Pyro Stick's Fan Rules

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During my Chaos Dwarf travels I came along a few old White Dwarf magazines that had rules for some of the old "Chaotic Firearms" as they were referred to, but what we would now call Chaos Dwarf Warmachines. I noticed how outdated they were so I decided to update them to work with 7th edition. They haven't been playtested so feedback is appreciated. I hope to do the unreleased Siege Cannon in the future.

Contents

[edit] Juggernaut Rules

Cost: 220 Points per Juggernaut Crew: 2 crew on the bottom and 1 for every level of the tower after that and 1 Boar Centaur to push it.

Profile

M WS BS S T W I A Ld
* 0 - - 7 5(+1) - * -
   * Movement is the same as the Boar Centaur pushing it
   * 1 Attack for every crew member in the Juggernaut, +1 for every crew member in every additional tower. 

Wounds- 5 wounds +1 for every tower added up to a max of two extra towers after the first original one.

The Juggernaut provides the crew with a 4+ save before the crew takes their Armour Save. The crew all have Heavy Armour. The Crossbowmen have a crossbow and a Hand Weapon. The Boar Centaur pushing the Juggernaut has the same profile as the ones pushing the Whirlwind and Tenderiser[[1]]

Chaos Dwarf Crossbowmen Profile

M WS BS S T W I A Ld
4 4 3 4 4 1 2 1 9

Champion

M WS BS S T W I A Ld
4 5 4 5 4 2 3 2 9


1 Champion per Juggernaut Boar Centaurs do not have Champion

Juggernaut Options

   * May be upgraded with Skins of the Foes for 20 points 

Skins of the Foe The Juggernaut walls are adorned with the skins of the enemy. This gory sight causes the Juggernaut to cause Terror when it charges and Fear when it is charged.

   * May add an extra tower to the Juggernaut for an extra 30 points for every tower up to an extra two after the first original one. 
   * For every tower the crewman is a Chaos Dwarf Crossbowman. This may be changed to more than 1 Chaos Dwarf Crossbowman for 8 points for every additional Crossbowman up to an extra 3 for every tower platform consisting solely of Chaos Dwarf Crossbowman. The Chaos Dwarf Crossbowman may be changed to a Boar Centaur Crossbowman for 50 points. Boar Centaur break normal Crossbows by accident when they try to use them so a more robust Crossbow was designed for them. Boar Centaur Crossbows follow the rules for Bolt Throwers when attacking with the following exceptions- It has a range of 25 inches and the strength is 5-1 per rank. Boar Centaur Crossbowmen have a BS of 4. The Boar Centaur Crossbow doesn't count as a War Machine. 

The Chaos Dwarf Crossbowman may also be changed, on the top platform only, to a Chaos Dwarf Mortar for 60 points. ( profile for the mortar will be added later)

Special Rules The Juggernaut counts as a Large Target and provides Hard Cover for the Crew. When the Juggernaut charges it causes 1D6+1D3 strength 5 hits

Attacking the Juggernaut Close Combat Attacks hit automatically. Shooting attacks roll a D6 D6 Result 1-3 Crew 4-6 Juggernaut

When the Juggernaut is destroyed all models on board must pass a Toughness test or suffer 1 S5 hit. Survivors are placed where the juggernaut was destroyed

[edit] Revised Juggernaut Rules

The Juggernaut is a creation from the twisted yet genius mind of Thymbrin Snakebeard, an exiled Dwarf Engineer who now creates machines of war for the Chaos Dwarfs and Hashutto bring revenge on the Dwarfs that cast him out. It is a Siege Tower, armed with two cannons, crewed by Chaos Dwarf Crossbowmen and pushed by the mighty Boar Centaur, half Chaos Dwarf half Boar, another creation of Snakebeard’s. It has several Towers manned by Crossbowmen and the sides are carved with creepy grinning faces. The Juggernaut is a terrifying sight in battle, spikes sticking out all over the place and a carved face of a demon at the front, twin cannons sticking out of its eyes, and with a manic grin. It is even more terrifying for the enemy if the Chaos Dwarfs have adorned the walls of the Juggernaut with the skins of their comrades, captured on frequent raids by the Chaos Dwarfs to live a life of torture and slavery, or to be slaughtered and skinned then nailed to the Chaos Dwarfs War Machines. The Juggernaut is very effective in battle, being crewed by highly skilled gunners and crossbowmen. It is more manoeuvrable than an average siege tower, being smaller and pushed by a Boar Centaur which is a fast and strong creature. The Juggernauts are a rarity on the battlefield as wood is scarce in the Dark Lands. They are usually saved for important battles so as not to waste them and risk damaging them or the Boar Centaur. They are often accompanied into battle by a unit of Whirlwinds and Tenderisers. On the occasions where the Chaos Dwarfs engage the Dwarfs in battle, Thymbrin Snakebeard can be found riding in his personal Juggernaut, the Behemoth, modified to hold 4 cannons instead of the usual 2, yelling at the enemy from the top most tower and ploughing through the ranks of Dwarfs, The machine fires in all directions trying to kill as many of the scum as possible, and making the Engineers Guild rue the day they disregarded his inventions and cast him out.

Cost: 250 Points - 1 Rare Choice

' M WS BS S T W I A Ld
Chaos Dwarf Juggernaut * 0 - - 7 5* - 1* -
Crossbowman 4 4 3 4 4 1 2 1 9
Boar Centaur 7 4 3 4 4 2 2 1 9

Number of Crew: 5. 2 To Man The Cannon, 1 On The Chassis Rear Platform, 1 On The Tower Platform, 1 Boar Centaur To Push The Juggernaut.

Crew’s Weapons and Armour: Crossbow, Hand Weapon, Heavy Armour. Boar Centaur has a Hand Weapon and Heavy Armour.

Armour Save: Juggernaut Provides Crew With 4+ Cover Save, Crossbowmen and Boar Centaur Have a 4+ Armour Save

Base Size: 50mm x 100mm

*Movement – Movement Is The Same As The Boar Centaur Pushing It * Wounds – Wounds = 5 + The number of Tower Platforms added after the first up to a max of 4. Max wounds is 8 * 1 Attack for every crew member in the Juggernaut, +1 for every crew member in every additional tower.

Options:

  • Skins of the Foe (25 Points)- The Juggernaut walls are adorned with the skins of the enemy. This gory sight causes the Juggernaut to cause Terror when it charges and Fear when it is charged.
  • May add an extra Tower Platform to the Juggernaut for an extra 30 points for every Tower Platform up to an extra three after the first original one. (Max of 4 Tower Platforms)
  • Crossbowmen may be purchased to crew extra Tower Platforms at a cost of 8 points per Crossbowman. Tower Platforms can only be crewed by Crossbowmen and only 1 Crossbowman can crew each Platform

Special Rules

Large Target

Impact Hits

When the Juggernaut charges it causes 1D6 + 1D3 Strength 5 Impact hits

Attacking the Juggernaut

Close Combat Attacks hit automatically Shooting attacks roll a D6. D6 Result: 1-3 Crew, 4-6 Juggernaut

If the Juggernaut is destroyed all models on board must pass a Toughness test or suffer 1 S5 hit. Models that pass are placed at the rear of the Juggernaut. Tower Platforms are lost when the Juggernaut first suffers damage. When there are no Towers left, then the main body takes the rest of the damage.

Attacking With the Juggernaut

The Juggernaut is armed with two Cannons and follows the rules for Cannons with the following exceptions: It can fire twice, has a Strength of 8 and has a of Range 36

[edit] Bazooka Rules

This simple tube like weapon fires a rocket with a powerful explosive warhead. It's main advantage, apart from the ease of manufacture, is that it is light and relatively simple to use. It dispenses with the need for a cumbersome chassis and can be carried about with a crew of two - one to carry the rockets, one to carry the gun.

1 Bazuka can be taken in every infantry unit for 40 points. When taken in a unit they cannot be targeted by Missiles. Alternatively, Bazukas can be taken as 2 for one special choice for 70 points. 0-3 units per army

Rocket launchers cannot be moved then fired. It is assumed that they start the game loaded. Provided the weapon has a full crew of two, it can fire in any turn if it doesn't move (although it is allowed to change the direction of facing). If one of the crew is killed, the rocket launcher may only fire if the player rolls a 4 or more on a D6.

The rocket launcher has a maximum range of 36" and a normal fire arc of 90 degrees. The weapon fires in the same way as a bow or crossbow, using the crews ballistic skill. The firer nominates a target model once a target point has been selected and the 3" template positioned, the player must roll to see if the missile has landed on target. Roll a D6. If the score is 1-3 then the shot has landed bang on target. All models whose bases lie wholly or partially under the template suffer D3 strength 5 hits with a save modifier of -2.

If the score is 4-6 then the shot has gone astray or deviated from the target point. The direction of deviation is indicated by rolling a Scatter dice and an Artillery dice. This is the distance and direction the shot deviates in inches, measuring from the original target point. Once the area template has been repositioned work out damage on any models now under the template.

Every time it shoots there is a chance it will malfunction and explode. If the standard Artillery dice roll made to establish deviation is a misfire something has gone wrong. Roll a D6 to see what happens:

Score Result 1-2 The rocket explodes as it is being loaded. The bazuka is destroyed and the crew are slain. Place the 3" template over the crew holding the bazuka and all models whose base lies completely under the template are automatically slain. Then place the 5" template over the same crew man and all models whose base lies partially under the template automatically take D6 strength 5 hits. Then roll a D6. This is the amount of rockets that have ignited. The direction of the rockets is determined by rolling an Artillery dice and Scatter dice. The rockets cause normal rocket damage to the first target in its path

3-4 The fuse fizzles out and the rocket fails to fire. The crew must spend a complete turn to reload the bazuka so you cannot shoot this turn or next turn.

5-6 The rocket goes out of control and lands 4D6"in the direction you have aimed it. Place the 3" template over the new target area and roll a D6.

1-3 - The rocket explodes. Work out damage as normal 4-6 - The rocket strikes the ground and spins like crazy before launching itself 4D6" through the air in a random direction (scatter dice). Roll another D6. Continue this process until the rocket explodes.

Missiles may not be directed against the weapon, but only against its crew. If hit by flaming missiles, any rocket carried by the second crewman may explode as described below.

Accidental Ignition The ammunition carried by the second crewman is highly unstable. If the team is hit by fire based weapons, there is a chance its supply of rockets will be ignited. Roll a D6 if attacked by fire based weapons of missiles. If a 1 or 6 is rolled then the rockets have ignited. Roll another D6 if the rockets ignite. This is the amount of rockets that have ignited. The direction of the rockets is determined by rolling an Artillery dice and Scatter dice. If a misfire is rolled then the Rockets explode and the Bazuka and its crew are obliterated. If no misfire is rolled then the rockets cause normal rocket damage to the first target in its path. Once its ammunition has been ignited, a bazuka team has none left and is useless (unless joined by another Bazuka team).

Crew Loss Crew are highly motivated with little regard for their own safety. They cannot be replaced by other troops, although a spare crew member may join another team and act as a spare or replacement crewman.

[edit] Whirlwind And Tenderiser Rules

These have been taken from the White Dwarf that they were originally published and updated to fit in with current rules. Believe it or not these models only cost £3.50 each when they were first released.

Whirlwind and Tenderiser Rules

Cost- 150 Points per model

2 Whirwinds per army

2 Tenderisers per army

They can be fielded as a unit of two or four units of one

Each Unit takes up one Special Choice

Crew- 1 Boar Centaur

Boar Centaur Stats

M WS BS S T W I A Ld
7 4 3 4 4 2 2 1 9


Boar Centaur Rule:

Boar Centaurs can take equipment at 2 times the basic cost.

Special Rules 1. The Whirlwind When the Whirlwind charges into combat it causes D3 automatic strength 4 hits with its spikes and D6 automatic strength 5 hits with its rotating flails and scythes. The D6 score also indicated the number of ranks penetrated by the Whirlwind. This means that on a D6 roll of a 4 the Whirlwind would inflict 4 strength 5 hits with the flails and scythes and would potentially wound every model in the first 4 ranks. If the Whirlwind penetrates all of the enemy's ranks, it passes completely through the enemy unit, and continues its movement measuring from the back of the rear most rank. If the remaining movement is insufficient to clear the enemy unit, place the model immediately behind it - the models move is extended further than normal.

2. The Tenderiser When the Tenderiser charges a unit it causes D3 automatic strength 4 hits with its spikes and D6 automatic strength 6 hits with its concussive hammers. The D6 score also indicated the number of ranks penetrated by the Tenderiser. This means that on a D6 roll of a 4 the Tenderiser would inflict 4 strength 5 hits with the flails and scythes and would potentially wound every model in the first 4 ranks. If the Tenderiser penetrates all of the enemy's ranks, it passes completely through the enemy unit, and continues its movement measuring from the back of the rear most rank. If the remaining movement is insufficient to clear the enemy unit, place the model immediately behind it - the models move is extended further than normal.

3. All Whirlwind and Tenderiser attacks are worked out first regardless of Initiative.

4. If a Whirlwind or Tenderiser is charged it may still attack as if it had charged but it causes only 1 automatic spike hit, and D3 flail/hammer hits. In this situation the weapon has been caught at a disadvantage and has consequently not gained sufficient momentum to fully activate its mechanism.

5. If a Whirlwind or Tenderiser penetrates right through a unit, the unit must take an immediate panic test, regardless of how many casualties have been sustained, on its own unmodified Leadership.

6. The Whirlwind and Tenderiser count as large targets.

7. The Whirlwind and Tenderiser count as light chariots and suffer the same terrain penalties.

8. The pavise in front of the Boar Centaur provides effective protection. It gives the boar centaur 4+ save after his normal armour save .The Boar Centaur has Heavy Armour and counts as barded.

9. To determine damage done to the Whirlwind and Tenderiser, roll 2D6 and +1 for every hit sustained and consult the special damage chart.

Special Damage Chart

3-7 No effect

8-9 The Boar Centaur is struck, taking 1 hit at the strength of its opponent or missile weapon.

10 The Boar Centaurs pavise is struck off and he no longer benefits from it's 4+ save. If struck by a missile weapon of strength less than 5, the shot is not powerful enough to damage the pavise and the shot has no effect.

11 The machines steering is seriously damaged. On the D6 roll of a 1-3 the machine cannot turn right, or a 4-6 left, for the rest of the game.

12 The machine suffers damage to its wheels or axle, rendering it particularly unstable. The machine may move up to half rate (4 inches) without danger. If moving faster than half rate roll a D6: 1-2 nothing happens, 3-4 the machine moves forward D6 inches only, 5-6 the axle snaps and the machine comes to a complete stop. The Boar Centaur suffers no damage and may abandon the machine and fight individually.

13 The mechanism is damaged and the moving parts are jammed. The machine's whirling blades or hammers are rendered inactive for the rest of the game.

14 One of the wheels comes off and the device immediately comes to a halt causing no further damage. The Boar Centaur suffers 1 strength 2 hit as he collides with the back of the machine. He does not get the 4+ save form the pavise. He may abandon the machine and fight individually.

15+ The machine is overturned, wrecking it and causing D3 strength 5 hits on the Boar Centaur and D3 strength 4 hits on any models in base contact.

[edit] Mortar Rules

Mortar- 60 points

M WS BS S T W I A Ld
3 0 5 6 6 4 0 - 9


0-2 mortars per unit The crew wear heavy armour and have two hand weapons

The weapon is sometimes inaccurately referred to as a petard. It is a weapon manufactured and employed by Chaos Dwarfs, comprising of a relatively light weight mortar firing a black powder bomb. The mortar can be lifted and carried about by it's crew. It can be carried a maximum of 3 inches per turn. The weapon cannot move and fire in the same turn. If it has a full crew of two, the weapon may fire every turn, provided it hasn't been moved. If one of the crew is killed the mortar can only fire every second turn as one crew has to do the work of his slain companion.

Mortars have a minimum range of 18 inches. And a maximum of 36 inches. When firing simply nominate a target model or model in a unit and roll to hit using the Mortars Ballistic Skill. When a hit is score, place the small template over the target model. All models whose base lies even partially under the template automatically suffer D6 strength 4 hits.

If the shot fails to hit, roll an Artillery dice and a Scatter dice to determine the direction of the mortar bomb and how far it travels. Whenever the dice rolled is a misfire, roll a D6 and consult the misfire chart below.

D6 Score Result

    1-2 The barrel has cracked and the weapon is now useless
    3-4 The mortar was loaded wrong. The mortar fails to fire and the crew must spend a turn correcting it.
    5-6 The mortar explodes, destroying itself and causing D6 strength 6 hits to any models within 5 inches. 
    When being used with the Juggernaut deal this damage to the crew in the tower platform below

[edit] Swivel Gun Rules

The Chaos Dwarf Swivel Gun is a light, portable cannon which only requires a crew of two Chaos Dwarfs to operate. Unlike heavier cannons which fire a solid ball, the Swivel Gun fires blasts of shrapnel. The secret of the Swivel Guns is its breech-loading mechanism; the gun has an ingenious breech block which can be detached from the rest of the barrel and loaded with a charge of gunpowder and a variety of shrapnel, lead shot, pebbles, nails, rusty iron scrap, chains, broken bottles and even coins can be stuffed into the breech block. Each gun comes with two breech blocks so that a spare charge can be loaded while the first shot is aimed and discharged. The breech block is simply inserted into the rest of the barrel and wedged tight before firing.

The Swivel Gun’s effect is devastating. The shrapnel inflicts hits on enemy troops within a broad arc of fire. This wide arc of fire, and the weapons mobility in the hands of experienced operators, make the Swivel Gun an excellent weapon for providing close artillery support.

Unlike normal cannons which can discharge a ball through several ranks, the shrapnel firing Swivel Gun scatters shot among the nearest rank of a target unit.

Movement

The Swivel Gun may be carried by its crew without any movement penalties for Difficult Terrain. One crew member carries the tripod, the other carries the gun. Both crew members are required to carry the weapon and its ammunition. If either crew member is killed the weapon cannot be fired. The remaining crew member is moved in the same way as an independent character.

Because the Swivel Gun needs to be loaded with a charged breech block, the crew may not move and fire. The gun may swivel on the spot so that it is pointing in the direction of its intended target. Hand-to-Hand Combat

If Charged the Swivel Gun crew may Stand and Fire or may Hold. The crew may not run away unless they deliberately abandon the Swivel Gun and its ammunition. The crew can recover the Swivel Gun later. The crew may fight normally when engaged in hand-to-hand combat.

Firing

The Swivel Gun may fire within a 180 Degree arc draw from the firing model. The shot from the gun will be blocked by any intervening terrain.

To fire the Swivel Gun take a tape measure and measure and expand it to 12”, the Swivel Gun’s range. Place one end of the tape measure at the gun’s mouth and position the tape over a target model in the nearest rank of the enemy unit. The target model and the unit must be within the gun’s 180 degree arc of fire. The shrapnel fired from the Swivel Gun his the target model and D6 models either side of it, causing 1 hit on each model. Therefore, between 3 and 13 models can be hit by a single shot. Only models in the rank nearest to the gun can be hit. Shrapnel does not penetrate into rear ranks like a Bolt Thrower, even if the nearest rank is mown down before all the hits are used up.

Crew

The Swivel Gun required a crew of two Chaos Dwarfs.

Crew Loss: Swivel Gun crews are expert gunners who cannot be replaced with other regular Chaos Dwarf, but a spare crew member may join another gun and act as a reserve crew member. A single crew member may not operate or carry the weapon.

Missile Fire: Missiles, including Magic Missiles, may only be directed against the crew.

Swivel Gun Units

A unit of Swivel Guns can contain up to four Teams of Swivel Guns. An army can include up to two full units of Swivel Guns. A Team consists of two or more Chaos Dwarf gunners and one Swivel Gun. The gunners must remain in base contact with each other. A character may join the unit and act as its Champion. The leadership of the unit becomes that of the character. The team members may turn without movement penalty, move over difficult terrain, move over obstacles and turn to face a charge. The team may associate with a friendly unit, as long at it doesn’t exceed the unit max of 4 teams per unit, and it is bound by the rules for joining and leaving units, just like characters.

Stats

Points Per Team: 50

Crew:

' M WS BS S T W I A Ld
Gunners 3 4 3 3 4 1 2 1 9

Crew are equipped with Light Armour and Hand Weapons.

Swivel Gun:

' Range Strength Save Mod.
Swivel Gun 12" 6 -2

Options Crew may have Heavy Armour at 3 points per model. A Team may include a Reserve Gunner at a cost of 9 points.

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