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Path to Glory Forming Your Chaos Dwarf Warband To the Dwarfs of Fire, lording it over a cruel empire of heinous industry and slavery in the Dark Lands, there is profit to be had in the far north, in the lands of Chaos where mortal, beastly and Daemonic forces alike roam the earth. Arms and armament may be bartered for slaves and resources both worldly and unworldly, and what cannot be acquired through trade may always be taken by force. For such is the way of the world, that the strong will rule over the weak in any way which they desire. Likewise, in the northen Chaos Wastes lies artefacts of terrifying power, hidden away by mortal craft or by capricious Dark Gods and Daemons. Here, dark mysteries of Chaos may be gleaned and brought back to the deep vaults of Zharr-Naggrund and other Chaos Dwarf strongholds, and maddened Prophecies may be verified or reinterpreted by the convoluted discoveries made in the distant north by parties of Dawi Zharr who bleed and die to uncover such secrets. For such is the ravenous greed and hunger for power found within the vile hearts of the Chaos Dwarfs. Such is their raw ambition, and such is their blind devotion to their fiery Bull God and His Temple priesthood, that they will stop at nothing to gain the power and wealth they seek. Their fanaticism will take them to very maws of Chaos and death itself, should it be asked of them. Uncounted are the corpses of Dawi Zharr who lie strewn across the northern wilderness, their lives spent without question in pursue of orders which they would never have dreamt of disobeying. There they lie, discarded parts of a monstrous machine, their lives' work ultimately fuelling the furnaces of dark empire. There they lie, fallen in distant lands where their bones bleach or rot away under the uncaring gaze of insane heavens, while foreign tribes battle each other without a thought to the remains which their boots, hooves and claws trample into ground. These are the warbands sent out by the Blacksmiths of Chaos to snatch away slaves, wealth and mysteries alike from the cold north, or die trying. Yours is one such warband.

___________________________________________________________________________ Favor Points Favor Points represents how much attention your Champion is attracting from his superiors, vile Daemons or even the Father of Darkness Himself. The more battles he fight and the more mighty deeds that he and his warband perform, the more attention he will attract, not least through the


capture and sacrifice of slaves. This attention translates into game terms in two ways. First, Favor Points can be used to "buy" new followers. They are more often than not mercenaries and slaves, though some worshippers of Hashut are requested to reinforce your Champion as his prestige grows. Second, Favor Points can also be spent to bestow gifts upon your Champion representing boons from the powers of Chaos in general and high Hashut in particular. You begin the game with 35 Favor Points with which to recruit followers. You can gain additional Favor Points in battle as explained in the next section. ___________________________________________________________________________ Step 1 - Your Champion Every Chaos Dwarf Warband is led by a Champion of Hashut. Usually the Champion is an ambitious and grizzled veteran; or a fanatic sect leader pursuing prophecy and dark destiny; or a high-ranking Dawi Zharr who have fallen out of favor with his liege. Whatever his background, the Champion of Hashut is a trader, slaver, warrior and opportunist hell-bent on projecting the power of Mingol Zharr-Naggrund the Great in its far northern sphere of influence. This Character is free and starts with the following profile:

Champion:

M

WS

BS

S

T

W

I

A

Ld

3

5

3

4

5

2

2

2

9

Troop Type: Infantry (Character). Equipment: Chaos armour, hand weapon, shield, plus choice of any two weapons from Equipment Table 4 (your Champion may choose 2 Hellfire pistols to acquire a brace of Hellfire pistols). May switch one weapon for a Hellforged weapon for 6 Favor Points. Special Rules: Ancient Schism, Relentless. ___________________________________________________________________________ Step 2 - Forming the Warband There are two tables of followers. The first table consists of the more common slaves and mercenaries, or even mortal or beastly worshippers of Chaos given to your Champion as part of some trade exchange or alliance with a local leader. The second table consists of the more rare and dangerous followers, including guardians and members of the Temple priesthood. It costs 1 Favor Point to roll on the first table and 2 for the second. Remember to keep a tally of how much Favor you have spent. The dice roll determines which creatures/followers have been attached to your Champion and become available. If you choose, you can then spend the Favor Points necessary to recruit the follower(s) as listed in the Favor Points per model column. On the other hand, if you cannot afford or do not wish to recruit the follower(s) that you have rolled,


you do not have to. For example, if you rall a 6 (Marauders) and then roll a 3 (resulting in three Marauders) you may choose to recruit none, one, two or three of them as you like. If you choose not to recruit any, those Favor Points that were spent to roll on the table are lost, however, and you must spend more points if you wish to roll again on the table. In addition, you may alter the number you roll on the dice by one point in exchange for a further Favor Point. For example, if you rolled an 9, resulting in Gors, you could spend 2 further Favor Points to alter the result to 11 so that you could "purchase" one to three Infernal Guards. In this way, you could spend your points on recruiting anyone you come across or spend extra points to choose who you really want. ___________________________________________________________________________ Followers of Hashut - Table 1: Slaves & Mercenaries Pay 1 Favour Point to roll on this table The special rules and characteristics of all the following models can be found in Chaos Dwarfs (by Thommy H), Orcs & Goblins, Warriors of Chaos, Beasts of Chaos and Ogre Kingdoms (all by Games Workshop). In addition, the models in this table do not cause Panic tests when they are destroyed, break or flee through a friendly unit. 2D6

Follower

Number

Favor Pts*1

Equipment per model*2

2

Gnoblar Fighters

D6+1

0,5

Hand weapon, weapon

3

Goblins

D6

0,5

Hand weapon + roll on Equipment Table 1

4

Hobgoblin Warriors

D6

1

Light armour, hand weapon, throwing knives + roll on Equipment Table 1

5

Hobgoblin Wolf Raiders

D3

2

Light armour, hand weapon, throwing knives + roll on Equipment Table 1

6

Marauders

D6

1

Light armour, hand weapon + roll on Equipment Table 2

7

Orcs

D3

1

Light armour, Choppa + roll on Equipment Table 1

8

Black Orcs

D3

2

Heavy armour, Armed to da teef.

9

Gors

D6

1

Hand weapon + roll on Equipment Table 2

throwing


10

Ogre

1

6

Light armour, hand weapon + roll on Equipment Table 3

11

Infernal Guard

D3

2

Infernal armour, hand weapon, shield + roll on Equipment Table 4

12 Roll immediately on Table 2 below. You may recruit what you roll at the Favor indicated.

Points

*1 Note that the numbers listed in this column indicate the Favor Points per model. Thus, if you wish to recruit 5 Gnoblars, you must spend 2,5 Favor Points. *2 Note that only one roll for equipment is made, and all the warriors are armed with the same weapon. For example, if you recruit 4 Hobgoblins on 1 roll, then make only one roll on Equipment Table 1. ___________________________________________________________________________ Followers of Hashut - Table 2: Servants of the Bull God Pay 2 Favour Points to roll on this table The special rules and characteristics of all the following models can be found in Chaos Dwarfs (by Thommy H), Orcs & Goblins, Warriors of Chaos, Beasts of Chaos and Ogre Kingdoms (all by Games Workshop). 2D6

Follower

2-3

Number

Favor Pts*1

Equipment per model*2

Chaos Dwarf Warriors D6

1

Chaos armour, hand weapon, shield + roll on Equipment Table 4

4

Immortals

D3

3

Chaos armour, hand weapon, shield + roll on Equipment Table 4

5

Hobgoblin Khan on Giant Wolf

1

4

Light armour, hand weapon, throwing knives + roll on Equipment Table 1

6

Minotaur

1

8

Hand weapon + roll on Equipment Table 2

7

Castellan

1

7

Chaos armour, hand weapon, shield + roll on Equipment Table 4

8

K'daai Fireborn

1

6

Hand weapon


9

Daemonsmith/ Pyrophant (choose one)

1

7

Chaos armour, hand weapon + roll on Equipment Table 4

10

Bull Centaur

1

9

Chaos armour, hand weapon + roll on Equipment Table 4

11

Bull Centaur Elder

1

13

Chaos armour, hand weapon + roll on Equipment Table 4

12

Choose one of the above at its Favor points cost.

*1 Note that the numbers listed in this column indicate the Favor Points per model. Thus, if you wish to recruit 5 Gnoblars, you must spend 2,5 Favor Points. *2 Note that only one roll for equipment is made, and all the warriors are armed with the same weapon. For example, if you recruit 4 Hobgoblins on 1 roll, then make only one roll on Equipment Table 1. __________________________________________________________________________ Equipment Most followers inforcing a Warband will bring along some of their own equipment. The equipment that they start with cannot be swapped - they will not give up their equipment and will always keep it, though they can be given additional items as the Warband progresses. ___________________________________________________________________________ Equipment Table 1: Greenskins Additional rolls can be "purchased" for individual models for 1 Favor Point; for these rolls only, reroll results of "Nothing." D6

Equipment

1

Nothing

2

Spear

3

Shield

4

Shortbow (Hobgoblins only, reroll for everyone else)

5

Additional hand weapon (Additional choppas for Orcs, reroll for Hobgoblin Wolf Raiders)

6

Choose one of the above


___________________________________________________________________________ Equipment Table 2: Chaos Mortals Additional rolls can be "purchased" for individual models for 1 Favor Point; for these rolls only, reroll results of "Nothing." D6

Equipment

1

Nothing

2

Shield (re-roll for Minotaur)

3

Additional hand weapon

4

Flail (reroll for Gors & Minotaur)

5

Great weapon (re-roll for Gors)

6

Throwing axe (re-roll for Gors & Minotaur)

___________________________________________________________________________ Equipment Table 3: Ogres Additional rolls can be "purchased" for individual models for 1 Favor Point; for these rolls only, reroll results of "Nothing." D6

Equipment

1

Nothing

2

Additional hand weapon

3

Iron fist

4

Great weapon

5

Brace of Ogre pistols

6

Leadbelcher cannon

___________________________________________________________________________ Equipment Table 4: Chaos Dwarfs Additional rolls can be "purchased" for individual models for 1 Favor Point; for these rolls only, reroll results of "Nothing." D6

Equipment


1

Nothing

2

Ensorcelled hand weapon

3

Hellfire pistol (re-roll for Immortals, counts as additional hand weapon for all Bull Centaurs)

4

Great weapon

5

Hailshot blunderbuss (re-roll for Immortals & all Bull Centaurs)

6

Fireglaive (re-roll for Immortals & all Bull Centaurs)

___________________________________________________________________________ Step 3 & 4 - Organizing Your Warband & Get Playing See Path to Glory. Note that unit strength is obsolete. Infantry and Hobgoblin Wolf Raiders have to form units at least 3 models strong if at all possible, while everything that can only be acquisitioned as a single miniature (e.g. Ogres and Castellans) in the follower tables act as independent characters. ___________________________________________________________________________

Advancing Your Chaos Dwarf Warband See Path to Glory. ___________________________________________________________________________ Hashut Favor Taking an enemy out of action which you charged (not cumulative)

2

Overrun an enemy unit (not cumulative)

2

Losing all your Follower Table 2 models (having every model taken out of action)

-2

___________________________________________________________________________ Champion advancement Table See Path to Glory.


___________________________________________________________________________ Hashut Advancement 2D6

Result

2

Turned into a Chaos Spawn! - Though bovine, flaming and metallic elements are predominant in such unfortunate worshippers of Hashut, a Spawn is still a Spawn.

3-4

Mutation - One random Chaos Dwarf Mutation (if the Champion ever has five mutations, he automatically devolves into a Chaos Spawn; see below).

5

Will to Power - Friendly models within 6" may reroll any failed psychology tests.

6

Possessed Armour - Gains +1 armour save and +1 Ward save. If the Champion loses a wound, he will lose the extra saves provided by the Possessed Armour, and gains instead Stupidity and Frenzy for the rest of the game.

7 Spark of Sorcery - Becomes a Level 1 Wizard with one random spell from either the Lore of Death, Shadow, Metal or Fire (choose one). He also gains Scaly Skin (6+). If rolled again, the Champion gains a new, additional random spell from the same Lore. 8

Blacksmith's Talisman - Gains Armour Penetration on any close combat weapon he is wearing.

9-10

Infernal Call - Blessed with D3 K'daai Fireborn for the next game only.

11

Dark Crafts - Gains Naptha Bombs (see Infernal Guard for details).

12

Sacred Number of the Bull God - The Champion transforms into a likeness of one of the numerous aspects of Hashut. The first time the Champion gets this reward, he receives a +1 Ward save and flaming attacks on any close combat weapon he is wearing. The second time the Champion gets it, he receives the Blazing Body special rule (see K'daai Fireborn for details). The third time, he transforms into a Bull Centaur Elder and gains all the rules and basic stat of one. Keep any previous Champion advancements, Hashut advancements and mutations gained earlier for the new Bull Centaur Elder Champion. He may no longer use ranged weapons. Exchange any ranged weapon for a weapon of your choice on Equipment Table 4. ___________________________________________________________________________ Chaos Dwarf Mutation Table D6

Result

1

Possessed - Rites gone awry, or the fickle whims of Dark Gods, results in the barelycontained Daemonic possession of the warrior. The model gains +1 Ward save and


counts as Daemonic for all intents and purposes. 2

Baleful Eyes - Shadow and flame envelops the warrior's eyes. The model causes Fear.

3

Hide of Molten Metal - The skin of the warrior transforms into molten metal. Enemies suffer -1 to wound against the warrior.

4 Cloven Hooves - The warrior's legs twist and end in cloven hooves. The warrior gains +1 Movement. 5

Horns - Mighty horns sprout from the warrior's brow. When charging, the model gains an additional Attack, which is worked out at the model's base Strength.

6

Fiery Petrification - The warrior's body petrifies from the outside, yet ignites from the inside. The model gains Scaly Skin (6+), which will stack with other Scaly Skins. In addition, he gains a one-use-only S4 flaming breath attack.

___________________________________________________________________________

Path to Glory: Chaos Dwarf Warband Rules v.1  
Path to Glory: Chaos Dwarf Warband Rules v.1  

Path to Glory: Chaos Dwarf Warband Rules

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