Feb 282011
 

Warhammer Quest Chaos DwarfSome of the most interesting and challenging Warhammer Quest Monsters, Chaos Dwarfs have long been out of production by Games Workshop. So where do you get some Chaos Dwarf models to fall beneath the blade of your noble/blood thirsty Warriors in games of Warhammer Quest?

Here are some of my suggestions:

  1. Buy some:
    1. The most official Games Workshop / Citadel miniatures available in bulk are the new Forge World Chaos Dwarf line, including some fantastic looking Infernal Guard (Chaos Dwarf Warriors with creepy helmets and hand weapons) as well as some more with Fireglaives – spectacular halberds with repeating handguns built into them. Keep your eye on this range, as I am sure it will grow some more.
    2. Mantic have recently launched an entire range of Abyssal Dwarfs (formerly know as Khaos Dwarfs). The range is relatively cheap and comes with a variety of unit types, including good proxies for the Chaos Dwarf Warriors and Warrior with Blunderbusses. Their concept art promises something called a ‘half breed’, a fine substitute for a Bull Centaur!
    3. Scibor Miniatures do a range of Moscal Dwarfs, again these have their own ‘feel’ to them but would serve as excellent proxies for Chaos Dwarf Warriors and characters, or even the starting point for some conversion work. Of particular note is the Moscal General on War Bull, a superb proxy for a Lammasu!
    4. The Bederken Dwerg range was also provided in the comments of this page, they have an excellent range of ‘old school’ Chaos Dwarfs in the style of the very old Citadel Miniatures.
    5. Reaper Miniatures does a line of Dark Dwarfs. Depending on where you live in the world, you may struggle to find an outlet for this U.S.-based company, but some of their miniatures are simply lovely. A good source of all kinds of Warriors and Monsters!
    6. Avatars of War also sell a nice proxy for a Chaos Dwarf Lord.
    7. Games Workshop stock a ‘Hellcannon‘ for their Warrior of Chaos army that comes with three Chaos Dwarf engineers – the only official Chaos Dwarf models still produced by Games Workshop.
    8. Games Workshop also have a Chaos Dwarf team for their Blood Bowl fantasy football games. This set contains a few Chaos Dwarf Warriors but is very pricey.
    9. Ebay – search for Chaos Dwarf and there are usually a few results, although buying Chaos Dwarfs this way is pricey as they are still quite popular – despite being out of production for so long.
  2. For the ambitious, convert or sculpt your own Chaos Dwarfs:
    1. There are some excellent guides to converting Chaos Dwarf models by the Chaos Dwarf fanatics down at Chaos Dwarfs Online forums and Wiki. Lots of background material here as well.
    2. The Hand of Hashut also have an active forum where members can post Chaos Dwarf-related modelling and painting tips
    3. Spikey Bitz – as Ausphexx mentions in the Comments, you could do a lot worse that using the standard Games Workshop plastic Dwarf Warriors and adding parts from ‘spikey’ kits like the 40k Dark Eldar, 40k Chaos Space Marines, Fantasy Warriors of Chaos and even Dark Elf lines to give them a more ‘Chaotic’ feel.

Got a link to a good range of Chaos Dwarf models, articles on converting your own Chaos Dwarfs for Warhammer Quest, or pictures of your own painted models or conversions? Contact us to share them!

http://www.chaos-dwarfs.com/
Oct 222010
 

GoblinGoblins are capable of crude and dangerous magic, and equip their bosses and warlords with potent magical weapons and talismans that never bode well for those unlucky enough to find out what sorcerous trickery they impose…

Magic Items

Roll 1d6:

  1. Magic Mushrooms – The Night Goblin has imbibed quantities of certain rare mushrooms and fungi that can have an unpredictable effect. Roll 1D6 to see what effect the mushrooms have:
    • 1) – Frenzy 6+. Will not use missile weapons.
    • 2) – Suffers -1 To Hit in combat, gains + 1 Strength.
    • 3) – Gains Ignore Pain 2
    • 4) – Gains +1 Movement, +1 Initiative
    • 5) – Stupidity. Make an Initiative Test for the Goblin each Monster’s Phase (1D6 + Initiative). If the result is 7 or more, the Goblin receives +1 Strength for the turn. If the result is 6 or less (a 1 always fails) then the Goblin may do nothing this turn as the ‘shrooms addle his mind.
    • 6) – Dodge 6+.
  2. Pet Squig – The Goblin has a pet Cave Squig. This is placed in addition to the other Monsters in the room, and adjacent to the Goblin if possible. The Squig has the same rules as a Trained Cave Squig, but also Gains the Guard ability (See the Roleplay book for details). As long as the Goblin is alive, the Squig is considered to be herded.
  3. Bone Talisman – The Goblin has a neclace adorned with the knuckle-bones of the Warriors it has slain. The Goblin is exceptionally cunning, and Night Goblins with a lower Ambush ability that are placed at the same time as the Boss automatically Ambush if the Goblin does. If unaccompanied, then then add 1 to the Ambush roll of the Goblin.
  4. Ring of Night – The Goblin blends in with the shadows that it inhabits. As long as the Goblin is not in base contact with a light source like the Lantern, Warriors suffer -1 To Hit when attacking it.
  5. Toof Necklace – The Goblin has a necklace made from the teeth of Wild Cave Squigs and other monsters he has bested in combat. He gains +1S and +1 WS to represent his superior ability.
  6. ‘Ummie ‘Eads – The Goblin has cut the heads off the last brave adventurers to enter his domain, and a Goblin Shaman has placed a powerful curse on them so that they radiate terrible malevolence. The Goblin causes Fear (The Dungeon Level + 1).

Magic Weapons

Roll 1d6:

  1. Poisoned Arrows – If the Goblin has a missile weapon, then it has the Poison ability whilst using it. In addition, the arrows ignore 1 point of armour.
  2. Crooked Sickle – Ignores 3 points of armour when it strikes
  3. Squig Prodda – Counts as a Squig Herder for the purpose of controlling Trained Cave Squigs. Fight in Ranks. +D6 damage on a natural 6 To Hit.
  4. Sword of Stabbin’ – Re-roll failed misses once each.
  5. Barbed Spear – Fight in Ranks, +1 damage
  6. Stabby Bladez – +1 To Hit, +1 Attack

Magic Armour

Roll 1d6:

  1. Cloak of Deceit – Warriors suffer -1 To Hit the Monster with close combat and ranged attacks
  2. Helm of Gunbad – Missile attacks simply miss the wearer. Magic missile weapons can hit, but the wearer gains Ignore Blow 5+ against them.
  3. Crooked Moon Shield – The moon depicted on the shield has a twisted face that gibbers and whispers to the bearer of this shield, granting him Dodge 6+.
  4. Helm of Mork – +1 Armour, Magic Resistance 5+
  5. Armour of Tuffness – Grants Ignore Pain 2
  6. Ugbrag’s Lucky Shield – Ignore the first hit that the Monster suffers
Ugbrag’s Lucky ShieldUg
Oct 222010
 

Goblin Sneaky GitzSome goblins are so sneaky that they are formed into skirmishing groups that can ambush unsuspecting victims – and to keep them from getting into trouble with their larger cousins for “Talkin’ back”. Often a party of Warriors will only find out they are being stalked when a hail of crude, black-fletched, poison-tipped arrows descends out of the darkness…

Goblin Sneaky Git
Goblin Sneaky Git Champion
Wounds 2 5
Move 4 4
Weapon Skill 2 2
Ballistic Skill 4+ 3+
Strength 3 3
Toughness 3 3
Armour - -
Initiative 4 5
Attacks 2 3
Damage 1D6 1D6
Gold 45 60

Sneaky Git

Ambush, Poison Attacks, Fire once per Attack on their profile each Monsters Phase with Bows (Str 3)

Sneaky Git Champion

None.

Oct 042010
 

Gnoblars

Gnoblar Fighters arm themselves with an assortment of broken bottles, swords, spear tips, false legs, fangweasels, pointy sticks and rusty daggers – basically anything they can lay their grubby little hands on.


Gnoblar Gnoblar Groinbiter
Wounds 2 5
Move 4 4
Weapon Skill 2 2
Ballistic Skill 4+ 4+
Strength 2 2
Toughness 3 3
Armour - -
Initiative 2 2
Attacks 1 2
Damage 1D6 1D6
Gold 20 60

Gnoblar

Sharp Stuff; Sneaky

Gnoblar Groinbiter

Sharp Stuff; Sneaky; Groinbiter

Sharp Stuff

Any Gnoblar not in combat can make 2 S1 ranged attacks as they throw anything they can get their grubby little hands on

Sneaky

Gnoblars are dumb but not too dumb to realise that they are no threat next to an ogre. They have perfected the skill of attacking warriors that are too busy fighting their ogre masters, darting between the Ogres’ legs and stabbing at ankles, knees and other tender areas. A Gnoblar in base contact with any Ogre may attack as if he had a spear. When fighting in this way he may use the WS of the adjacent Ogre and hits ignore 1 point of armour.

Groinbiter

These particular Gnoblars have developed an uncanny knack for striking a warrior in the tenderest of tender places; all attacks made by a Groinbiter ignore armour

Submitted By: G. Jones

Oct 042010
 
Warhammer Quest Ogre Bull

Ogre BullFar to the east of the Old World lie the savage Ogre Kingdoms, a land of eating and fighting. A single Ogre, with his massive frame and boulder-like gut, has enough brute strength to sack a village and an army of such monstrous warriors, the power to destroy empires.

Ogre Bulls – The term Bull is used for any adult male Ogre. Bulls make up the majority of any Ogre Kingdom. Big, brutish and extremely violent, a Bull is far taller than a human whilst retaining a massive girth and heavily set frame.

Ogre Ironguts – Ogre Ironguts are the Ogres of any given tribe that have the most status and the best weaponry. Although not markedly superior in strength than their fellows, Ironguts are afforded great respect, as they are usually hand-picked by the tyrant himself. So it is unsurprising that they are typified by their unshakable faith in their own superiority.

Ogre Leadbelchers – Few in number, these filthy and unhinged Ogres are equally obsessed with destruction and noise, and arm themselves with great portable black powder weapons called Leadbelcher cannons. These are gigantic guns, either scavenged from the remains of enemy artillery or earned as a reward from the great forges of the Chaos Dwarfs.

Ogre Bull Ogre Irongut Ogre Leadbelcher
Wounds 13 13 13
Move 6 6 6
Weapon Skill 3 3 3
Ballistic Skill 5+ 5+ 5+
Strength 4 4 (6) 4
Toughness 4/5* 4 (6) 4/5*
Armour - 2 -
Initiative 3 3 3
Attacks 2/3* 2 2
Damage 1D6/2D6(5+) 1D6/2D6(5+) 1D6/2D6(5+)
Gold 400 480 600

Ogre Bull

Fear 5; Ironfist; Bull Charge

Ogre Irongut

Fear 5; Bull Charge

Ogre Leadbelcher

Fear 5; Bull Charge; Armed with Leadbelcher Cannon

Bull Charge

If an Ogre moves 3 squares or over to attack a warrior, it does 1 automatic S4 hit (1DD)

 

Ironfist

An Ogre Bull may use the ironfist to either gain +1A or +1T (The Games Master may choose at the start of each combat round, or randomise using a dice)

Leadbelcher Cannon

An Ogre may fire the cannon in the Monsters Phase. It fires in a straight line 2 squares wide and any Warrior in the path is hit on a D6 roll of a 4+, taking 2D6+4 wounds. The Ogre may reload by doing nothing for a turn, so long as there are no Warriors in base contact.

Submitted By: G. Jones

Oct 042010
 

Flayerkin

Flayerkin are twisted Chaos Marauders who have replaced their hands with wickedly sharp hooks and claws. These claws serve a dual purpose: First, they are extremely effective weapons, as they are an extension of the Marauder’s arms. Second, they allow the Flayerkin to gain purchase on nearly any vertical surface.

In addition to their modified limbs, Flayerkin are draped in ropes and chains that they use to help their brethren in the scaling of sheer surfaces, such as keep walls. Even a dead Flayerkin can be used as a sort of organic siege ladder for the other members of his warband, and indeed were in the Storm of Chaos.

Flayerkin Wallkeeper
Wounds 5 8
Move 4 4
Weapon Skill 2 3
Ballistic Skill - -
Strength 4 4
Toughness 4 4
Armour 1 2
Initiative 3 3
Attacks 2 3
Damage 1D6, 2D6(5+) 2D6
Gold 160 280

Flayerkin
Fear 4

Wallkeeper
Fear 4

Oct 042010
 
Cultists of Tzeench

 

Cultists of Tzeench

Chaos Cultists are a new type of Monster to include in your games of Warhammer Quest. Warhammer Quest Cultists  can be used at any Battle Level, and can be included in either a custom Monster Table of your own creation or can be added to a custom Event Card.

Warhammer Quest Cultists

Within the Empire and the other nations of mankind, secretive cults gather in towns and cities to worship the gods of the Realm of Chaos. In times of peace the Chaos Cultists go about their daily lives as normal, living undetected as regular citizens, whether they be lowly beggars or high class nobles, but always striving to gain the favour of their Dark Gods and undermine civilisation from within. It is only when the forces of Chaos approach from the frozen North that these cults reveal themselves, fighting for their dark masters from within the Empire.

Demagogues – Orators without peer, Demagogues use their charisma and talent to spread discord and chaos through society. These fiery individuals are utterly devoted to the Ruinous Powers, and often form the centre of an insidious band of Cultists.

Warlocks – There are always those wretched individuals among the seething masses of humanity who devote themselves to the search for forbidden knowledge and power. Some of these succeed in learning to wield the Winds of Magic in their most corrupt form. This is highly dangerous as these hedge-wizards do not normally have the skill or experience to control their magic unlike the more dedicated practitioners of Chaos Magic like Chaos Sorcerers or even Beastman Bray-Shamans.

Mutants – In the lands of civilized men, mutations are less frequent than in the north, but still appear quite often. In places such as Sylvania or Mousillon where Dark Magic is stronger, mutations are even common. These mutants are often killed at birth or hidden from the spying eyes of the Order of Sigmar in the Empire or the Fay Enchantress in Bretonnia and other like-minded institutions in other nations. If they survive the hunt, they have to live a hidden life and flee into remote places where they band together creating groups of mutants ranging from people with small marks to the Beastmen and much worse. When the power of Chaos rises, they might take up arms and break free from their hidden existence to execute their revenge upon a civilization from which they were banished.

Cultist Demagogue Warlock Mutant
Wounds 3 5 3 4
Move 4 4 4 4
Weapon Skill 2 3 2 2
Ballistic Skill 5+ 4+ 5+ 6+
Strength 3 3 3 3
Toughness 3 4 4 3
Armour - 1 - -
Initiative 3 3 3 3
Attacks 1 1 1 1
Damage 1D6 1D6 1D6 1D6
Gold 45 100 250 85

Cultist

Craven (Break); Armed with 2 Knives (+1 A)

Demagogue

Armed with 2 Knives (+1 A); Catechisms of Hate; Frenzy 6+

Warlock

Magic Item; Lesser Chaos Magic 1; Hedge-Wizard

Mutants

Chaos Mutations 1;

Catechisms of Hate: A Warrior attacking the Demagogue is distracted by a constant tirade of hate-fuelled abuse, or silver-tongued heretical arguments and taunts. Each turn, before rolling to hit the Demagogue you must make a Willpower Test for your Warrior (1D6 + WP, 7+ to pass). A pass indicates that the Warrior is unaffected by the rants of the heretic and may attack normally – there is no need to roll again in future turns for this rule for this Monster. A failure indicates that the Warrior cannot shut out the meaning of what they hear, and suffers a -1 To Hit penalty with missile weapons and close combat weapons. Roll again next turn.

Finally, this rule has the opposite effect on other Cultists on the Board Section; so long as the Demagogue is on the same board section, all Cultists ignore the Break rule.

Hedge-Wizard

Chaos Magic is dangerous to wield for anyone other than a fully-fledged sorcerer. Each time a Warlock successfully casts a spell, roll 1D6. On a 1, the spell goes wrong and it targets a random Monster instead. The Warlock is included when determining which Monster is affected in place of the original target.

Chaos Mutations n

Roll 1D6 on the Following table:

1D6 Result
2 Crushing Claw – One of the mutant’s arms ends in a massive crab-like pincer capable of crushing and rending flesh and armour with ease. Grants +1 Strength, ignores armour.
3 Tentacle – A thick tentacle replaces one of the warrior’s arms. Strong and muscular, this tentacle is capable of grabbing the weapons of the enemy or squeezing the life from their bodies. Reduces the attacks of the first Warrior to attack the mutant in combat by -1, down to a minimum of 1.
4 Horns – Great curving horns sprout from the warrior’s brow, which he can use as a weapon when he charges into the foe. Grants +1 Attack at +1 Strength and -1 To Hit.
5 Bestial Visage – The face of the mutant is twisted and contorted into an unnatural and terrifying form, often changing to resemble the mutant’s patron god. +1 to the Monster’s Fear rating. Causes Fear 4 if the Monster does not already cause Fear.
6 Extra Arm – An extra arm has sprouted from the warrior’s body, from his chest, shoulder or even his head, clearly marking him out as one of the gods’ favoured. +1 Attack.
7 Cloven Hooves – The mutant’s legs end in cloven hooves, giving him a particularly feral, animalistic appearance. + 1 Movement.
8 Secondary Jaws – The mutant has a snapping, drooling maw that shoots out of his own mouth to maul the Warriors. +1 Attack at Strength 2, ignoring armour.
9 Massive Bulk – Hugely obese and bloated with foulness, the mutant is almost immune to pain. His clothing has split under the strain of holding his enormous bulk, and puss and slime seeps from his body cavities. Ignore Pain 2, -1 Movement.
10 Conjoined Familiar – A hideous familiar has sprouted from the body of the mutant, and it to him… Grants Dodge 6+, +1 I
11 Protean Form – The bodily form of the warrior is constantly in flux, changing from one shape to another, remoulding into ever more bizarre, alluring and horrific guises. Wounds inflicted on the warrior merely disappear as the mutant’s body alters into different shapes. Grants Regenerate (1D6).
12 Wings – Mighty wings sprout from the warrior’s shoulders, which are capable of carrying him swooping across the battlefield. Grants the Fly special rule.

Lesser Chaos Magic n

Roll 1D6 n times on the Following table:

1D6 Result
1 – 2 Failure. The Warlock fails to cast a spell.
3 Battle Lust. The Shaman gives an extra (1 x the Dungeon level) Attacks to the Monsters in combat with the Warriors, distributed as evenly as possible.
4 Doombolt. A bolt of black fire bursts from the Shaman’s palm towards one of the Warriors. Draw a Warrior counter to determine which Warrior is hit. The Doombolt inflicts (2 x the Dungeon level) Wounds, with no modifiers for Toughness or armour.
5 Hand of Dust. The Shaman may attack any single adjacent Warrior. If there is more than one eligible target, take a Warrior counter to determine which one the Shaman attacks. Roll 1D6 for the chosen Warrior and add his Strength to the score. Roll 2D6 for the Shaman and add his Strength to the score. The highest score wins. If the Warrior wins the spell fails.If the Shaman wins the Warrior suffers (2 x the Dungeon level) Wounds with no modifiers for Toughness or armour. If the Shaman is not in hand-to-hand combat ignore this result and re-roll on this table.
6 Blade Wind. The Shaman summons a storm of slashing blades.Take a Warrior counter to determine who is affected. That Warrior suffers (the Dungeon level) D6 Wounds, modified for Toughness and armour as usual.