Also, thanks to Stefan Wolf for helping me flesh out the lore for the Zealot Berserkers as well as Shar'tor the Executioner!
Rules-wise, this update changes the following:
- Added Resolute special rule, works the same as in the Dwarf book.
- Relentless works the same as in the Dwarf book.
- Removed Shieldwall special rule.
- Chaos Dwarf characters start with medium armour, can upgrade to heavy or Blackshard Armour.
- Sorcerer-Prophets and Daemonsmiths may use the Lore of Shadow.
- Daemonsmiths may use the Lore of Hashut.
- Palanquin gives extra attacks, but not extra armour or wounds.
- Infernal Guard may take Ensorcelled Hand weapons instead of great weapons.
- Hailshot Blunderbuss has Multiple Shots (3), but not quick to fire.
- Hobgoblin Khan renamed to Chieftain (as Khan is the Lord choice in the Hobgoblin book).
- Hobgoblins start with shields, 4 pts. Can replace shields with bows, 2 pts.
- Hobgoblin Champions have the same Initiative as the rest of the unit.
- Sneaky Gits are Skirmishers and ambushers, may not take standards or musicians.
- Hobgoblin Wolf Raiders start with shields, can swap shields for bows, 1 pt.
- Hobgoblin Warriors and Wolf Raiders do not have light armour by default.
- Orc slaves have shields by default. Follow the rules for Mixed Units. Cost 6 pts.
- Goblin slaves have shields by default. Follow the rules for Mixed Units. Cost 3 pts.
- You may not have more Spear Chukkas than you have units of Hobgoblin Warriors.
- New Special Unit: Bull Centaurs (Cavalry-sized Bull Centaurs). Old Bull Centaurs renamed to Bull Centaur Renders.
- Immortals have Unit size 10+. Have A2.
- Granite Armour is a full plate armour that gives the wearer MR (1).
- Acolytes of Hashut have Unit size 10+. Have Magical Attacks.
- Zealot Berzerkers have Unit size 10+.
- Bull Centaur Renders have shields by default, light armour instead of medium armour, 51 pts.
- Black Orcs have unit size 10+, 14 pts.
- You no longer need to include a Daemonsmith in order to field K'Daai.
- K'Daai are Animated Constructs, cost 42 pts.
- Bazuka has a minimum range of 12".
- War machine crews have light armour, can upgrade to medium armour.
- Iron Daemon has the Stomp rule. Skullcracker upgrade for Iron Daemon gives it 2D6 Stomps. S6, T6, cost 225 pts.
- Magma Cannon ignores cover.
- Demolition Rockets are S4 like normal stone throwers, uses the small template.
- Dreadquake Mortar 110 pts.
- Juggernaut Siege Tower cannon fire multiple shots (2) rather than regular cannon balls. Cost 230 pts.
- Kollossi have full plate armour rather than natural armour (so they are affected by Lore of Metal). Armoured Plating upgrade gives +1 Armour save, 5 pts.
- Siege Giant have T6. Its 3+ armour only applies to attacks from the front. Follows the rules for Albion giants. 215 pts.
- K'Daai Destroyer 275 pts.
- Altar of Hashut has W3, suffers 1W if spell is failed to reach casting value. Is now more similar to Anvil of Doom, can choose between 3 spells. Cause sacrifice up to 5 slave per turn to boost casting value.
- Great Taurus is S5, follow the same rules for Blazing Body as K'Daai. Heals 1W if targeted by a non-physical Flaming Attack. Does not have Fiery Breath by default. Cost 165 pts.
- Lammasu and Great Taurus can take upgrades from Storm of Magic.
- New Special Character: Shar'tor the Executioner
- Astragoth has S5, 380 pts.
- Zhatan is no longer stubborn, 260 pts.
- Cinderbreath has S5, T5.
- Rykarth the Unbreakable has the Armour of Gazrakh, giving him a 1+ save, 165 pts.
- Killing Fire lore attribute takes affect if cast on enemy models without armour saves (except Animated Constructs).
- Breath of Hatred has a range of 24". Aura effect cast on 12+. Is no longer remains in play.
- Burning Wrath increased to 12".
- Hell Hammer has a range of 12" rather than 3D6.