| Turning Dwarves into Chaos Dwarves | |
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MagnoliaFan Warlord
Posts : 221 Trading Reputation : 0 Join date : 2008-12-19 Age : 40 Location : Netherlands, Rotterdam
Personal Info Primary Warband played: Sisters of Sigmar Achievements earned: none
| Subject: Turning Dwarves into Chaos Dwarves Fri 19 Dec 2008 - 16:11 | |
| 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!! ). Change the handgun to a blunderbuss. The bearlings will become Hobgoblins with the folowing stat changes T3 (not 4) LD 7 (not 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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Tok Hero
Posts : 31 Trading Reputation : 0 Join date : 2008-12-13
| Subject: Re: Turning Dwarves into Chaos Dwarves Fri 19 Dec 2008 - 16:25 | |
| 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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Duce Honour Guard
Posts : 800 Trading Reputation : 0 Join date : 2008-06-11 Age : 42 Location : N.Ireland
Personal Info Primary Warband played: Reiklanders Achievements earned: none
| Subject: Re: Turning Dwarves into Chaos Dwarves Fri 19 Dec 2008 - 16:35 | |
| I think there is a chaos dwarf warband through Boardertown burning if you are interested in that? _________________ | |
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StyrofoamKing Etheral
Posts : 1355 Trading Reputation : 0 Join date : 2008-02-16 Age : 40 Location : Chantilly, DC
Personal Info Primary Warband played: Pirates (Unofficial) Achievements earned: None
| Subject: Re: Turning Dwarves into Chaos Dwarves Fri 19 Dec 2008 - 20:15 | |
| 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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cianty Honour Guard
Posts : 5287 Trading Reputation : 5 Join date : 2007-09-27 Location : Berlin
Personal Info Primary Warband played: Monks (BTB) Achievements earned: Silver Tom
| Subject: Re: Turning Dwarves into Chaos Dwarves Fri 19 Dec 2008 - 20:17 | |
| - 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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Da Bank Rules Guru
Posts : 1927 Trading Reputation : 3 Join date : 2008-01-26
Personal Info Primary Warband played: Marienburgers Achievements earned: None
| Subject: Re: Turning Dwarves into Chaos Dwarves Fri 19 Dec 2008 - 23:17 | |
| 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 Warlord
Posts : 221 Trading Reputation : 0 Join date : 2008-12-19 Age : 40 Location : Netherlands, Rotterdam
Personal Info Primary Warband played: Sisters of Sigmar Achievements earned: none
| Subject: Re: Turning Dwarves into Chaos Dwarves Mon 22 Dec 2008 - 9:44 | |
| 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 . | |
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cianty Honour Guard
Posts : 5287 Trading Reputation : 5 Join date : 2007-09-27 Location : Berlin
Personal Info Primary Warband played: Monks (BTB) Achievements earned: Silver Tom
| Subject: Re: Turning Dwarves into Chaos Dwarves Mon 22 Dec 2008 - 20:26 | |
| - 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 .
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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StyrofoamKing Etheral
Posts : 1355 Trading Reputation : 0 Join date : 2008-02-16 Age : 40 Location : Chantilly, DC
Personal Info Primary Warband played: Pirates (Unofficial) Achievements earned: None
| Subject: Re: Turning Dwarves into Chaos Dwarves Tue 23 Dec 2008 - 4:31 | |
| 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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MagnoliaFan Warlord
Posts : 221 Trading Reputation : 0 Join date : 2008-12-19 Age : 40 Location : Netherlands, Rotterdam
Personal Info Primary Warband played: Sisters of Sigmar Achievements earned: none
| Subject: Re: Turning Dwarves into Chaos Dwarves Tue 23 Dec 2008 - 9:15 | |
| - 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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