One Hour Warhammer Chaos Dwarfs Module

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5
At a glance
Powered by AI
These rules outline gameplay for battles between Chaos Dwarfs and other factions using Neil Thomas' One Hour Wargames system.

The new Chaos Dwarf units included are Warriors, Infernal Guard, Slave-Fighters, Stormcallers, Bull Centaurs and the Magma Cannon.

Woods provide half casualties for Chaos Dwarf foot units. Rivers are impassable. Towns provide half casualties for defenders. Marsh is impassable. Roads provide a +1 movement bonus. Hills provide half casualties for defenders.

ONE HOUR WARHAMMER

CHAOS DWARFS FANTASY WARGAME RULES FOR ONE HOUR WARGAMES


Ver. 1.0

These rules require the use of the One Hour Wargames book written by Mr. Neil Thomas.
This book is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos
logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop,
Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of
Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of
Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf,
the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units,
illustrations and images from the Warhammer world are either , TM and/or Copyright Games Workshop Ltd 20002015, variably registered in the UK and other countries around the world. Used without permission. No challenge to
their status intended. All Rights Reserved to their respective owners.
Notes on this fan created module: I have set out to write these rules with every intention of producing a game that I
desire to play. There are other Chaos models that I wish to add but they still require further thought and playtesting.
Please understand I am not keeping the greater community in mind in my rules writing, beyond that of sharing.
Therefore feel free to modify any of this to your hearts content.
Compiled & Edited by A. JEFF BUTLER, aka Brigadier General/Wargamer1972

1. UNIT TYPES
These rules feature new unit types of fantastical warriors from the
Warhammer Old World setting collectively known as the Chaos Dwarfs.
These new units are Chaos Dwarf Warriors, Infernal Guard, Slave-Fighters,
Stormcallers, Bull Centaurs and the Magma Cannon. Other units are still
under review and playtest.
CHARACTERS
Characters perform as shown in the One Hour Warhammer Character Rules
Module. A Chaos Army of 6 units can field any 2 of the characters below. A
Chaos Army of 4 units may field one and an army of 3 units, none.
Overlord: The Chaos Dwarf Overlord if unattached may issue two orders
per turn instead of moving or fighting. He may attach to any unit of Chaos
Dwarfs & grant that unit a +2 melee combat bonus. Any attacks a Chaos
Overlord makes are at a bonus of +1 on the Character Fate table.
Sorcerer-Prophet: A Chaos Sorcerer may cast spells from the Lore of
Hashut magic spell list in this module. He may also, if unattached issue one
order per turn instead of moving, casting magic or fighting. He may attach
to any unit of Chaos Dwarfs & grant that unit a +1 melee combat bonus.

"It descended from the skies like a


firebolt. Hotter than a forge was its
fires and many of our kin were slain.
On this beast we have sworn
revenge."
Entry from Ungrim Ironfists Book of Grudges

2. MOVEMENT
Movement Allowances. Neil uses inches to define unit movement in OHW, however I prefer a measurement of base
depth; so all movement given herein reflects this. For inches you must use the OHW book. Also no unit may move more
than twice each turn regardless of any orders.
Unit Type
Chaos Dwarf Warriors
Stormcallers
Bull Centaurs
Infernal Guard
Slave-Fighters
Magma Cannon

Movement
2
2
3
2
2
1

Turning. Units may turn as specified in the OHW book.


Terrain. Chaos units are affected by terrain as shown below.
WOODS: Only foot units. Chaos Dwarf foot units only suffer half
casualties in woods.
RIVERS: Impassable except at a ford or bridge.
TOWNS: No Slave-Fighters or Bull Centaurs. Defenders only
suffer half casualties.
MARSH: Impassable.
ROADS: Movement bonus of +1.
HILLS: Defenders only suffer half casualties.

3. MAGIC
Each turn a Sorcerer-Prophet may cast one of the following spells.
Hatred
Ash Storm
Hell Hammer
Fires of Chaos

Target friendly unit is granted +1 to its next combat roll.


A hellish storm of choking hot ash. Target unit suffers 1d6 attack & may not move next turn.
A thunderous ram of roiling magic energy smashes into a target. 1d6+2 attack.
Attack on target character. Character must roll on the fate table (See Character Rules) but will
treat 1 through 3 results as follows: Target character is consumed by fires direct from the Realm
of Chaos, the character is transported to the abyss of Hashut where he is instructed in the ways
of his new Lord. Remove from play, count as destroyed.

"Raze their cities and loot their


gold, bleed them dry and burn
their souls."
- Zhatan the Black,
Commander of the Tower of Zharr

4. SHOOTING
Stormcallers and the Magma Cannon have shooting attacks.
Adjudge Field of Fire. Chaos Dwarf units may only shoot at a single target within 45 degrees of their frontal
facing.
Measure Range. Stormcallers have an attack range of 12, the Magma Cannon has range of the entire table.
Assess Casualties. Stormcallers and the Magma Cannon roll a die and use the unmodified result.

5. HAND-TO-HAND COMBAT
The procedure for fantasy units in H-t-H Combat is as listed in the OHW book with the exceptions below.
Assess Casualties. Slave-Fighters, Magma Cannon crew subtract 1. Stormcallers use the unmodified result. Chaos Dwarf
Warriors add 2. Infernal Guard add 2 and have infernal armor to reduce any hits taken by half rounded up. Bull Centaurs
add 2.
Terrain Advantage. Advantages listed in terrain effects under movement.
Movement Within Combat. Slave-Fighters may break away from H-t-H combat.
6. ELIMINATING UNITS
Chaos Dwarf units are eliminated upon the acquisition of 15 hits.

7. CHAOS ARMIES WITH 6 UNITS

DIE ROLL
1
2
3
4
5
6

WARRIORS
SLAVES
3
3
3
4
4
4

STORMCLR
2
1
1
1
1
0

UNIT TYPE
BULL CENTAURS
INFERNAL GUARD
0
2
1
0
1
1

MAGMA CANNON
1
0
1
1
0
1

8. CHAOS ARMIES WITH 4 UNITS *A Magma Cannon may not be fielded in a Chaos Dwarf Army of only 4 units.
UNIT TYPE
DIE ROLL
WARRIORS
STORMCLR
BULL CENTAURS
SLAVES
INFERNAL GUARD
1
2
1
1
2
2
2
0
3
2
0
2
4
3
1
0
5
3
0
1
6
4
0
0

9. CHAOS ARMIES WITH 3 UNITS *Infernal Guards may not be fielded in a Chaos Dwarf Army of only 3 units.

DIE ROLL
1
2
3
4
5
6

WARRIORS
SLAVES
1
1
1
2
2
3

STORMCLR

UNIT TYPE
BULL CENTAURS

1
2
0
1
0
0

1
0
2
0
1
0

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy