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 heart’s 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 Ironfist‘s 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