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Daemonsmith Teams


 0-16  Chaos Dwarf  70,000  4  3  4+  5+  10+  Thick Skull, Block, Iron Hard Skin  GS  AM 
 0-2  Chaos Dwarf Blunderbuss  80,000  5  3  3+  3+  10+  Thick Skull, Cannoneer, Hail Mary Pass  GP  ASM 
 0-4  Harridans  90,000  5  3  3+  -  9+  Thick Skull, Block, Frenzy, Jump Up,  GS  AM 
 0-2  Daemonsmith  90,000  6  4  3+  6+  10+  Thick Skull, Iron Hard Skin, Block, Very Long Legs, Take Root  GS  A 
 0-1  Ironback Boar  70,000  7  4  4+  -  9+  Horns, Iron Hard Skin, Sure Feet, Sprint, No Hands, Take Root  S  AG 
 Re-roll counter  60,000 gold pieces each. 
 Apothecary  Yes 
 Special Rules  Badlands Brawl, Favoured of Hashut 
 Tier  2 


Player Art_


Icons
Chaos Dwarf

Chaos Dwarf Blunderbuss

Harridans

Daemonsmith

Ironback Boar


Background
Chaos Dwarf Daemonsmiths work in the forges of the Badlands creating daemon engines and arcane machines for the Dawi-Zharr through their mastery of forge-craft and the magics of Chaos. Though the Dawi are not meant to wield the winds of magic and they pay a heavy price for their sorcery- The Curse of Stone! The curse slowly transforms Daemonsmiths' bodies into Stone. The petrification takes many years, starting from their feet then progressing through the rest of their body. There is however a cure. The high priests of Hashut have an incredibly rare alchemical substance known as The Blood of Hashut that can be used to transpose the curse from a Daemonsmith on to another being. The rarity of this substance is such that only worthy Daemonsmiths may be awarded this infernal mercury to save their body and mind from total petrification. The high priests of Hashut will only share The Blood of Hashut with Daemonsmiths that achieve great success in Blood Bowl, for the favour of Hashut!

Upon this declaration the Daemonsmiths created mechanical steam powered suits to help keep them mobile while petrification starts to set in, imbuing them with greater speed, agility and strength than a Dawi-Zharr could normally achieve. Protected by their zealous elite guard - the Harridans, and their infernal creation the Ironback Boar. Though few in number the Daemonsmith teams are a terrifyingly powerful team, the loyal players fight for their Daemonsmith masters with greater cohesion and passion than found in any other Chaos Dwarf team and through their zeal there is no doubt they will gain the favour of Hashut and the cure to their affliction.

Rationale
Chaos Dwarves are the same as Chaos Dwarves found in the standard Chaos Dwarf roster.

The Chaos Dwarf Blunderbuss is the same as a Dwarf Ballzooka player and as will all Ballzooka style players in SL they do not have Secret Weapon as it is non leathal tool in the game, like Pogo Stick and Doom Diver, which also do not have Secret Weapon.

Harridans are female Chaos Dwarves that are often times compared with Dwarf slayers due to their lack of armour and their fanatical nature. They are elite warriors tasked with protecting Chaos Dwarf Sorcerers known as Daemonsmiths. I opted to follow the stat line of Dwarf Slayers for Harridans, though giving them higher Agility and Jump Up instead of Dauntless. To show they are slightly more agile focused, though still with frenzied fanatical nature, similar to Norse Beserker.

Daemonsmiths are also known as Hellworkers. Their mastery of magic and the forge is combined to create infernal machines and daemon engines, though this use of magic comes at a cost and their bodies start turning into stone. The Daemonsmiths create mechanical steam driven mech suits to help them move and they have adapted these infernal machines to play Blood Bowl with. Without the suits many Daemonsmiths would be unable to move as petrification has already set in. The roads to Zharr-Naggrund are lined with Daemonsmiths in their mechanical suits that have succumbed to The Stone Curse to it's lethal end. There is a cure to this affliction known as The Blood of Hashut. This extremely rare substance is awarded to those Daemonsmiths that successfully lead their Blood Bowl team to glory by the Chaos Dwarf Sorcerer Prophets. Though this cure is only temporary and the stone curse soon starts taking hold again. Due to the Daemonsmith being a Chaos Dwarf and that The Stone Curse is taking hold they start with thick Skull and Iron Hard Skin, plus they start with Block like a standard Chaos Dwarf. I decided to give them Very Long Legs both as a way of explaining their additional movement, to match their appearance and lore, and it gives them a bonus for jumping over prone players. It also increases their cost a little, which is needed to offset the price reduction given to them because of the negatrait Take Root. Take Root is given to them to represent their infernal machine seazing up mid match. I gave the Daemonsmiths St4, Ma6 and Ag3+ all to show how their mech suit heightens their natural abilities.

Finally I've added the Ironback Boar, these are infernal machines that look like Orc Boar Boys' Boars, but they are entirely mechanical. Like the Daemonsmith I gave them Take Root to represent the machine seizing up mid match. Sure Feet was added like all 4 legged players have, similarly Sprint was added to show their ability to reach high speeds when charging. Horns was added as they are boars, this represents their tusks. I decided to make them St4 and chose not to give them Loner like a Big Guy. Instead opting to follow a standard player cost pricing stucture. I felt it important to have an infernal machine on the pitch to represent the Daemonsmiths craft, that is more interesting and unique than the Blunderbuss.


Team Design background and rationale by Garion
Icons by Habeli

Last update: November 1, 2024