Chaos Dwarf War Machines
When it comes to inventing machineries of war, the chaos dwarfs are almost
as capable as the members of the dwarf engineers guild. Perhaps there is
something about there inventive dwarven nature which responds vigorously to
the warping stimulus of chaos.
The whirlwind is a two wheeled push cart with scythed wheels and spikes
fixed to the front. Three rotating flails and three rotating scythes are
mounted on the front and driven by means of rotating cogs and gears linked
to the axle. This means that the flails and scythes willonly rotateso long
as the cart is being pushed. The whirlwind is principally a device for
breaking up and smashing through solid formations of troops. If the device
succeeds in breaking through, it may procee d to engage other targets beyond.
Several of theses devices may form up into a unit to attack together.
The tenderiser is a variant of the whirlwind in which the axle is linked by
gears to three enormous concussive implements. As the device is pushed
forward these implements batter and crush foes in its path. It operates in a
similar way to the whirlwind except that the nature of the damage inflicted
is different.
Special Rules
- The machine is pushed by a Dwarf Boar-centaur. The board centaur may push
the device with a movement allowance of 7" and a normal charge distance of
14".
- The machines suffer the same movement and terrain penalties as do
chariots. A reserve move is not allowed (3rd ed. only). A crude but
effectiove steering mechanism enables the machines to turn the in the same
way as light chariots, with a turning radius equal to half the model's move.
- The Whirlwind: When the whirlwind charges into combat, it causes D4
automatic strength 4 hits with its spikes and D6 automatic Strength 5 hits
with its flails. The D6 score also indicates the number of ranks penetrated
by the whirlwind. This means that on a D6 score of a 4 the whirlwind would
inflict 4 strength 6 hits with the flails and would penetrate 4 ranks. If
the whirlwind penetrates all of the enemy's ranks, it will pass completely
through the enemy unit, and continue its movement measuring from the back of
the rear most rank. If its remaining movement is insufficient to clear the
enemy unit, place the model immediately behind.
- The Tenderiser: When the tenderiser charges into contact, it causes D4
automatic strength 4 hits with its spikes and D6 automatic strength 6 hits
with its concussive hammers. The D6 score also indicates the number of ranks
penetrated. If the whirlwind penetrates all of the enemy's ranks, it will
pass completely through the enemy unit, and continue its movement measuring
from the back of the rear most rank. If its remaining movement is
insufficient to clear the enemy unit, place the model immediately behind.
- All whirlwind/tenderiser attacks are worked out before normal attacks,
irrespective of the combatants relative initiative scores (3rd ed. only).
- If a whirwind or tenderiser is charged, it may still attack, but 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 activiate its mechanism.
- If a whirlwind or tenderiser penetrates right through a unit, the unit
must take an immediate rout test, regardless of ho many casualties have been
sustained. (I recommend panic test for 4th ed.).
- If the whirlwind or tenderiser fails to penetrate through a unit, it is
brought to a standstill. It cannot cause any damage once it has halted in
this way, although the boar centaur may fight as normal.
- for the purposes of missile fire the whirlwind/tenderiser counts as a
large target (+1 'to hit').
- The whirlwind or tenderiser may be engaged with hand weapons by any
model in base-to-base contact.
- A unit charging a whirlwind or tenderiser from the rear will not be
affected by the spikes and rotating flails and scythes.
- Hits against the whirwind or tenderiser are recorded as the occur.
Damage from shooting is determined at the end of the shooting phase. Damage
from hand to hand combat is determined at the end of the combat phase. To
determine damage, roll 2D6 and add +1 for each hit sustained. Consult the
specail damage chart (below) and note any result.
- If the chart indicates that the board centaur is struck, work out damage
against it as normal. The creature is very effectively protected from the
front by means of a pavise which counts as hard cover and gives it an extra
4, 5, 6 saving throw after its normal armour throw. The boar centaur has
heavy armor and counts as barded (4+).
Special Damage results
| 2D6 Roll |
Result |
| 3-7 |
No effect |
| 8-9 |
The boar centaur is struck taking one hit as the strength of its opponents (or their missile weapons). If enemy models have differing strength values, randomly determine which has hit from those in contact with the machine.
|
| 10 |
The boar centaur's pavise is struck off, and the boar centaur no longer benefits from the additional 4,5,6 saving throw. If hit by missile weapons with a strength of less than 5, the shot sticks in the pavise and has no effect. |
| 11 |
The machine's steering is seriously damaged. The machine may not turn either to the right (1,2,3 on a D6), or left (4,5,6 on a D6), for the rest of the game. |
| 12 |
The machine suffers damage to its wheels or axle, rendering it highly unstable. the machine may move at up to half rate without danger. If moving faster than half rate, a D6 is rolled. On a 1 or 2 nothing happens, on a 3 or 4 the machine moves forward only D6", and on a 5 or 6 the axle snaps and the machine comes to an immediate halt. The boar centaur may abandon the machine and fight individually. |
| 13 |
The mechanism is damaged and the moving parts are jammed. The machines whirling blades or hammers are rendered inactive for the rest of the game. |
| 14 |
On of the wheels comes off and the device immediately grinds to a halt causing no further damage. The boar centaur may abandon the machine and fight individually. |
| 15+ |
The machine is overturned, wrecking it and causing D3 strength 5 hits on the boar centaur. |
| 0-3 Chaos Dwarf War Machines |
120 points |
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Boar-Centaur |
7 |
4 |
3 |
3 |
4 |
2 |
2 |
2 |
9 |
Equipment: Double handed weapon, Heavy Armor, Barding
Save: 4+
Physique: Boar centaurs combine the body of a boar with the torso and upper
body of a chaos dwarf. Their coarse fur varies in colour from individiual to
individual, often apeing the natural chades of horses, but equally of
manifesting as some bizarre and unpleasing shade.
Special Rules:
- Like dwarfs, boar centaurs suffer no movement penalties for armour. Nor
do they suffer movement penalties when operating war machines.
- Boar centaurs have one stomp attack plus one other attack, which may be
either a hand weapon attack or another stomp depending on wether the
creature us armed or not.
- Because it is a creature of chaos, riddled with the very stuff of chaos
itself, a boar centaur's attacks are considered to be magical in the same
way as attacks from deamons and elementals. A boar centaur's attacks are
fully effective against all creatures normally immune to non-magical
attacks.
- Boar centaurs may have D4-3 personal chaotic attributes generated before
the game.
- Boar centaurs are a newly developed creature, the future of which lies at
the whim of the great chaos gods and their slavemasters the chaos dwarfs. To
date, none have been permitted to rise to the status of 'character', and
their role has been limited to that of 'power unit' for the chaos dwarf war
machines.
This page is maintained by
Jim Williamson
<jim@timewarpgames.com>