Regole speciali
Chaos Dwarfs

Global

Darkforged weapon

These weapons vary in style and shape, as do the abilities granted them by the twisted runes inscribed upon them.

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:

Darkforged Weapon Table
D6 Result
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.

Blackshard Armour

Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.

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.

Backstab

Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.

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

Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.

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

This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.

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.

Blood of Hashut

This powerful alchemical substance is saturated with daemonic magic that bursts into molten flame upon contact with metal.

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.

Naptha bombs

Containing sorcerous concoctions of sulphurous chemicals and the distilled essence of sundered fire-Daemons, Naptha bombs are unstable explosive flasks which shatter when thrown, unleashing a mass of seething flame.

R S AP Special Rules
Naptha bombs 6" 3 - Flaming Attacks, Ponderous,Quick Shot

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

Born Of Fire

The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.

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.

Skullcracker

A Skullcracker is a hissing and grinding arcane-mechanical conglomeration of iron hammers, hacking blades and brutal picks designed to pulverise and shred anything unfortunate enough to be caught in front of the machine.

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.

Quell Panic

Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.

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.

Steam Cannonade

Powered by the channelled pressure of the Iron Daemon’s furnace, a steam cannonade is a twin barrelled organ gun used to blast a lethal storm of red-hot shrapnel and curse-laden shot into the ranks of the enemy.

R S AP Special Rules
Steam Cannonade 18" 5 -1 Armour Bane (1), Cannonade, Cumbersome
Notes: When shooting with a steam cannonade, follow the normal Shooting phase sequence.

Cannonade: When shooting with a steam cannonade, roll two Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of both Artillery dice:

• If a Misfire is rolled on one of the Artillery dice, all shots fired from the steam cannonade this turn suffer an additional -1 To Hit modifier (instead of rolling on a Misfire table).
• If a Misfire is rolled on both of the Artillery dice, no shots are fired and this model loses a single Wound (instead of rolling on a Misfire table).

After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.

Carriage Hauler

An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.

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.

Goring Horns

R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.

Demolition Rockets

R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)

Notes: 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.

Lumbering Destruction

The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.

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.

Lore of Hashut

The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.

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.

Doomfire

Dreadquake Mortar

R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload

Notes: 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.

Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.

Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.

Sorcerous Exhalation

R S AP Special Rules
Sorcerous N/A 4 -2 Breath Weapon, Magical Attacks
Exhalation

Fireglaive

A Fireglaive is a compact, heavily constructed repeating handgun that incorporates a single-edged chopping blade, allowing a skilled fighter to wield it in combat much like a halberd.

Fireglaive R S AP Special Rules
Ranged 18" 4 -1 Armour Bane (1)
Combat Combat S+1 -1 Armour Bane (1), Requires Two Hands

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

Grinding Wheels

An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.

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.

Hailshot blunderbluss

A Hailshot blunderbuss is a broad-barrelled weapon that fires a concentrated but short-ranged burst of shot. When fired in massed ranks, these weapons produce a deadly storm, capable of obliterating enemy formations.

R S AP Special Rules
Hailshot blunderbluss 12" 3 -1 Multiple Shots (D3), Volley Fire

Notes: 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.

Hellbound

Although a touch of the daemonic enters into all the works of the Chaos Dwarfs, some war machines have hellish entities bound into their very frames, creating possessed engines of wrath and ruin.

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

Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.

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.

Infernal Incendiaries

R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: 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

R S AP Special Rules
Mace tail Combat S+1 -2 -
Notes: A Lammasu may make one additional attack each turn with this weapon.

Sorcerer's Curse

The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.

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

Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.

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.

Resolute

Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.

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.

Stampede

When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.

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

Trampling Hooves

R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks

Steam Carriage