobgoblin to a standard bearer (10 pts)

  • The entire unit may replace their shields with bows (2 pts per model)

  • The entire unit may wear light armour (1 pt per model)

Animosity, Backstabbers

If a Hobgoblin infantry unit with the Backstabbers special rule is at least 10 models strong and successfully restrains itself from pursuing an enemy that has broken in close combat, it immediately causes D6 Strength 3 hits on the fleeing unit before it moves for every 10 full models in the Hobgoblin unit. Wounds from this attack are distributed as wounds from shooting attacks and may be saved normally.

Hobgoblin Wolf Raiders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Hobgoblin Wolf Raider433331216
Hobgoblin Wolf Boss433331226
Giant Wolf930331313

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, shield.

  • May upgrade one Wolf Raider to a Wolf Boss (10 pts)

  • May upgrade one Wolf Raider to a musician (10 pts)

  • May upgrade one Wolf Raider to a standard bearer (10 pts)

  • The entire unit may choose one of the following:

    • Spears (1 pt per model)

    • Replace shields with bows (1 pt per model)

  • The entire unit may wear light armour (1 pt per model)

Animosity, Cowardly Despoilers, Fast Cavalry

Units with this special rule gain +1 To Hit in the first round of combat if they successfully charge an enemy in the rear or flank. However, if they are themselves charged at all, they suffer a -1 to their Combat Resolution bonus in the first round of combat instead. This rule applies to the Hobgoblins themselves, including any Hobgoblin character in the unit, but not to their wolves.

Goblin Slaves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 pts per model

MWSBSSTWIALd
Goblin Slave423331213
Hobgoblin Overseer433331226

You may not have more units of Goblin Slaves than you have units of Hobgoblin Warriors in your army.

Unit Size: 20+ Goblins & 1 Hobgoblin Overseer

Troop Type: Infantry

Hand weapon, shield.

  • All Goblin Slaves in the unit may choose one of the following:

    • Spears (½ pt per model)

    • Replace shields with shortbows (1 pt per model)

  • The entire unit may wear light armour (½ pt per model)

Fear Elves, Animosity, Hobgoblin Overseer, Mixed Unit

Models with this special rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves rule as having the Fear special rule.

The Hobgoblin Overseer follows the rules for normal unit Champions; with the following exceptions: the Hobgoblin Overseer is always placed in the rear rank of the unit, and may be the only model in that rank. In addition, the unit must take a Leadership test at the start of each of their turns. If failed, the Slaves are refusing to follow the Overseer's orders, and the unit will suffer D6 Strength 3 Hits as he restores order with the use of his whip.

Orc Slaves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Orc Slave433341214
Hobgoblin Overseer433331226

You may not have more units of Orc Slaves than you have units of Hobgoblin Warriors in your army.

Unit Size: 10+ Orcs & 1 Hobgoblin Overseer

Troop Type: Infantry

Hand weapon, shield.

  • All Orc Slaves in the unit may choose one of the following:

    • Replace shields with additional hand weapons (free)

    • Spears (1 pt per model)

  • The entire unit may wear light armour (1 pt per model)

Animosity, Hobgoblin Overseer, Ignore Goblin Panic, Mixed Unit, Strength Bonus (1)

The Hobgoblin Overseer follows the rules for normal unit Champions; with the following exceptions: the Hobgoblin Overseer is always placed in the rear rank of the unit, and may be the only model in that rank. In addition, the unit must take a Leadership test at the start of each of their turns. If failed, the Slaves are refusing to follow the Overseer's orders, and the unit will suffer D6 Strength 3 Hits as he restores order with the use of his whip.

Orc Slaves treat Goblin Slaves as Expendable.

Special Units

Infernal Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Infernal Guard343441219
Deathmask343441229
Infernal Ironsworn353441219
Ironsworn Deathmask353441229

If Drazhoath the Ashen is your Army General, units of Infernal Guard count as Core Units instead of Special Units.

Unit Size: 10+

Troop Type: Infantry

Hand weapon, Blackshard Armour, shield.

  • May upgrade one Infernal Guard to a Deathmask (10 pts)

  • May upgrade one Infernal Guard to a musician (10 pts)

  • May upgrade one Infernal Guard to a standard bearer (10 pts)

    • May carry a magic standard worth up to 50 pts

  • The unit may replace their shields with fireglaives (3 pts per model)

  • One unit may be upgraded to Infernal Ironsworn* (3 pts per model)
    *Infernal Ironsworn have Ensorcelled Hand Weapons.

RangeStrengthSpecial Rules
Combat+1-

Ensorcelled hand weapons follow the rules for hand weapons in all respects.

RangeStrengthSpecial Rules
Combat+1-

RangeStrengthSpecial Rules
18"4-

Contempt, Relentless, Resolute

Immortals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 pts per model

MWSBSSTWIALd
Immortal353441229
Eternal353441239

Unit Size: 10+

Troop Type: Infantry

Great weapon, Blackshard Armour.

  • May upgrade one Immortal to an Eternal (10 pts)

  • May upgrade one Immortal to a musician (10 pts)

  • May upgrade one Immortal to a standard bearer (10 pts)

    • May carry a magic standard worth up to 50 pts

Contempt, Relentless, Resolute, Stubborn

Acolytes of Hashut. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Acolyte of Hashut353441319
Adept353441329

Unit Size: 10+

Troop Type: Infantry

Polearm, medium armour.

  • May upgrade one Acolyte to an Adept (10 pts)

  • May upgrade one Acolyte to a musician (10 pts)

  • May upgrade one Acolyte to a standard bearer (10 pts)

    • May carry a magic standard worth up to 50 pts

  • May upgrade 4 Acolytes to carry a Petrified Sorcerer (50 pts)

Contempt, DIrges of Hashut, Magical Attacks, Petrified Sorcerer, Relentless, Resolute

At the start of the Chaos Dwarf turn, Acolytes of Hashut may select one of the following Dirges to sing, the effects of which they benefit from until their next turn:

  • Dirge of Fury: The unit gains the Hatred special rule.

  • Dirge of Brutality: The unit gains the Killing Blow special rule.

  • Dirge of Defiance: The unit gains the Ward Save (6+) special rule.

The Petrified Sorcerer should be mounted on a 40x40mm base, has Unit Strength 4 and may make two supporting attacks. It may not leave its unit for the duration of the game, and is always placed in the second rank of the unit, as centrally as possible. While there are rank and file models left in the unit (except the Command Group), always remove one in preference to the Petrified Sorcerer taking a wound (it is assumed that if one of the bearers falls, another rank and file model steps in). Only when the rest of the unit has been killed does the Petrified Sorcerer start taking wounds, even in close combat. A unit carrying a Petrified Sorcerer gains +1 to their Combat Resolution Bonus, the Fear and Magic Resistance (2) special rules.

Zealot Berzerkers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Zealot Berzerker353441319
Ravager353441329

Unit Size: 10+

Troop Type: Infantry

Two hand weapons.

  • May upgrade one Berzerker to a Ravager (10 pts)

  • May upgrade one Berzerker to a musician (10 pts)

  • May upgrade one Berzerker to a standard bearer (10 pts)

    • May carry a magic standard worth up to 25 pts

  • The entire unit may be upgraded to Skirmishers (free)

Contempt, Frenzy, Mark of Hashut, Relentless, Resolute

Zealot Berzerkers have the Ward Save (5+) and Immunity (Flaming Attacks) special rules.

Bull Centaurs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Bull Centaur742441328
Bull Centaur Guardian742441338

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, light armour.

  • May upgrade one Bull Centaur to a Bull Centaur Guardian (10 pts)

  • May upgrade one Bull Centaur to a musician (10 pts)

  • May upgrade one Bull Centaur to a standard bearer (10 pts)

    • May carry a magic standard worth up to 25 pts

  • The entire unit may take one of the following:

    • Additional hand weapons (2 pts per model)

    • Great weapons (4 pts per model)

  • The entire unit may upgrade to medium armour (2 pts per model)

  • The entire unit may take shields (2 pts per model)

Contempt, Natural Armour (6+)

Bull Centaur Renders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Bull Centaur Render742453338
Bull Centaur Ba'hal742453348

Unit Size: 3+

Troop Type: Monstrous Cavalry

Hand weapon, light armour, shield.

  • May upgrade one Render to a Ba'hal (10 pts)

  • May upgrade one Render to a musician (10 pts)

  • May upgrade one Render to a standard bearer (10 pts)

    • May carry a magic standard worth up to 50 pts

  • The entire unit may replace their shields with one of the following:

    • Additional hand weapons (free)

    • Great weapons (3 pts per model)

  • The entire unit may upgrade to medium armour (6 pts per model)

Black Orcs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Black Orc443441228
Black Orc Boss443441238

Unit Size: 10+

Troop Type: Infantry

Two hand weapons, great weapon, heavy armour.

  • May upgrade one Black Orc to a Black Orc Boss (10 pts)

  • May upgrade one Black Orc to a musician (10 pts)

  • May upgrade one Black Orc to a standard bearer (10 pts)

  • The entire unit may be equipped with shields (1 pt per model)

Armed to da Teef, Immunity (Psychology), Strength Bonus (1)

At the start of each round of close combat, models with this special rule can choose which of their weapons (including hand weapon and shield) they wish to fight with. If a Black Orc character has a magic weapon, he loses the benefit of this special rule.

K'daai Fireborn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
K'daai Fireborn642543437
K'daai Manburner642543447

Unit Size: 3+

Troop Type: Monstrous Infantry

Spite and hellfire (hand weapon). light armour.

  • One Fireborn may be upgraded to a Manburner (10 pts)

Blazing Body, Burning Bright, Daemonic, Flaming Attacks, Immunity (Flaming Attacks)

Any model (friend or foe), except another K'daai, in base contact with a K'daai at the start of the Close Combat phase takes an automatic non-physical Strength 3 hit with the Flaming Attacks special rule. In addition, any non-magical attacks suffer a -1 Strength penalty against them.

From the second game turn onwards, at the start of each of your turns a Toughness test must be made for each K'daai unit (roll once for each unit). If this is failed they suffer D3 Wounds with no save of any kind possible, distributed as per a shooting attack.

Whirlwind. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Whirlwind6--454---
Bull Centaur-424--328

Unit Size: 1 Whirlwind & 1 Bull Centaur

Troop Type: Chariot (Armour Save 6+)

Hand weapon, light armour.

Contempt, Natural Armour (6+), Whirlwind

In addition to its normal Impact Hits, the Whirlwind causes D6 Impact Hits at Strength 5 at the start of each round of close combat. Note that this only applies when fighting to the Whirlwind's front. Due to its constraints when pushing the Whirlwind forward, the Bull Centaur may only attack when fighting to the Whirlwind's flank or rear.

Tenderizer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Tenderizer6--454---
Bull Centaur-424--328

Unit Size: 1 Tenderizer & 1 Bull Centaur

Troop Type: Chariot (Armour Save 6+)

Hand weapon, light armour.

Contempt, Natural Armour (6+), Tenderizer

In addition to its normal Impact Hits, the Tenderizer causes D3 Impact Hits at Strength 6 at the start of each round of close combat. These attacks have the Multiple Wounds (D3) special rule. Note that this only applies when fighting to the Tenderizer's front. Due to its constraints when pushing the Tenderizer forward, the Bull Centaur may only attack when fighting to the Tenderizer's flank or rear.

Sneaky Gits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Sneaky Git433331316
Backstabba433331326

Unit Size: 5-20

Troop Type: Infantry

Two hand weapons, throwing knives.

  • May upgrade one Sneaky Git to a Backstabba (10 pts)

  • The entire unit may be upgraded to Scouts (1 pt per model)

Ambushers, Animosity, Backstabbers, Poisoned Attacks, Skirmishers, Sneakin'

If a Hobgoblin infantry unit with the Backstabbers special rule is at least 10 models strong and successfully restrains itself from pursuing an enemy that has broken in close combat, it immediately causes D6 Strength 3 hits on the fleeing unit before it moves for every 10 full models in the Hobgoblin unit. Wounds from this attack are distributed as wounds from shooting attacks and may be saved normally.

After each round of combat is fought, the Sneaky Gits gain the Fight in Extra Ranks (1) special rule each turn for as long as they are in combat with that enemy. So after one turn they Fight in Extra Rank (1), after two turns they Fight in Extra Ranks (2) and so on.

Hobgoblin Spear Chukka. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 pts per model

MWSBSSTWIALd
Spear Chukka----7----
Hobgoblin Crew433331216

Unit Size: 1 Spear Chukka & 2 Hobgoblin Crew

Troop Type: War Machine (Bolt Thrower)

Hand weapon, light armour.

  • May take an additional Hobgoblin Crew (3 pts)

Slipshod

If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire Chart in the Warhammer rulebook and apply the result to the Spear Chukka.

Iron Daemon War Engine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts per model

MWSBSSTWIALd
Iron Daemon6--666---
Chaos Dwarf Crew-433--219

Unit Size: 1 Iron Daemon War Engine & 3 Chaos Dwarf Crew

Troop Type: Chariot (Armour Save 4+)

Hand weapon, light armour.

  • May replace Steam Cannonade with a Skullcracker (30 pts)

The Iron Daemon gains the Impact Hits (2D6) special rule and rolls 2D6 for the number of Impacts Hits with its Grind Attack. In addition, hits caused by the Skullcracker gain a +1 bonus on To Wound rolls against buildings and fortifications.

Demolition, Grind Attack, Impact Hits (D6+1), Lumbering and Unstoppable, Steam Cannonade, Terror, Unbreakable

Iron Daemons ignore terrain classified as Obstacles and do not suffer D6 wounds for moving through Dangerous Terrain, except Rivers and Marshland, which are treated as Impassable terrain.

At the beginning of each round of combat in which it did not charge, the Iron Daemon inflicts D6 Impact Hits to reflect it grinding over its victims with its bulk and power.

When charging, the Iron Daemon can only do so in a straight line forward, with no wheeling allowed, and it does not use the Swiftstride special rule. If a double 1 is rolled for its charge distance, then something has gone wrong and the Iron Daemon does not move at all this turn. Iron Daemons cannot overrun or pursue in combat if they destroy or rout their foes.

This weapon may only be fired at a target directly ahead of the Iron Daemon, and uses the following profile:

RangeStrengthSpecial Rules
18"5-

Roll the Artillery dice to determine the number of shots fired, and roll To Hit as normal using the Ballistic Skill of the Chaos Dwarfs. It does not suffer any To Hit penalties for moving and shooting or firing multiple shots. If the result is a Misfire, consult the Black Powder Misfire Chart. If a Destroyed! result is rolled, the cannonade is destroyed and may not be used again. In addition the Iron Daemon it is mounted on suffers D6 wounds with no save of any kind possible.

Magma Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts per model

MWSBSSTWIALd
Magma Cannon----7----
Chaos Dwarf Crew343341219

Unit Size: 1 Magma Cannon & 3 Chaos Dwarf Crew

Troop Type: War Machine (Fire Thrower)

Hand weapon, light armour.

  • The Chaos Dwarf Crew may upgrade to medium armour (1 pt per model)

Contempt, Magma Cannon, Resolute

The Magma Cannon uses the following profile:

RangeStrengthSpecial Rules
12"5-

Deathshrieker Rocket Launcher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 pts per model

MWSBSSTWIALd
Rocket Battery----7----
Chaos Dwarf Crew343341219

Unit Size: 1 Deathshrieker Rocket Launcher & 2 Chaos Dwarf Crew

Troop Type: War Machine (Stone Thrower)

Hand weapon, light armour.

  • The Chaos Dwarf Crew may upgrade to medium armour (1 pt per model)

  • May take an additional Chaos Dwarf Crew (7 pts)

Contempt, Deathshrieker Rockets, Demolition Rockets, Resolute

The Deathshrieker uses the large template with the following profile:

RangeStrengthSpecial Rules
12-48"3-

Any unit which suffers casualties from a Deathshrieker rocket must take a Panic test.

Deathshrieker launchers may be used to fire special demolition rockets instead of their normal loads. Demolition rockets uses the small template and the following profile:

RangeStrengthSpecial Rules
12-48"4(10)-

Rare Units

Dreadquake Mortar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts per model

MWSBSSTWIALd
Dreadquake Mortar----7----
Chaos Dwarf Crew343341219
Slave Ogre632443237

Unit Size: 1 Dreadquake Mortar & 3 Chaos Dwarf Crew.

Troop Type: War Machine (Stone Thrower)

Hand weapon, light armour.

  • The Chaos Dwarf Crew may upgrade to medium armour (1 pt per model)

  • May take a Slave Ogre (20 pts)

Contempt, Dreadquake Mortar, Fear (Ogre Slave only), Resolute, Slow Reload

The Dreadquake Mortar uses the following profile:

RangeStrengthSpecial Rules
12-72"5(10)-

All models in a unit suffering casualties from a Dreadquake Mortar in the previous turn must pass a test exactly as if they were moving through Dangerous Terrain if they wish to move (including charging, reforming, characters leaving the unit, etc) and suffer -1 To Hit with missile weapons. War machines can only fire on a 4+ on a D6.

The Black Powder Misfire Chart is used when the weapon misfires, but all rolls on the chart are reduced by -1 in order to reflect the dangers of the unstable Dreadquake shells.

Unless a Slave Ogre is present as a part of the war machine’s crew, after the Mortar has fired once, you must roll a 3+ on a D6 whenever you wish to fire it again. If this roll is failed, you may not fire this turn but may fire again normally next turn.

Hellcannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts per model

MWSBSSTWIALd
Hellcannon343565154
Chaos Dwarf Handler343341219

Unit Size: 1 Hellcannon & 3 Chaos Dwarf Handlers

Troop Type: Monster

Hand weapon, light armour (Handlers only).

  • The Chaos Dwarf Handlers may upgrade to medium armour (1 pt per model)

Caged Fury, Daemonic (Hellcannon only), Doomfire, Mixed Unit, Natural Armour (4+), Spew Ichor

At the beginning of your turn, if the Hellcannon is not in combat, take a Leadership test. If the test is failed, the Hellcannon is then subject to the Random Movement (3D6) special rule until the beginning of the next turn, and must move towards the nearest enemy unit. If the Hellcannon would get destroyed as a result of it being Unstable, treat this as rolling a 1 on the Doomfire Misfire Chart.

Doomfire is fired exactly like a Stone Thrower with the following profile:

RangeStrengthSpecial Rules
12-60"5(10)-

Any unit that suffers one or more casualties from Doomfire must take a Panic test with a -1 penalty to their Leadership. Should the artillery dice roll a misfire, roll a D6 on the following table:

D6

Result

1

Free at last! The Daemon inside the Hellcannon violently breaks its bonds.

Every unit within 6" takes D6 Strength 5 hits. Then remove the Hellcannon and its crew from play.

2

Schlurp: The Hellcannon sucks its own crew into its furnace and spits them out in a shower of gore and bone.

Remove the crew from play.

3

Thzzzz: The Hellcannon fires great pulses of raw magic.

All Wizards within 24" must immediately pass a Leadership test or suffer a Miscast. Any spells lost are determined randomly.

4

Grrr: The enraged Daemon inside the Hellcannon goes berserk.

Remove D3 crew.

5

Blooood! The Hellcannon breaks its chains and rushes forwards.

Move the Hellcannon 3D6" directly forward as if it was subject to the Random Movement special rule and it was the Compulsory Movement sub-phase.

6

Boom! The Hellcannon fires a devastating blast.

Resolve the Doomfire shot as if it were a direct hit, doubling the Strength of any hit. The Hellcannon cannot fire for the rest of the game.

The Hellcannon has a Strength 5 Breath Weapon. Any unit that suffers one or more casualties from Spew Ichor must take a Panic test with a -1 penalty to their Leadership.

Juggernaut Siege Tower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .230 pts per model

MWSBSSTWIALd
Juggernaut6--5610---
Chaos Dwarf Crew-433--219
Bull Centaur-424--328

Unit Size: 1 Juggernaut, 5 Chaos Dwarf Crew & 1 Bull Centaur

Troop Type: Chariot (Armour Save 6+)

Hand weapon, Hailshot Blunderbuss, heavy armour.

RangeStrengthSpecial Rules
12"3-

Hailshot Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.

Large Target (10), Siege Cannons, Siege Tower, Terror, Unbreakable

Siege Cannons fire using the following profile:

RangeStrengthSpecial Rules
36"7-

Siege Cannons can only fire from the Juggernaut's front and do not suffer any penalties To Hit for firing Multiple Shots or moving and shooting. If you roll a double on the Hit Roll when firing them, the Juggernaut suffers D3 Wounds with no saves allowed.

The Juggernaut may never march. When charging, the Juggernaut can only do so in a straight line forward, with no wheeling allowed, and it does not use the Swiftstride special rule. Juggernauts cannot overrun or pursue in combat if they destroy or rout their foes.

The crew of the Juggernaut do not suffer penalties for moving and shooting. The Bull Centaur may only fight if the Juggernaut is engaged to its flank or rear. All enemy attacks are directed against the Juggernaut itself, and automatically hit in close combat.

Kollossus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts per model

MWSBSSTWIALd
Kollossus6436661510

Unit Size: 1

Troop Type: Monster

Hand weapon, heavy armour.

  • The Kollossus may take any two of the following:

    • Lavathrower (50 pts)

    • High-Powered Engine (35 pts)

    • Daemon Crystal (30 pts)

    • Great Hammer (20 pts)

    • Furnace of Hashut (20 pts)

    • Crush (20 pts)

    • Armoured Plating (5 pts)

The Kollossus’ gains +1 to its armour save.

In addition to its normal attacks, a Kollossus can make a single attack at Strength 10 with the Multiple Wounds (D6) special rule.

The Kollossus gains Magic Resistance (3).

The Kollossus may use the Furnace at the beginning of each of its turns. It then gains +2 Movement and +D6 extra attacks in close combat for the remainder of that turn. However, the Kollossus also suffers D3 Strength 6 hits with the Ignores Armour Saves special rule at the end of that turn.

The Kollossus gains +1 Strength to its Attacks. If you replace both of the Kollossus's hands with a Great Hammer, it gains +1 Attack as well.

The Kollossus gains the following bonuses to its profile: +1 Movement, +1 Strength, +1 Attack.

The Kollossus gains a Strength 5 Breath Weapon with the Flaming Attacks and Ignores Armour Saves special rule.

Animated Construct, Mechanical Giant

If a Kollossus is destroyed in battle, it will explode with an earth-shaking noise. Any model in base contact takes a single Strength 5 hit.

Siege Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts per model

MWSBSSTWIALd
Siege Giant6336663*10

See Siege Giant Special Rules for detailed special rules.

Unit Size: 1

Troop Type: Monster

Hand weapon, Siege Armour.

Siege Armour uses the following armour profile:

CombatMissileSpecial Rules
+2/5++4/3+-

  • The Siege Giant may take Runes of Hate (25 pts)

  • The Siege Giant may take Scaling Spikes (10 pts)

A Giant with Runes of Hate becomes subject to the Berserk Rage rule from Frenzy. In addition, whenever the Giant is called upon to roll for a random number of attacks, this may be re-rolled.

If a Giant with this upgrade perishes and falls over an obstacle such as a moat, ditch or wall, mark the obstacle, which now may be crossed as open terrain. Additionally, if the Giant dies at the foot of a building or fortification, models assaulting any garrison across the location of its body gain a special +1 bonus to their Combat Resolution.

Fall Over, Immunity (Psychology), Siege Giant Attacks, Stubborn, Wall-Ripper

A Chaos Siege Giant always attacks a building with the Smash with Pick attack and need not roll for a random attack type.

K'Daai Destroyer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .300 pts per model

MWSBSSTWIALd
K'daai Destroyer853766558

Unit Size: 1

Troop Type: Monster

Spite and hellfire (hand weapon), medium armour.

  • The K'daai Destroyer may take any two of the following:

    • Gore Blades (10 pts)

    • Razor Horns (35 pts)

    • Dark Colossus (40 pts)

    • Brazen Wings (50 pts)

The K'daai Destroyer gains the Fly (7) and Breath Weapon (Strength 4 Flaming Attack) special rule.

The K'daai Destroyer gains +2 Wounds.

When attacking the K'daai Destroyer in close combat, all 'To Hit' rolls of 1 by the enemy inflicts a Strength 3 hit on the attacking model(s).

The K'daai Destroyer gains the Impact Hits (D6) special rule.

Blazing Body, Burning Bright, Daemonic, Flaming Attacks, Hellish Frenzy, Immunity (Flaming Attacks)

Any model (friend or foe), except another K'daai, in base contact with a K'daai at the start of the Close Combat phase takes an automatic non-physical Strength 3 hit with the Flaming Attacks special rule. In addition, any non-magical attacks suffer a -1 Strength penalty against them.

From the second game turn onwards, at the start of each of your turns a Toughness test must be made for each K'daai unit (roll once for each unit). If this is failed they suffer D3 Wounds with no save of any kind possible, distributed as per a shooting attack.

A K'daai Destroyer is subject to Frenzy and gains +D3 Attacks each turn rather than +1 whilst it remains Frenzied.

Special Characters - Lords

Zhatan the Black. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260 pts

MWSBSSTWIALd
Zhatan the Black3844534410

Troop Type: Infantry (Special Character)

  • May be mounted on one of the following:

    • Great Taurus (165 pts)

    • Lammasu (195 pts)

Magic Items / Abilities: Black Hammer of Hashut, Obsidian Armour, Onyx Amulet

Close combat attacks made with this weapon are at +2 Strength. Any Flammable model successfully wounded is killed outright.

Blackshard Armour. This armour gives Zhatan +1 Wound

The wearer is not affected by any spells (including friendly spells). In addition, models in base contact may not cast spells, including bound spells.

Contempt, Hatred, Relentless, Resolute, Slave Tyrant

Friendly units of Hobgoblins within 12" of Zhatan are exempt from the Animosity rule. In addition, Zhatan causes Terror in all enemy units of Orcs, Goblins, Hobgoblins and Gnoblars.

Astragoth Ironhand. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .300 pts

MWSBSSTWIALd
Astragoth Ironhand6645541310

Troop Type: Infantry (Special Character)

Magic: Astragoth Ironhand is a Level 4 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Shadow, the Lore of Death or the Lore of Hashut.

Hand weapon, medium armour.

Contempt, Mechanical Body, Overdrive, Resolute, Sorcerer's Curse

Astragoth can move faster than an ordinary Chaos Dwarf because of his remarkable semi-mechanical body. However, he may never march or charge longer than his Movement value. He will still pursue and flee at a normal speed.

If Astragoth successfully hits with all 3 of his attacks, then his mechanised arm goes into overdrive, pounding, smashing and stabbing faster than flesh and bone would permit. He can immediately make an additional 3 Attacks. These attacks may not generate any further additional attacks.

Whenever a Chaos Dwarf with this special rule suffers a Miscast during the game, after resolving the effects of the Miscast on them normally, they must pass a Toughness test or suffer a Wound with no saves allowed.

Ghorth the Cruel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .405 pts

MWSBSSTWIALd
Ghorth the Cruel3544532310

Troop Type: Infantry (Special Character)

Magic: Ghorth the Cruel is a Level 4 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Shadow, the Lore of Death or the Lore of Hashut.

Blackshard Armour

  • May be mounted on a Palanquin (35 pts)

Magic Items / Abilities: Axe of Ghorth, Amulet of Hashut, Chalice of Fire

On a To Hit roll of 6, attacks with this axe automatically Wound and Ignores Armour Saves.

Ghorth and any unit he is with are subject to Frenzy. In addition, the amulet gives him the Ward Save (5+) special rule.

One use only. The Chaos Dwarf player may choose to roll a D3 at the start of any player’s Magic phase. The number rolled is the number of power/dispel dice the enemy must remove from their magic dice pool.

Contempt, Relentless, Resolute, Sorcerer's Curse

Whenever a Chaos Dwarf with this special rule suffers a Miscast during the game, after resolving the effects of the Miscast on them normally, they must pass a Toughness test or suffer a Wound with no saves allowed.

Drazhoath the Ashen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .570 pts

MWSBSSTWIALd
Drazhoath the Ashen3844534410
Cinderbreath650655346

Troop Type: Monster (Special Character)

Magic: Drazhoath the Ashen is a Level 4 Wizard who uses spells from the Lore of Hashut.

Blackshard Armour

Magic Items / Abilities: The Graven Sceptre, Hellshard Amulet, Daemonspite Crucible

This magic weapon never needs to roll higher than 4+ to wound its target, regardless of the enemy’s Toughness.

The Hellshard Amulet confers the Ward Save (5+) special rule. In addition, for every successful wound that the Amulet fails to stop in close combat, a Strength 2 hit is automatically inflicted on the model that caused the wound.

This bowl adds +1 to the bearer's casting attempts. In addition, the first time Drazhoath or Cinderbreath kills an enemy Wizard in close combat their soul-stuff is consumed by the Crucible and the bonus increases to +2.

Blazing Body (Cinderbreath), Contempt, Dark Renown, Fiery Breath (Cinderbreath), Flaming Attacks (Cinderbreath), Fly (8), Fuelled by Fire (Cinderbreath), Relentless, Resolute, Sorcerer's Curse

Any model (friend or foe), except another K'daai, in base contact with a K'daai at the start of the Close Combat phase takes an automatic non-physical Strength 3 hit with the Flaming Attacks special rule. In addition, any non-magical attacks suffer a -1 Strength penalty against them.

All friendly models with the Contempt special rule (including Drazhoath himself) within 12" of him add +1 to their combat resolution results.

This gives the model a Strength 4 Breath Weapon with the Flaming Attacks special rule.

If the Great Taurus is the target of a non-physical Flaming Attack, it immediately regains 1 Wound lost earlier in the battle.

Whenever a Chaos Dwarf with this special rule suffers a Miscast during the game, after resolving the effects of the Miscast on them normally, they must pass a Toughness test or suffer a Wound with no saves allowed.

Shar'tor the Executioner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .255 pts

MWSBSSTWIALd
Shar'tor the Executioner762555359

Shar'tor the Executioner may not be the army's General.

Troop Type: Monstrous Cavalry (Special Character)

Light armour.

Magic Items / Abilities: Darktide Axe, The Mask of the Executioner

Every time Shar'tor rolls a 6 when rolling To Wound in close combat, that attack has the Multiple Wounds (2) special rule.

At the start of your Magic phase, you can target one enemy unit within 8" of this model and roll a D6. On a 1 or 2 nothing happens. On a 3-5 that enemy unit suffers D3 wounds which Ignores Armour Saves. On a 6, that enemy unit suffers D6 wounds which Ignores Armour saves

Contempt, Impact Hits (D3), Lord of the Ba'hal, Natural Armour (4+), Prayers of Malice

All Bull Centaurs, Bull Centaur Renders and Bull Centaur Tau'ruks within 12" of Shar'tor may re-roll failed charge rolls.

Innate Bound Spell, power level 3. Prayers of Malice is an augment spell with a range of 12". The target unit gains a 6+ Ward save until the start of your next Magic phase.

Special Characters - Heroes

Rykarth the Unbreakable. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Rykarth3644524310

If Rykarth is taken, then you must include one unit of Immortals in the army, chosen at additional cost from the Special Units section of the army list.

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Cursed Rune Axe, Armour of Gazrakh

Great weapon. All attacks made by this weapon have the Armour Piercing (1) and Multiple Wounds (D3) special rules.

Heavy armour. This armour gives Rykarth +3 to his armour save, for a total save of 1+.

Captain of the Immortals, Contempt, Relentless, Resolute, Unbreakable

Rykarth must be accompanied by a unit of Immortals, and he may not leave this unit. As long as he remains in it, he and his unit are Unbreakable.

Gorduz Backstabber. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts

MWSBSSTWIALd
Gorduz454442537

Gorduz Backstabber may not be the army's General.

Troop Type: Infantry (Special Character)

Light armour, shield.

  • May be mounted on a Giant Wolf (12 pts)

Magic Items / Abilities: Eye-Gouger

All attacks made with Eye-Gouger have the Poisoned Attacks, Killing Blow and Armour Piercing (1) special rules.

Backstabbers, Cowardly Despoilers, Fated... Lucky... Sneaky!

If a Hobgoblin infantry unit with the Backstabbers special rule is at least 10 models strong and successfully restrains itself from pursuing an enemy that has broken in close combat, it immediately causes D6 Strength 3 hits on the fleeing unit before it moves for every 10 full models in the Hobgoblin unit. Wounds from this attack are distributed as wounds from shooting attacks and may be saved normally.

Units with this special rule gain +1 To Hit in the first round of combat if they successfully charge an enemy in the rear or flank. However, if they are themselves charged at all, they suffer a -1 to their Combat Resolution bonus in the first round of combat instead. This rule applies to the Hobgoblins themselves, including any Hobgoblin character in the unit, but not to their wolves.

When Gorduz is reduced to his last Wound, he gains the Ward Save (4+) special rule.

Hothgar the Renegade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts

MWSBSSTWIALd
Hothgar344442229

Troop Type: Infantry (Special Character)

Magic: Hothgar is a Level 2 Wizard who uses spells from the Lore of Fire or the Lore of Metal.

Naptha Bombs

Magic Items / Abilities: Hellfire Pistol, Inferno Armour

Pistol. The Hellfire Pistol has the Flaming Attacks (missile attacks only) and Multiple Shots (D3) special rules.

Blackshard Armour. This armour gives Hothgar the Ward Save (5+) special rule against Magical Attacks.

Contempt, Infernal Engineer, Master Engineer, Relentless, Resolute, Sorcerer's Curse

One war machine or Hellcannon that is within 3" of the Deamonsmith can use his Ballistic Skill or re-roll one artillery dice or scatter dice during each Shooting phase. You must nominate which weapon, if any, will be using this special rule at the start of each Shooting phase, before any such weapons within 3" of the Daemonsmith are fired.

A Deamonsmith that is within 3" of a war machine is allowed to take a "Look Out Sir!" roll just as if he was within 3" of a unit of five or more models of the same troop type as himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.

All War Machines in an army including Hothgar may re-roll one Artillery dice or Scatter dice once each during the game.

Whenever a Chaos Dwarf with this special rule suffers a Miscast during the game, after resolving the effects of the Miscast on them normally, they must pass a Toughness test or suffer a Wound with no saves allowed.

Hell-Forged Artefacts

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Chaos Dwarfs. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

Close combat attacks made with this weapon have the Killing Blow special rule. In addition, once per game, the bearer can inflict an automatic wound on every model in base contact, including their own mount, with the Ignores Armour Saves special rule.

The bearer of this weapon gains the Hatred and the Armour Piercing (2) special rule.

Magic Armour

6+ armour save. The wearer gains the Fear, Ward Save (4+) and Immunity (Flaming Attacks) special rule.

Heavy armour. This armour gives the wearer +2 to their armour save and Magic Resistance (2).

Talismans

Sorcerer-Prophet, Overlord, Daemonsmith or Despot only. The bearer's Toughness is increased by +1, while their Initiative is lowered by -1 (to a minimum of 1).

Arcane Items

In any Magic phase the bearer may, if they wish, reduce the number of dice held in both sides' dice pools by D3 each. Roll these dice separately declaring before rolling which applies to which side. If a double '1' is rolled between the dice then the bearer suffers a wound with no armour saves allowed. If they roll a double '6' then the bearer may recover a wound previously lost in the game.

Enchanted Items

One use only. This effect takes place at the start of the player's Movement phase before charges are declared. All enemy units within 18" suffer a Panic test. Buildings, Chariots and War Machines within this range suffer D6 automatic wounds.

One use only. This item can be activated at the beginning of either player's Close Combat phase, after challenges are issued and accepted. The bearer and one model in base contact (bearer's choice) may not attack or be attacked for the duration of that phase. Work out combat resolution as normal.

The wearer gains +1 Strength. If the wearer rolls a 1 to hit, this blow strikes a random friendly model in base contact instead.

Magic Standards

All friendly models with the Animosity rule (as well as Spear Chukkas) within 12" gain the Immunity (Panic) special rule.

The Lore of Hashut

The flame of Hashut kindles best in living flesh, and always hungers to destroy.Once a spell from the Lore of Hashut has been cast on an enemy unit, that unit counts as being Flammable for the remainder of the Magic phase.

Breath of Hatred is an augment spell with a range of 24". The target unit gains the Hatred special rule until the start of the caster's next Magic phase. The Wizard can choose to have this spell target all friendly units within 12". If they do so, the casting value is increased to 12+.

Burning Wrath is a magic missile with a range of 12" and causes D6 strength 6 hits with the Flaming Attackss special rule. The Wizard can increase this to 2D6 hits. If they do so, the casting value is increased to 12+.

Dark Subjugation is a hex spell with a range of 24". The target unit must pass a Leadership test at -3 or suffer a permanent reduction of -1 to their Leadership for the rest of the game (to a minimum of 2). This has no effect on models with Immunity (Psychology).

Curse of Hashut is a direct damage spell with a range of 18". It targets a single enemy model of the caster's choice (even a character in a unit). The target suffers a number of hits equal to 2D6 minus their Toughness value. Hits from this spell Wound on a 4+ with the Ignores Armour Saves special rule.

Ash Storm is a hex spell with a range of 24". The target unit suffers -1 To Hit in close combat and -2 To Hit with missile attacks until the start of the caster's next Magic phase. In addition, the target unit may not march or Fly. The unit also treats all terrain (except impassable terrain) as dangerous terrain while the spell's effect lasts.

Hell Hammer is a direct damage spell. Extend a straight line 12" within the caster's front arc and directly away from their base. Each model in the way (determined using the line template) must take an Initiative test or suffer a Strength 6 hit with the Flaming Attacks and Multiple Wounds (D3) special rule. Any unit suffering casualties from this spell must immediately take a Panic test. The Sorcerer can choose to increase the range of the spell to 24". If they do so, the casting value of the spell is increased to 17+.

Flames of Azgorh is a direct damage spell which may be cast on any point on the table within the caster's line of sight. Place the small round template with the central hole on the chosen target point - the template then scatters D6". All models touched by the template suffer a Strength 6 hit with the Flaming Attacks and the Multiple Wounds (D6) special rules. In addition, the model directly under the hole in the template must take a Toughness test at -2 or be slain outright with no saves. The Sorcerer may choose to increase the power of the Flames of Azgorh using the larger (5") round template, but if this is the case the casting value is increased to 25+.

Siege Giant Special Rules

A Giant must test to see whether it falls over if any of the following apply:

  • If it is beaten in close combat. Test once results are established but before taking a Break test.

  • If it is fleeing at the start of the Movement phase.

  • When it crosses an obstacle. Test when the obstacle is reached.

  • If the Giant decides to Flail and Crush an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a falling Giant suffers a Strength 6 Hit with the Multiple Wounds (D3) special rule. If the unit is in combat and the Giant has fallen over whilst attempting to Flail and Crush, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

following Movement phase, but may not move in the Movement phase that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain – the enemy swarm over him and cut him to pieces. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.

In order to determine what a Chaos Siege Giant does in each Close Combat phase, pick a unit in base-to-base contact with the Giant and roll a D6, applying the result shown on one of the following tables. Which table you use depends on the size of the Giant’s victim. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1

Yell and Bawl

2

Smash with Pick

3-4

Flail and Crush

5-6

Ripping Blades

Big Things Chart

Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Result

1

Legbreaker!

2-4

Smash with Pick

5-6

'Eadbutt

Neither the Giant nor models in contact with it fight if they have not already done so this round. The Giant automatically wins the combat by 2 points or more (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

The Giant chooses a single target model from the enemy unit that it is in base contact with. The target may attempt to avoid the blow by passing an Initiative test. If the test is failed, the model suffers 2D3 wounds with the Ignores Armour Saves special rule. If a double is rolled, the Giant’s pick has imbedded itself in the ground and the Giant cannot attack at all in the following round of the same combat whilst it yanks it free.

First test to see if the Giant falls over, with any wounds caused if they do counting towards the combat result. If the Giant remains on its feet, select a target unit in base contact. That unit sustains 2D6 Strength 6 automatic hits as the armoured bulk of the Giant batters them into the ground.

The Giant fights using the Random Attacks (2D6) special rule this round. If a double is rolled when determining the number of Attacks, the Giant must immediately test to see if it falls over. Any further damage done in this way counts towards combat resolution.

If a double 1 is rolled, something very unfortunate has occurred. If this has happened no damage is inflicted on the enemy unit. Instead the Giant suffers D3 wounds (no saves) and immediately falls over (the chain has wrapped around their neck, they’ve managed to stab themselves or something equally unpleasant has occurred). Any wounds caused by the fall count towards combat resolution as usual.

The Giant targets a single enemy model in the target unit that is in base contact. The Giant and its victim both roll a D6 and add their Strength, and for each point by which the Giant beats its victim’s score, it inflicts D3 automatic wounds with the Ignores Armour Saves special rule. In addition, regardless of the result, any models other than the Giant inflicting the attack in base contact with the victim must pass an Initiative test to get out of the way or suffer an automatic wound from the struggling beasts!

The Giant automatically inflicts D3 wounds which Ignores Armour Saves. If the victim is wounded but not slain, then it loses all of its following attacks. If the target has not yet attacked in that combat round, it loses those attacks; if it has already attacked, then it loses the next round's attacks.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Acolytes of Hashut

Infantry

20x20

Altar of Hashut

War Machine

100

Astragoth Ironhand

Infantry

20x20

Black Orcs

Infantry

25x25

Bull Centaur Renders

Monstrous Cavalry

50x75

Bull Centaur Taur'Ruk

Monstrous Cavalry

50x75

Bull Centaurs

Cavalry

25x50

Chaos Dwarf Warriors

Infantry

20x20

Daemonsmith

Infantry

20x20

Deathshrieker Rocket Launcher

War Machine

75

Despot

Infantry

20x20

Devastators

Infantry

20x20

Drazhoath The Ashen

Monster

60x100

Dreadquake Mortar

War Machine

100

Ghorth The Cruel

Infantry

20x20

Giant Wolf

Warbeast

25x50

Goblin Slaves

Infantry

20x20

Gorduz Backstabber

Infantry

20x20

Great Taurus

Monster

50x50 or 50x100

Hellcannon

Monster

100x100 or 75x75

Hobgoblin Chieftain

Infantry

20x20

Hobgoblin Spear Chukka

War Machine

60

Hobgoblin Warriors

Infantry

20x20

Hobgoblin Wolf Raiders

Cavalry

25x50

Hothgar The Renegade

Infantry

20x20

Immortals

Infantry

20x20

Infernal Guard

Infantry

20x20

Inferno Gun/Bazuka

Infantry

25x50

Iron Daemon War Engine

Chariot

60x100

Juggernaut Siege Tower

Chariot

100x50

K'Daai Destroyer

Monster

100x150

K'Daai Fireborn

Monstrous Infantry

40x40

Kollossus

Monster

50x50

Lammasu

Monster

50x50 or 50x100

Magma Cannon

War Machine

75

Orc Slaves

Infantry

25x25

Overlord

Infantry

20x20

Palanquin

Infantry

40x40

Petrified Sorcerer

Infantry

40x40

Rykarth The Unbreakable

Infantry

20x20

Shar'Tor The Executioner

Monstrous Cavalry

50x75

Siege Giant

Monster

50x75

Sneaky Gits

Infantry

20x20

Sorcerer-Prophet

Infantry

20x20

Whirlwind/Tenderizer

Chariot

50x100

Zealot Berzerkers

Infantry

20x20

Zhatan The Black

Infantry

20x20