Tuesday, 15 October 2019

Warhammer Chaos Dwarfs 9th Ed 1.1 out now!

Had originally just planned on making a smaller update, but me being me, I ended re-doing practically the whole book again layout-wise. This update makes the book 120 pages, 8 more than the last update, and adds some more lore on the Chaos Dwarfs' society, some short stories, and fixes some inconsistencies in their history about their creation, which GW borked the first time with dates that did not make any sense. So now they found Zorn Uzkul before the Time of Chaos when they became Chaos Dwarfs rather than after (which made no sense), and they do not originally hail from Karak Vlag like Tome of Corruption describes.

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.

18 comments:

  1. Hey Mathias, really happy with how these came out. Only read it very briefly, but looks good. Only thing I'd argue is a bit weird is having a core unit with 5+ ward save - again I have to refer to normal dwarfs, where the iron breakers have plate Armour (that would make the chaos dwarf dudes 12 points) and the 5+ only in the first round of combat, while chaos dwarfs have it against missile attacks and close combat and still cost 3 points less. I'd say the better ws is neglect able since there are little units where the difference makes much of a difference. Apart from that, very nice book and nice work!

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    1. Well and maybe immortals are a bit cheap, considering they are hammerers with plate Armour and magic resistance without the situational immune to fear and terror. A hammerers with heavy Armour and shield is 17 points, but again, he only has the 3+ Armour in rc and costs more.

      I feel like I'm nagging too much, so please take all this as constructive criticism

      Delete
    2. Will make the Infernal Guard 13 pts, they are a bit on the cheap side currently.

      Immortals will go back to A1 again, noticed I had made a mistake in their pts cost. They should be 15 pts with A1.

      Delete
    3. That said, Infernal Guard do not have a 5+ ward against anything except non-physical attacks.

      Delete
  2. Could the hobgoblin hero get a ranged option? All Chaos Dwarf hobgoblin units can equip bows or throwing weapons, as can all Hobgoblin Army Book heroes. It seems an odd omission.

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  3. -The final sentence in the Darkforged weapon description says "Note down which ability a particular weapon lets after you have determined it."
    -Maybe Sorcerer-Prophets should have Infernal Engineer as well. They are level 3-4 wizards while Daemonsmith are 1-2 wizards. They had to have started at lower levels before becoming stronger and the only thing they could have started as is a Daemonsmith.
    -Why the change to Hailshot Blunderbusses? Was it to differentiate them from human blunderbusses? I don't think it was such a good idea to change them, lack of Quick to Fire means that they'll be far less effective at seeing off a charge, which is inevitably going to happen with both Move or Fire and a 12" range.
    -The fluff for Zealot Berserkers say that they are resistant to magic when instead they have a 5+ ward save against all attacks. Maybe change the fluff or the rules so they match.
    -What's the point of Ignores Cover for Magma Cannons? They don't roll to hit so cover has no effect anyway.
    -Why did you change the Slow Reload for the Dreadquake Mortar to being able to fire again on a 3+ instead of every two rounds. I think the latter is preferred, less rolling that way and can be planned around while a dice roll cannot.
    -The Fists of Fire spell on the Altar of Hashut calls itself Flaming Hide in the description.
    -Why don't Overlords and Despots have the option to take Crossbows, Hailshot Blunderbusses or Fireglaives?
    -Similarly, why can't Hobgoblin Chieftains have bows?
    -Zealot Berserkers are WS5 in the Army List and WS4 on the page describing them.
    -Why do Bull Centaurs get heavier armor than Bull Centaur Renders? Renders are greater so the Chaos Dwarves would invest more in them. I'm also not sure why you added smaller Bull Centaurs.
    -The Kollossus is a Chariot. Does that even make sense? Why not make it a Monster?

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    Replies
    1. -The Siege Giant should count as wearing Medium armor against melee attacks and as wearing Full Plate Armor against everything else. That way, Searing Doom from the Lore of Metal wounds on a 3+.
      -I think that Granite Armor should go back to granting a 2+ save. That way, it's clearly better than Blackshard armor rather than situationally better.

      Delete
    2. - Will fix.
      - That's not really their role lore-wise. It's probably that most of them were Daemonsmiths, but I don't see them running around the war machines after reaching the rank of Sorcerer-Prophet.
      - The change was to avoid having to roll a D3 for each model in the unit. I can see about including quick to fire for it again.
      - Will fix.
      - My bad, will remove it, it was added since the BRB flame thrower has it, but will remove it from there as well since it does nothing.
      - I did not change it from last update, it works the same in Tamurkhan. That would also mean you could only fire 3 time pay match, compared to 4 times with a 3+ roll.
      - Will fix.
      - Can check to see which of these might fit in, but it's really something they need as such.
      - Will add bows.
      - Will fix.
      - Model-wise the larger bull centaurs are less heavily armoured. But I will make it so that they both start with light armour, and let you upgrade both to medium armour. Smaller Bull Centaurs were added so you can use the older models, as well as many fitting alternative models.
      - It's supposed to be a Monster.
      - It does not really become full plate even so, and it would cause issues with the lore attribute in that case. Therefore it's better to keep as a medium armour with an extra bonus against shooting, just like shields.
      - It's still mainly better, but I don't think it needs to be a 2+. MR(1) fits similar beings like Stone Trolls.

      Delete
    3. Regarding Multiple Shots and Blunderbusses, you could just say that Multiple Shots are rolled once for the entire unit if your concern is the amount of dice that have to be rolled. While not as realistic as everyone rolling separately, it's a good enough approximation.

      Delete
    4. If you don't want a roll to determine the number of shots then it should be 2 instead of 3, the average of a D3 roll.

      Delete
    5. Noticed a big problem. The Altar of Hashut does not specify any casting values in its spells.

      Delete
  4. Hey Math! Any chance the restriction on infernal guard could be lifted?

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    1. Not for regular armies, but I could lift it if Zrazhoath is your general I suppose.

      Delete
  5. Typo I saw last night while I skimmed the book that I thought I'd bring to your attention, in the Sorcerer-Prophet's available lores; "Lore of Lore of Shadows"

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  6. Immunity (Flaming Attacks) means that a unit does not take any damage from attacks that are purely fire. That's all well and good, the fact that a greatsword is enchanted to be on fire won't mean that protection against fire will help against the greatsword itself but a lot of attacks that logically have no physical component aren't specified as such. Maybe Flaming Attacks that are non-physical could just be called Flaming Attacks (Non-Physical) in varying places. Non-physical flaming attacks would be things like Warpfire, Dragons breath, spells, Naphta bombs etc... Regarding flaming attacks that function as Stone Thrower shots, I think that the hit under the center hole is also physical damage while all other hits are non-physical. In a similar manner, Lightning Attacks (Non-Physical) would mean the Immunity (Lightning Attacks) would protect from it completely but not from a sword charged with electricity.

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  7. This is something that has come up a couple times in my games as well. Immunity Flamming/Lightning/etc Attacks is only against the non-physical aspect of said attacks, but the only place I have ever seen an attack specified as non physical is in the description of Breath Weapons. If the intention for "non-physical" is to include magical attacks from Direct Damage and Magical Missile spells as well or certain unit abilities, perhaps a clarification in both the main rule book as well as the army books is needed.

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  8. Happy Halloween...or Death Night, I suppose. May Sigmar protect from the vampires, daemons, beasts, mutants and worse things. May he bring you prosperity and speed to your work.

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