Warhammer Armies: Chaos Dwarfs

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DAEMON BLADE 40 points The fearsome Daemon Blade contains the bound essence of a foul Daemonic beast. As a creature of pure Chaos, it thirsts after magic, absorbing the protective wards that its targets use to defend themselves. Attacks from a Daemon Blade ignore Ward saves. SCOURGE OF GORGOTH 25 points This flaming whip can bring any foe to their knees, writhing in agony as the bearer cackles madly over them, taunting them about the fate that awaits them in the nightmarish mines of Gorgoth. Flaming attacks. The Scourge of Gorgoth always wounds on a 4+. TENDERISER 25 points Bull Centaur only This arcane engine resembles a wheeled harness that is driven forward by a Bull Centaur pilot. Mounted on the front is an array of hammers and spikes that crash into enemies, pulverising them. When charging, the Bull Centaur inflicts D3+1 impact hits at its basic Strength, like a chariot. WHIRLWIND 25 points Bull Centaur only The Whirlwind is a kind of wheeled, mechanical battle harness pushed by a Bull Centaur. It is festooned with blades, hooks and chains which lash out at the pilot's enemies. When charging, the Bull Centaur gains D6 extra attacks resolved at Strength 3. HELLFIRE PISTOL 25 points This pistol is a minor but dangerous weapon, bearing the spirit of a lesser Daemon that spits out hellish fury in place of bullets. Counts as a pistol with 2 x multiple shots that inflicts Strength 5 flaming attacks. MINDFLAYER 25 points This monstrous device is an arcane machine of great power. When used, it generates forks of sorcerous warp lightning that inflict excruciating pain on its victim. The Mindflayer is used by high-ranking Chaos Dwarfs to torture prisoners and it takes an iron will to resist its agonising power. The Mindflayer may be used instead of making normal attacks against any model in base contact. The target must make a Leadership test or immediately suffer one wound with no armour saves possible (Ward saves may be taken as usual).

MAGIC ARMOUR OBSIDIAN SHIELD 70 points This shield is carved from a block of solid obsidian and can shatter the enchantments that bind together magical weapons. Shield. Whenever the bearer successfully saves against a hit caused by a magical weapon in close combat, the weapon is destroyed and may not be used for the rest of the game.

DAEMON PLATE 65 points This suit of arcane armour bears the bound spirit of a mighty daemon. As such, it protects against magical spells and radiates an aura of dread that unnerves the wearer's foes. However, the daemon resents its enslavement and rages against its master – it will betray him if it gets the chance. Chaos armour. The wearer gains Magic Resistance (2) and causes Fear. If the wearer rolls a 1 when saving, the number of wounds he suffers from the attack are doubled. ARMOUR OF THE FURNACE 40 points The Armour of the Furnace is tempered with the fiery breath of Tauruses stabled beneath the Temple of Hashut and can resist any flame. Chaos armour. The wearer gains a 5+ Ward save and the Blessing of Hashut special rule. HELM OF ZHARDUK 35 points This tall, ornate helm is styled in the manner of the leaders of Zharr-Naggrund and bears enchantments that enhance the wearer's natural authority as a member of the ruling Castes. The Helm of Zharduk grants a 6+ armour save that may be combined with other armour. In addition, the wearer and any unit he is with may re-roll failed Leadership tests. ARMOUR OF GAZRAKH 30 points The nigh-impenetrable armour once worn by Lord Gazrakh; Ravager of the Ogres, is crafted of meteoric iron, forged in the heart of a volcano and proof against even the strongest weapons. The Armour of Gazrakh grants the wearer a 1+ armour save that cannot be improved.

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