Sorcerer-Prophet. Dwarf Pistol MELEE ATTACKS Range Attacks To Hit To Wound Rend Damage Darkforged Weapon

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Sorcerer-Prophet RANGED ATTACKS Range Attacks To Hit To Wound Rend Damage Dwarf Pistol 8 1 3+ 3+ -1 1 Darkforged Weapon 1 3 4+ 4+ - 1 3 points The Sorcerer Prophet is equipped with a Dwarf Pistol and a Darkforged Weapon. Infernal Engineer The model may make Look Out Sir rolls if it is within 3 of one of the army s war machines. Per each HERO phase, the model may repair a warmachine of 1 wound. Sorcerer s Curse Each time the model rolls a double-one when casting a spell, he takes D3 wounds with no save allowed. Darkforged Weapon before the game begins, roll a D6 to see what properties this model s Darkforged Weapon has: 1 Spell-Wrought: The model may add +1 when casting spells 2 Furnace Blast: Once per game the model may unleash the flames of the weapon. This has a 6 range and may be used even if engaged in combat. The weapon does 2D6 hits that hit and wound on 4+ and do 1 damage with no rend. 3 Malignant: The model may re-roll its melee attacks 4 Life Bane: The weapon does D3 damage 5 Dweomer Leach: The model may add +1 to unbinding attempts 6 Possessed: The weapon wounds on a 2+. However for any 1s rolled, the model itself takes a wound, and no save is allowed for any damage inflicted by this weapon. Command Ability The Sorcerer-Prophet may curse an enemy unit within 18 of him. All Chaos-Dwarf models may re-roll failed towound rolls against that unit until the beginning of the next HERO phase. Magic The model is a wizard and may attempt to cast one spell per HERO phase and attempt to unbind one spell in each enemy hero phase. He knows Arcane Bolt and Mystic Shield as well as the Flames of Azgorh spell. Flames of Azgorh cast on a 9. This spell has an 18 range and when cast inflicts 2D6 hits on a unit. The spell wounds on a 4+ with a Rend value of -1 and does D3 damage. Keywords: Chaos, Chaos Dwarf, Hero, Wizard, Sorcerer-Prophet Chaos Dwarf Warscroll Compendium Page 2

Sorcerer-Prophet on Lammasu or Bull Taurus RANGED ATTACKS Range Attacks To Hit To Wound Rend Damage Dwarf Pistol 8 1 3+ 3+ -1 1 Belch Fire 16 6 4+ 4+ - 1 Darkforged Weapon 1 3 4+ 4+ - 1 Horns & Teeth 1 1 4+ 3+ -1 D3 Forelimbs 1 4 4+ 4+ - 1 6 points The Sorcerer-Prophet on Lammasu or Bull Taurus has the same rules as the Sorcerer Prophet on foot with the exception that he is mounted on a flying creature and gains the Belch Fire ranged attack as well as the Horns & Teeth and Forelimbs melee attacks Keywords: Chaos, Chaos Dwarf, Hero, Wizard, Sorcerer-Prophet Chaos Dwarf Warscroll Compendium Page 3

Infernal-Castellan Army Standard Bearer RANGED ATTACKS Range Attacks To Hit To Wound Rend Damage Dwarf Pistol 8 1 3+ 3+ -1 1 Infernal Axe 1 3 3+ 3+ -1 1 2 point The Infernal-Castellan is armed with a dwarf pistol and an Infernal Axe. He carries the army standard for his lord. The Tallest Hat This model may re-roll any failed to-hit rolls if the player is wearing a magnificent hat Fell Standard In your HERO phase, the model may plant his Standard. If he does so, you may not move the model until your next HERO phase, but he gains the following abilities: Blessings of Ash any Chaos-Dwarf models within 12 that take damage may roll an immediate attack that hits on 5+ and wounds on 5+ doing Damage 1. Armor saves may not be taken by this attack as ash blows into the mouths and noses of the enemy, preventing them from breathing. Boon of the Zharduuk any Chaos Dwarf Wizard models gain the spell Blessings of Ash, which operates as above and has a Casting Value of 7 and a range of 18. Keywords: Chaos, Chaos Dwarf, Hero, Infernal Castellan Army Standard Bearer Chaos Dwarf Warscroll Compendium Page 4

Infernal-Castellan RANGED ATTACKS Range Attacks To Hit To Wound Rend Damage Dwarf Pistol 8 1 3+ 3+ -1 1 Infernal Axe 1 3 3+ 3+ -1 1 Twin Axes 1 6 4+ 3+ - 1 Great Infernal Axe 1 3 4+ 3+ -2 2 2 point The Infernal-Castellan is armed with a dwarf pistol and either an infernal axe and shield, a pair of axes, or a great infernal axe. The Tallest Hat This model may re-roll any failed to-hit rolls if the player is wearing a magnificent hat Mark of Hate The Infernal-Castellan may mark an enemy unit out. This unit is hated by any model with the Chaos Dwarf keyword. Units that hate the enemy unit may re-roll all to-hit rolls of 1. Infernal Rage Once per game the Infernal-Castellan may call upon his Infernal Rage. This allows the Infernal Castellan to gain 2D6 extra attacks in the combat phase. Command Wall of Fell Iron the Castellan may issue this command to any one unit that has the Chaos Dwarf keyword within 18 of the Castellan. This unit may re-roll failed saves until the beginning of the Castellan s next HERO phase. This lasts until the beginning of the Castellian s next HERO phase. Keywords: Chaos, Chaos Dwarf, Hero, Infernal Castellan Army Standard Bearer Chaos Dwarf Warscroll Compendium Page 5

Hobgoblin Khan RANGED ATTACKS Range Attacks To Hit To Wound Rend Damage Throwing Knives 6 2 4+ 5+ - 1 Twisted Flint Sword 1 3 4+ 4+ -1 1 Ebony Ashen Spear 2 3 4+ 4+ - 1 Slavering Fangs 1 2 4+ 4+ - 1 1 point A hobgoblin Khan is armed with throwing knives and either a twisted flint sword or an ebony ashen spear and moves 5. If a hobgoblin khan is mounted on a giant wolf, it gains the Slavering Fangs attacks and moves 10. Models armed with an Ebony Ashen Spear that are mounted on a wolf do 2 points of damage instead of 1 if they charge. Models armed with an Ebony Ashen Spear that are on foot do 2 points of damage instead of 1 if they are charged as the spear is set to receive the charge. Master of Scouts In the HERO phase the Khan grants any Hobgoblin unit within 8 of him to make a free move in the HERO phase. Master of Hobgoblins Any Hobgoblin unit within 12 of the Hobgoblin Khan may use his Bravery score instead of their own. Keywords: Chaos, Hobgoblin, Hero, Hobgoblin Khan Chaos Dwarf Warscroll Compendium Page 6

Bull Centaur Taur ruk Fell Battle Axe 1 4 3+ 4+ - D3 Twin Battle Axes 1 8 4+ 4+ - 1 Fell Great Axe 2 4 4+ 3+ -1 2 3 points Bull Centaur Taur ruk is armed with either a Fell Battle Axe and shield, twin battle axes, or a Fell Great Axe. Terrifying Charge on the turn the Bull Centaur Taur ruk charges, any enemy unit in contact with him is at -1 to their Bravery and strikes at him with a -1 penalty. Any bull centaur models within 6 of the Bull Centaur Taur ruk gain this ability as well. Swiftstride the Bull Centaur Taur ruk may roll 3D6 when charging and take the two highest dice rolls to determine how far he charges. Furious Charge if the Bull Centaur is armed with twin battle-axes, he may re-roll any to-hit rolls of a 1 Armored Defense if armed with a battle axe and a shield, the model may re-roll any failed saves of a 1 Keywords: Chaos, Bull-Centaur, Hero, Bull Centaur Taur ruk Chaos Dwarf Warscroll Compendium Page 7

Infernal Guard RANGED ATTACKS Range Attacks To Hit To Wound Rend Damage Fireglaive 16 1 4+ 3+ -1 1 Infernal Axes 1 1 3+ 4+ - 1 Infernal Great Axe 1 1 4+ 3+ -1 1 Fireglaive 1 1 4+ 3+ - 1 3 points for 10 models for models armed with axes or great axes 4 points for 10 models armed with fire glaives A unit of Infernal guard is either armed with Infernal Axes and Shields, an Infernal Great Axe, or Fireglaives. Death Mask The Death Mask gains +1 to hit Standard Bearer The Standard Bearer grants the unit +1 to their Bravery Musician The musician allows the unit a +1 to movement and charging distances Abyssal Fury if the unit numbers less than 20, it may re-roll any to-hit rolls of a 1 in its own closecombat phase. If the unit numbers 20 or more then it may re-roll any missed to-hit rolls. Shields if the unit is armed with shields, their save improves to 4+ and the unit may re-roll saves of 1 Keywords: Chaos, Chaos Dwarf, Infernal Guard Chaos Dwarf Warscroll Compendium Page 8

Hobgoblin Cutthroats RANGED ATTACKS Range Attacks To Hit To Wound Rend Damage Throwing Knives 6 2 4+ 5+ - 1 Bow 16 1 4+ 5+ - 1 Khan Sword 1 1 4+ 4+ - 1 Pair of Swords 1 2 5+ 4+ - 1 3 point for 10 models A unit of Cutthroats is armed with a Khan Sword and a shield, or a pair of swords, and is armed with either throwing knives or a bow. Murder Boss The Murder Boss gains an additional attack Standard Bearer The Standard Bearer grants the unit +1 to their Bravery Musician The musician allows the unit a +1 to movement and charging distances Backstabbers for every model removed in the enemy s battleshock phase in a combat involving Cutthroats, that unit takes an automatic additional wound (saves apply) Keywords: Chaos, Hobgoblin, Hobgoblin Cutthroats Chaos Dwarf Warscroll Compendium Page 9

Infernal Ironsworn Ensorcelled Axe 1 1 3+ 3+ -1 2 3 point for 5 models Ironsworn are armed with an ensorcelled axe and a shield. They may choose to take either a Fell Runic Totem or a Runic Totem of Burning Brass Death Mask The Death Mask gains +1 to hit Fell Runic Totem The Fell Runic Totem grants the unit +1 to their Bravery Runic Totem of Burning Brass The Runic Totem of Burning Brass allows the unit to re-roll to-wound rolls of 1 Musician The musician allows the unit a +1 to movement and charging distances Blackshard Armor Iron Sworn ignore 1 point of rending from enemy weaponry and spells Sworn of Iron Ironsworn do not have to take Battleshock checks if within 16 of a Chaos Dwarf hero Shields a unit equipped with a shield may re-roll failed armor saves of 1 Keywords: Chaos, Chaos Dwarf, Infernal Ironsworn Chaos Dwarf Warscroll Compendium Page 10

Bull Centaur Renders Fell Battle Axe 1 3 4+ 4+ - 1 Twin Battle Axes 1 6 5+ 4+ - 1 Fell Great Axe 2 3 5+ 3+ -1 2 Abyssal Spear 2 3 4+ 4+ - 2 3 points for 3 models Bull Centaurs are armed with either a fell battle axe and shield, twin battle axes, a fell great axe, or abyssal spears. Bull Centaur Ba hal The Ba hal gains an additional attack Totem The unit may re-roll failed to-hit rolls of a 1 Musician The unit gains +1 to their move and charge distances Swiftstride Bull Centaurs may roll 3D6 when charging and take the two highest dice rolls to determine how far he charges. Furious Charge if the Bull Centaur is armed with twin battle-axes, he may re-roll any to-hit rolls of a 1 Armored Defense if armed with a battle axe and a shield, the model may re-roll any failed saves of a 1 Keywords: Chaos, Bull-Centaur, Bull Centaur Render Chaos Dwarf Warscroll Compendium Page 11

K daai Fireborn Hellfire & Spite 1 3 4+ 3+ - 1 Blazing Body 1 1 * 3+ - 2 4 point for 3 models K daai Fireborn are armed only with Hellfire & Spite. Blazing Body this attack automatically hits Bound Fire Daemon The K daai have a 2+ save against any flaming attacks. Additionally they may make a special 5+ save against mortal wounds. Burning Bright From the second game turn on, the unit begins to burn itself out. At the beginning of the controlling player s turn from turn two and on, the player must make a single save for the unit (on a 4+). If it is failed, the unit of K daai takes D3 mortal wounds. Magic Chaos Wizards know the SUMMON K DAAI FIREBORN spell. On a 6, the wizard summons forth a unit of 3 K daai Fireborn within 16 of the caster and not closer than 9 from an enemy model. If the result of the casting was a roll of an 11 or higher, the wizard has summoned forth six K daai Fireborn. Keywords: Chaos, K daai, K daai Fireborn Chaos Dwarf Warscroll Compendium Page 12

K daai Destroyer Hellfire & Spite 1 * 3+ 3+ -1 2 Blazing Body 1 1 * 3+ - 2 6 points K daai Destroyers are armed only with Hellfire & Spite. Blazing Body any model, friend or foe, that is within 1 of the Fireborn are affected by this attack (it does not matter how many models are within 1, the model does only 1 attack, but friendly models that do not have the keyword K daai are affected) Bound Fire Daemon The K daai have a 2+ save against any flaming attacks. Additionally they may make a special 5+ save against mortal wounds. Burning Bright From the second game turn on, the unit begins to burn itself out. At the beginning of the controlling player s turn from turn two and on, the player must make a single save for the unit (on a 3+). If it is failed, the K daai takes D3 mortal wounds. Wounds Taken Movement Hellfire & Spite 0-2 10 6 3-4 8 5 5-6 7 4 7-8 6 4 9+ 5 3 Magic Chaos Wizards know the SUMMON K DAAI DESTROYER spell. On an 8, the wizard summons forth a Destroyer. Keywords: Chaos, K daai, Monster, K daai Destroyer Chaos Dwarf Warscroll Compendium Page 13

Magma Cannon Liquid Hot Magma 24 2D6 4+ 2+ -2 1 2 point Magma Cannons shoot out gouts of liquid hot magma, making all but the strongest armor useless. Chaos Dwarf Crew Crew s Tools 1 1 4+ 5+ - 1 A Magma Cannon consists of the warmachine and three crew. The Magma Cannon can only move if its crew is within 1 of it. If its crew are within 1 of it in their shooting phase, they may fire the cannon. The cannon and its crew may not make charges and are immune to battleshock. If the crew is within 1 of the engine they gain a cover save. Keywords: Chaos, Chaos Dwarf, War Machine, Magma Cannon Chaos Dwarf Warscroll Compendium Page 14

Deathshrieker Rocket Launcher Ranged Attacks Range Attacks To Hit To Wound Rend Damage Deathshrieker 12-48 3D6 4+ 4+ -1 1 Demolition Rocket 12-48 1 4+ 2+ * D6 2 points Deathshrieker Rocket Launchers fire rockets at their enemy. Standard Deathshrieker rockets fire a salvo of rockets in the air, where they explode and rain down death on their enemies. These attacks count as Flaming. Demolition Rockets are more potent and are fired at a single target, disallowing saves. Carriage The mortar can move if it has one crew within 1 of it. It can also be pulled by an Iron Daemon War Engine. Chaos Dwarf Crew Crew s Tools 1 1 4+ 5+ - 1 A Deathshrieker Rocket Launcher consists of the warmachine and three crew. The Rocket Launcher can only move if its crew is within 1 of it. If its crew are within 1 of it in their shooting phase, they may fire the war engine. The engine and its crew may not make charges and are immune to battleshock. If the crew is within 1 of the engine they gain a cover save. Keywords: Chaos, Chaos Dwarf, War Machine, Death Shrieker Rocket Launcher Chaos Dwarf Warscroll Compendium Page 15

The Iron Daemon War Engine Ranged Attacks Range Attacks To Hit To Wound Rend Damage Cannonade 18 * 4+ 3+ -2 D3 Impact Hits 1 * 2+ 2+ -2 * Chaos Dwarf Tools 1 3 4+ 5+ - 1 Grinding Attacks 1 D6 4+ 3+ -1 2 8 points Steam technology meshed with a daemonic smoke belching powerhouse The Iron Daemon is designed to couple with other carriages. If coupled with other carriages they move with the Iron Daemon and must be targeted separate by shooting or melee attacks. Iron Daemons may uncouple from a carriage at the start of the player turn. Uncoupled carriages may not be recoupled. Lumbering and Unstoppable On the turn that this war engine successfully charges, it will use its Impact Hits profile. Its damage is determined by how far it moved during its charged. Distance Moved Impact Hits Damage 1-3 1 4-6 2 7-9 3 10-12 D3 mortal wounds Once engaged in combat, the engine will use its Grinding Attacks Profile. The chaos dwarf crew may always attack regardless of if they charged or not. Demolition Iron Daemons run over walls and obstacles and destroy them. All forms of Marsh and Water terrain is impassable to this machine. Wounds Taken Movement Cannonade Impact Hits 0-2 6 4 12 3-4 6 3 10 5-6 5 3 8 7-8 5 2 6 9+ 4 2 4 Keywords: Chaos, Daemon, Monster, War Machine Chaos Dwarf Warscroll Compendium Page 16

Skull Cracker War Engine Impact Hits 1 * 2+ 2+ -2 * Chaos Dwarf Tools 1 3 4+ 5+ - 1 Grinding Attacks 1 * 4+ 3+ -1 2 8 points Steam technology meshed with a daemonic smoke belching powerhouse The Skull Cracker is a modified version of the Iron Daemon and is designed to couple with other carriages. If coupled with other carriages they move with the Skull Cracker and must be targeted separate by shooting or melee attacks. Skull Crackers may uncouple from a carriage at the start of the player turn. Uncoupled carriages may not be recoupled. Lumbering and Unstoppable On the turn that this war engine successfully charges, it will use its Impact Hits profile. Its damage is determined by how far it moved during its charged. Distance Moved Impact Hits Damage 1-3 1 4-6 2 7-9 3 10-12 D3 mortal wounds Once engaged in combat, the engine will use its Grinding Attacks Profile. The chaos dwarf crew may always attack regardless of if they charged or not. Demolition Skull Crackers run over walls and obstacles and destroy them. All forms of Marsh and Water terrain is impassable to this machine. Skull Cracker s may destroy buildings and get +1 to Wound rolls against structures. Wounds Taken Movement Grinding Attacks Impact Hits 0-2 6 2D6 12 3-4 6 2D6 10 5-6 5 D6 + 4 8 7-8 5 D6 + 2 6 9+ 4 D6 4 Keywords: Chaos, Daemon, Monster, War Machine Chaos Dwarf Warscroll Compendium Page 17

Dreadquake Mortar Ranged Attacks Range Attacks To Hit To Wound Rend Damage Dreadquake 12-72 * 4+ 3+ -1 D6 3 points Dreadquake mortars are crewed by three chaos dwarf crew and a slave ogre. Quake All models that are in a unit that are hit by a Dreadquake shell may not move, run, or charge on their next turn. Slow Reload Once the Dreadquake Mortar has taken 4 wounds, the slave ogre is killed and the machine loses the Slave Ogre s attacks and the machine loses a ranged attack as the chaos dwarf crew must struggle to load the machine themselves. Carriage The mortar can move if it has one crew within 1 of it. It can also be pulled by an Iron Daemon War Engine. Wounds Taken Attacks 0-3 2 4-6 1 Chaos Dwarf Crew Crew s Tools 1 1 4+ 5+ - 1 Slave Ogre 1 3 4+ 3+ - 2 Keywords: Chaos, Chaos Dwarf, War Machine, Dreadquake Mortar Chaos Dwarf Warscroll Compendium Page 18

Hobgoblin Wolf Raiders RANGED ATTACKS Range Attacks To Hit To Wound Rend Damage Bow 16 1 4+ 5+ - 1 Khan Sword 1 1 4+ 4+ - 1 Spears 2 1 4+ 4+ - 1 Slavering Wolf Jaws 1 2 4+ 4+ - 1 3 point for 5 models A unit of Raiders are armed with bows and either a Khan Sword and Shield, or Spears and Shields. They may either choose a hunting totem or a valor totem. Wolf Boss The Murder Boss gains an additional attack Hunting Totem The Hunting Totem allows the Wolf Raiders to re-roll charge rolls Valor Totem The Valor Totem grants the unit +1 Bravery Musician The musician allows the unit a +1 to movement and charging distances Harrassing Cavalry a unit of wolf raiders may opt to retreat 2D6 if charged. If the enemy unit still catches it while retreating, the unit suffers 2D6 wounds. Cowardly Despoilers - If the raiders are successful in avoiding the charge, they must still make a Battleshock test (a straight D6 roll) Keywords: Chaos, Hobgoblin, Hobgoblin Wolf Raiders Chaos Dwarf Warscroll Compendium Page 19

Siege Giant Ripping Blades 1 * 3+ 3+ -1 1 eadbutt 1 1 4+ 3+ -3 * Mighty Kick 2 1 3+ 3+ -2 D3 7 points Siege Giants are hateful creatures, encased in siege armor and filled with rage. Fall Over When a giant is slain both players roll a dice. The player that rolls highest chooses which direction the giant falls. If a unit is landed on, it takes D3 mortal wounds and the giant is removed from play. Runes of Hate When rolling random attacks, the giant may re-roll the result but must take the second roll. Scaling Spikes if the giant falls over difficult terrain or terrain that would otherwise harm the controlling player, that terrain is now open ground as the friendly models may scurry over the dead body. Wall-Ripper the siege giant may attack buildings and tear them down. If in base contact with a building, the giant may direct all of his attacks against that building. For normal buildings, on the roll of a 4+ the building is destroyed. You may modify this roll depending on the type of structure on your table to fit appropriately. Wounds Taken Movement Ripping Blades eadbutt 0-2 8 3D6 D6 3-4 6 2D6 D6 5-7 5 2D6 D3 8-9 4 D6 D3 10+ 3 D6 1 Keywords: Chaos, Gargant, Monster, Siege Giant Chaos Dwarf Warscroll Compendium Page 20