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 Turning Dwarves into Chaos Dwarves

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MagnoliaFan
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PostSubject: Turning Dwarves into Chaos Dwarves   Fri 19 Dec 2008 - 8:11

Hey everyone,

I like too start a brand new warband and realy wanted too use chaos dwarf models. I wanted too use the basic rules so i opted on using the dwarf treaserhunter rules, but while I was planning the warband I wanted to use hobgobo models as beardlings so I tought I hade to make a few changes:

First I tougt it was strange that the engeneer and thunders have a WS 4 and a BS 3 so I want too change it in a BS 4 and a WS 3. Does anyone done this alredy? Does it work?

And now the changes I wanted to make so it had a more chaos dwarf feel to it:

Change Hate Orcs&goblins to Hate dwarves (exept chaos dwarves, DUH!! tongue ).
Change the handgun to a blunderbuss.
The bearlings will become Hobgoblins with the folowing stat changes T3 (not 4) LD 7 (not Cool Bs 3 (not 2). They can't use the expert weaponsmith rule. and heave a new ecuipment list with: dagger, club, sword, spear, bow and shield.

Please let me know what you think of it, and if you think the changes are fair.

Thanks, MagnoliaFan.
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PostSubject: Re: Turning Dwarves into Chaos Dwarves   Fri 19 Dec 2008 - 8:25

To me, blunerbuss seems to powerfull to have on many models, and bs4 is very good to start with.
Have you seen the unofiicial chaos dwarves list?
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PostSubject: Re: Turning Dwarves into Chaos Dwarves   Fri 19 Dec 2008 - 8:35

I think there is a chaos dwarf warband through Boardertown burning if you are interested in that?

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PostSubject: Re: Turning Dwarves into Chaos Dwarves   Fri 19 Dec 2008 - 12:15

Yeah, the BRB list has 'Informer' henchmen (they are human slaves helping their masters out). Stat and cost wise, they work well as Hobgoblins.
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PostSubject: Re: Turning Dwarves into Chaos Dwarves   Fri 19 Dec 2008 - 12:17

StyrofoamKing wrote:
Yeah, the BRB list has 'Informers', which work just as well as Hobgoblins.

In fact they're meant to be used as captured humans, hobgoblins or whatever the player wants really. They are meant to provide the player with lots of freedom for creativity and individuality.

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PostSubject: Re: Turning Dwarves into Chaos Dwarves   Fri 19 Dec 2008 - 15:17

I found the old Chaos Dwarf Warband. This warband was published on the Spanish SG Website many years ago. I translated from Spanish to English back in January of 2005. I am sure there are mistakes in teh translation.

Special Rules:



Hard Head: The Chaos Dwarfs and Centaurs of Chaos can only be OOA on a six.



Armor: The Chaos Dwarfs and Centaurs of Chaos suffer no movement penalties



Hard to Kill: The Dwarfs of Chaos and Centaurs of Chaos can only be taken OOA on
a six.



Slavers: One of the objectives of the Chaos Dwarfs in Mordheim is to find more
slavers for their sacrifices and their work. In consequence, The Chaos Dwarfs
never free any of the slaves they capture, they will only sacrifice the. The
Wizard apprentice will receive +1 in experience or allow for another dice roll
in exploration. In this case, at the end of the game add plus one for each slave
to the total amount of stone accumulated. For each slave killed instead of
experience you gain one Wyrdstone for each salve. Before they can add, roll 1D6
with the result of 2-6 the slave dies. If the slave dies then the Chaos Dwarfs
can keep the slaves equipment. On the other hand, the result of a 1, will allow
the slave to escape back to his/her original warband and will gain D3 experience
and its equipment stays intact.



Not too Common: The Chaos Dwarfs are very rare and for this reason when they
roll the dice for the acquisition for new recruits they must spend 1.5 times
more the normal amount. Hobgoblins are not included in this rule. Example: A
group of Chaos Dwarfs has 4 experience points it will cost six experience points
to recruit another one.



Work of the Slave: The warband of Chaos Dwarfs must include a minimum of 4
Hobgoblins. If they include less than four(4) Hobgoblins this must be a result
from an immediate loss and must recruit a minimum of four (4) Hobgoblins by the
next battle.



The Maximum warband models are 14.



Initial Experience:



Wizards start with 20 experiences

Centaurs of Chaos start with 12 experience

Champions start with 8 points of experience







The qualities of the Wyrdstone are very well known by people that practice magic
from ever race. The magicians and wizards have believed in the power of the
stone when they practice magic. This knowledge has even made its way to the Far
East. The horrible ugly the land of Zharr-Narground. On this land, the Chaos
Dwarfs govern thousands of slaves over many years. In fact, only one of these
wizards has learned of the disaster that has happened over the land Mordheim. In
his long search for rivals to defeat to keep the magic powers and acquire more
slaves has made Hasbut to realize he needs to go to Mordheim and the stones will
help secure his rule.



In Mordheim, no law, or common enemy, common defense to any incursions with the
magic power of never ending slaver Habut has prepared an expedition to Mordheim.
However, instead of invading the City and attracting the attention of his
rivals. He has sent his best apprentices and find more slaves, money, and
Wyrdstone to satisfy his diabolic purposes.











Equipment List



Dagger free/2gc

Club 3gcs

Axe 5gcs

Hammer 3gcs

Sword 10gcs

Double Handed Weapon 15gcs

Pistols 15/30gcs



Missile Weapons



Pistols 15/30gcs



Amour



Heavy Amour 50 gcs

Shield 5 gcs

Helmet 10 gcs

Light Armor 20 gcs







List for Trabuqueros (Hand Gunners)



Hand to Hand

Dagger 1st Free/2 gcs

Axe 5 gcs

Sword 10 gcs

Hammer 3 gcs



Missile Weapons

#Trabuqueros 20/40 gcs

Pistol 15/30 gcs



Armor

Heavy 50 gcs

Helmet 0 *I am guessing this is a mistake it shows zero but I think it should be
10gc

Light Armor 20





Hobgoblin Equipment List



Hand to Hand

Dagger 1st Free/2nd 2 GC

Sword 10

Poisoned Dagger 8/15

Axe 5 GC



Missile Weapons

Short Bow 5 gcs

Long Bow 10 gcs



Armour:

Light Armour 20 GC

Shield 5 gcs



#Any future equipment purchases for the handgunners will be more expensive as a
starting warband is cheaper on equipment than attempting to purchase while in
Mordheim.



































Special Equipment;



Handguns for Chaos Dwarfs: Rare 10

The Chaos Dwarfs have a bad reputation of using these weapons in with their
troops. They use the same tactics in the street of Mordheim. 18 inches (40 cm)
the strength is 3. Superior Construction they use has permitted the gun to get
better. You can reload before you on the next turn: no two turns to reload. The
handguns can be fired multiple times during the same game. But only once per
turn.



Daggers with Poisons: Hobgoblins put poison on the leaves they are smart and are
hired as assassins However they are very sacrificable. The distance on combat is
the same. Strength as user. 1) Double, 2) Fast 3) Poison. The double one is two
daggers are poison and must be used in pairs with a modifier of +1 to hit, they
can not have any other weapons. Fast: In combat, HTH the HG obtain +1
Initiative. Poisson that covers the knife is the same as Black Lotus even though
the color is different. The majority of people reason that there is a new
influence due to the extensive use of the poison. The effects of the poison
never disappear. When affects with the result of six there is an automatic
wound.



Rare 10



The weapons are very rare do to they need a lot of time to make without breaking
the stone. Once they are made these are made to tae a strong impact. They can be
used n HTH 1 HT

Special rules: Heavy Personal per



The weapon (look up translation)

The cost 60 GCs for this time of weapon. Metal type. Sword axe hammer.





Heavy: Model equipped with takes -1 intiative in HTH. Negative -1 imitative































Wizard Apprentice for Chaos Dwarfs

75 gcs



After being so powerful of Zharr-Naggrund ; the apprentices must apply their
knowledge and skills in the streets of Mordheim. Their goal s to achieve or
attain the level of their teachers.




M

WS

BS

S

T

W

I

A

LD

3

4

3

3

4

1

3

1

9






Weapons: The wizards can be equipped with weapons and armor from the list of
Chaos Dwarfs equipment list. If you give the wizards armour then they can not
use magic.



Special rules: The boss may use his leadership within 15cm or 6 inches.

Rituals of Chaos: The wizards are magicians’ s and can generate a spell from .
Only one spells randomly.











0-1 Centaur

50gcs

The centaurs are eligible from Hasbut and are famous for being powerful and very
dangerous. T s considered an honor to include them n the warband.




M

WS

BS

S

T

W

I

A

LD

7

4

3

4

4

1

3

2

9






Arms and Equipment: Centaurs can be armed from the list for equipment of Chaos
Dwarfs.



0-2 Champions of Chaos Dwarfs

50 GCs

Champion Dwarfs are favorite solders for apprentice wizards. They are excellent
warriors and can trust.




M

WS

BS

S

T

W

I

A

LD

3

5

3

3

4

1

2

1

9






Weapons and Armor: They can be equipped from their Chaos Dwarf list.



0-6 Chaos Dwarfs



40 GCs


M

WS

BS

S

T

W

I

A

LD

3

4

3

3

4

1

2

1

9








Weapons and armor: can be equipped from the list Chaos Dwarf List





0-3 Chaos Dwarfs Blunderbuss



40 GCs




M

WS

BS

S

T

W

I

A

LD

3

4

3

3

4

1

2

1

9




Weapons/Equipment: Shooting list only/Trabuqueros (blunderbuss)



Hobgoblins

15 GCs




M

WS

BS

S

T

W

I

A

LD

4

2

3

3

3

1

3

1

6






WEAPONS AND ARMOR: FROM HOBGOBLN LIST ONLY



SPECAL RULES; Small: The hobgoblins cowards and s normal. Forced to fight for
the teachers and they suffer wounds very easily. They will try to escape as much
as poss1ble. When rolling for wounds at the end of the game n1-3 means death.



Not important to anyone: The Hobgoblins count as half. And can never get lads
got talent. Same rules as Goblins in Orc and Goblin Warband except no animosity.



Albeit of chaos dwarfs





Special Skills for Chaos Dwarfs and Skill Table






Combat

Shooting

Academic

Strength

Speed

Special

Wizard

x



x





x

Centaur

x

x



x



x

Chamption

x

x



x



x












Max Characteristics



Chaos Dwarfs


M

WS

BS

S

T

W

I

A

LD

4

7

6

4

5

3

5

4

10






Centaurs


M

WS

BS

S

T

W

I

A

LD

15/9

7

3

5

5

4

4

5

9




*There is something wrong with Centaur max movement. The Centaur already starts
with a movement of 18cms or 7 inches and in this max list it had 15. I am
guessing they meant 15 cms but this contradicts the starting movement and I
doubt they meant 15 inches. I would suggest using 9 inches like the Centigors.



Hobgoblins




M

WS

BS

S

T

W

I

A

LD

5

5

5

4

4

3

5

3

8




*Here is another problem. This warband allows henchmen to gain more than +1 to
any characteristic. This is in direct contradiction with the rulebook for all
other warbands. You would need to check with your gaming partners on allowing
this.



Special Skills



The Heroes of Dwarfs and Centaurs of chaos can gain these special abilities when
they roll special skill instead of the normal ones.



Hard as Bricks: On the result of 1-3 the model is knocked down, on the result of
4-5 the model is stunned, and on the 6 the model is OOA.



Major Resistance: It permits to another dice roll on injury table. The second
turned out is the one that prevails.



Hate with no Limits: Basicly Hates everyone.



Hard Head: It permits a thrown of salvacion special of 3 + al to remain dazed.
Basicly, a 3+ to be knocked down if stunned.







Chaos Dwarf Magic



1D6 Result





1 Spectrum of Hasbut Difficulty 9

An Enemy model within the radius of 10 inches will automaticly be stunned.



2 Stone Statue Difficulty 9

It chooses a minatura enemy that be found to a distance maxima of 12 inches and
that this in its linea of vision. During the remainder of the shift and the
siguente, the miniature podra to do nothing. If it is attacked in battle body to
body, the miniature suffer an impact automatico. if receives shots, the
miniature that shoot him obtendra ua bonificador of + 1 al to impact. One model
in line of sight and 12 inches will be unable to do anything for this turn and
the next. If in HTH he can do nothing and all HITS are automatic. If model is
being shot at +1 to HIT.





3 Ball of Fire Difficulty 7

You need line of sight, 16 inches range, enemy model will receive Strength 4.



4 Disappear Difficulty 7

Pretty much same spell as “Fool Ya” from Orcs. Can not be charged and if in HTH
may leave HTH up to six inches away with no penalty.



5 Eruption Difficulty 8

All miniatures within 4 inches(friendly and enemy) will receive automatic
Strength 4 HIT. After resolving the effects of the impact, the sorcerer will not
be able to cast more spells until the next turn and will suffer a -1 penalty to
his Thoughnes attribute.



6 The Eye of Hasbut Difficulty 7

The magical one opens its arms while calls al powerful hasbut so that help its
children and provide them Strength.



It chooses the miniatures enemy that be found to a distance max of 12 inches
throws 1d5. Recalls that the hobgoblins always reduce a 1 al resulting .



1D6 Result

1 Hasbut does not trust in you. The miniature I remain immediatamente out of
battle, although suffer not a serious injury during the sequence after the
battle.



2-5 Habut trusts in you. The miniature adds + 1 to an ability of its profile of
attributes during the rest of the game.

6 Hasbut favors you. The miniature adds + 1 to all its abilities of the profile
of attributos during the remainder of the game.
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MagnoliaFan
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PostSubject: Re: Turning Dwarves into Chaos Dwarves   Mon 22 Dec 2008 - 1:44

Thanks for the feedback! I'm going to look into the rules from btb. but the big problem is that we are going to play regular mordheim with packed tables, so the prison weagon cant really move well on the table Sad.
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PostSubject: Re: Turning Dwarves into Chaos Dwarves   Mon 22 Dec 2008 - 12:26

MagnoliaFan wrote:
Thanks for the feedback! I'm going to look into the rules from btb. but the big problem is that we are going to play regular mordheim with packed tables, so the prison weagon cant really move well on the table Sad.

You can easily play without the wagon. It is an option to give your warband a more distinct theme but you can also do without it.

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PostSubject: Re: Turning Dwarves into Chaos Dwarves   Mon 22 Dec 2008 - 20:31

Maybe give them the 'Swabbies' rule from the Pirate Warband, to collect the near-dead if they own a Mancatcher weapon.
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PostSubject: Re: Turning Dwarves into Chaos Dwarves   Tue 23 Dec 2008 - 1:15

Quote :
Maybe give them the 'Swabbies' rule from the Pirate Warband, to collect the near-dead if they own a Mancatcher weapon.

I like this idea, maby i'm going to introduce it to my gaming group!
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