Warhammer Fantasy Battle Seventh Edition Chaos Dwarf Army List

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WARHAMMER FANTASY BATTLE

SEVENTH EDITION
CHAOS DWARF ARMY LIST

Zerkzes, Chaos Dwarf Overlord of Hattuzhan wrote:


I am kinder than your former masters, slave.
They asked that you stand beside them.
I only require that you kneel.

The mountain rumbled with sound. Animals had fled from the place, leaving it
deserted for miles around. They might not have known the sound of an army
on the march, but the smells that followed it were darkly familiar and
screamed of danger. The stench of oiled metal, of blood, fear and poisonous
smog hung over the steadily moving force.

Zharkon Revlid spat, clearing his tusked mouth of flem, darkened by the ash in
the air. Turning, he stomped up the side of the mountain path to better survey
his force. Following him were his Immortal bodyguard, elite warriors clad in
black plate and wielding great curved axes, their heads protected by faceless
steel helms.

Behind them stood disciplined regiments of warriors, clad in heavy leather and
bronze armour. They wielded an eclectic array of weapons, from curved
shamshirs to spiked bludgeons, and held shields of beaten brass and cast iron,
evil runes and symbols etched onto their metal surfaces.
Some were equipped with leather-rimmed and polished goggles of thick glass,
or wore masks fitted with grilles and cloth filters. They walked heavily,
weighed down by the cannon-like blunderbusses that hung from their
shoulders by heavy straps.

Following in a wide formation were a huge regiment of chanting dwarfs, garbed


in heavy black-and-red robes, beneath which the glint of armour could be
seen. The Ziggurat Guard. The guardians of the dark temples dedicated to the
Bull God, Hashut. Daemon-like masks covered their faces, and sacred glaives
sprouted from their formation like a viciously bladed forest.
In their midst was a great litter of black marble and gold, borne by the
veterans of the cabal. Slouching on an ornate throne decorated with golden
bulls and iron daemons was High Sorcerer-Priest Ghorth the Cruel, of the cabal
of Azakku, accompanied by many of his acolytes. Their presence signified the
blessings of the Father of Darkness, something Zharkon was infinitely thankful
for.

Casting his gaze further afield, the Overlord of Vorag Tower smiled. There were
slaves, bedraggled and branded workers of all races, forced to a marching
pace in huddled groups by leather-masked dwarfs and hunchbacked
greenskins wielding hooked whips and serrated blades. They would be enough
to build initial fortifications and serve as sacrifices to fuel the daemon engines
and sate the Dark Father, but less than half of them would survive the journey
West. Revlid was hoping to replenish his supplies as he went along, so to
speak.

Behind the pitiful slaves and their brutal enforcers followed, at a careful pace
with constant slight adjustments, slaves and enforcers of a very different kind.
Daemonic engines of war, metal and magic and tortured flesh forged together
in the bloodily consecrated forges of Zharr-Naggrund and Daemon’s Stump.
Squat Earthshakers, their blocky shells stacked high on metal carriages, were
pushed by chained Ogre slaves. Hellcannons, vast and terrible, were dragged
along the path in single file, the daemons within forced into uneasy hibernation
by rituals, brands, and liberal application of boot. Dwarfed by these monstrous
constructs were the smaller Death Rockets, strange platforms from which
rune-cast explosives would be launched, and the Doomblasters, warmachines
whose barrels of dark iron channelled blasts of fiery chaotic energy.

Guarding the artillery train from an enemy attack (and the crew from an
artillery train attack) were more constructs, monstrous automotons powered
by daemonic energy and oiled cogs. Though each Iron Golem differed in shape
and materials, there were two camps of design obvious in those present: The
engines of war guarding the right had been designed Arcane Engineer
Baalzehn of Daemon’s Stump, whose automotons were squat, ogre-like
humanoids, relying less on daemonic engines and more on a hideously
complex system of cogs, gears and chains.
To the left was his rival, Daemonsmith Ghanaz, who hailed from Western
Zharr-Naggrund and had brought golems cast in the form of holy bulls, with
horns of polished steel and hooves of brass.

The Overlord’s smile quickly soured as one of Baalzehn’s golems “accidentally”


bumped into a bull-construct of Ghanaz, sparks scraping from their iron hides.
Fiery Razeph take them, they were acting like surly beardlings! The piloting
engineers in question were saved from a rollocking by Despot Bhavar,
mounted on one of the great mechanical chariots that were guarding the
Chaos Dwarf rear, rumbling up to the golems and cracking his orc-hide whip
angrily. A crude point, thought Zharkon as he watched the engineers piloting
the metal monsters hurriedly directing them back into position, but one well
made.

Returning his attention to the front of the column, the Chaos Dwarf
commander’s good humour was restored by the return of his scouts, a
contingent of gorg-mounted Hobgoblins, led by Khan-Boss Zhanthillar of the
Sneaky Git tribe. Famed for fast sneak-attacks, especially when mounted on
his savage and wolf-like gorg, Zhanthillar was a living legend (or “target”)
among his tribe, a slaving boss of such ruthlessness and efficiency that he had
been granted a Dawi Zharr name by Zhatan the Black himself.

They came to a stop a few feet from the Overlord, and Zhanthillar pushed back
his charcoal-black hood to speak. He brought good news: the released and
armed slaves had done their job, and the roads ahead were clear of all
opposition. A quick detour to the South-West would yield an unguarded
farmstead’s worth of slaves, should the Chaos Dwarf supply be running low.
Most importantly, the vast area of wood known by the human slaves as the
Great Forest was no more than a few days march away, and would soon be in
sight.

The Overlord acknowledged the Hobgoblin’s words before sending him back on
patrol. The Great Forest, he thought, as he settled back into a march. The
location of High Prophet Astragoth’s prize. A crown of legendary power, forged
by one of their western kin in a moment of genius, hidden in a deep, dark
woodland. A deep, dark woodland? Such places did not exist in the Darklands,
or in the surrounding mountains, and certainly not in the dead desert lands
across the Straits of Nagash. It would be the first true forest Zharkon had ever
seen.

He could only imagine how well it would burn.

With thanks to Grimstonefire, Xander, Snotling, ExquisiteEvil,


It_Came_From_The_Deep, Barbarus, GeOrc & the ChaosZwerge Crew, and
everyone at Hammer and Anvil.
I. ARMY SPECIAL RULES

1. Unyielding – Chaos Dwarf units flee and pursue 2D6-1” instead of the
normal 2D6”.

2. Implacable – Chaos Dwarf units may march even if there are enemy units
close enough to inhibit march moves.

3. Daemonic Engines – Daemonic Engines, metal shells bound with


daemons, appear in the Chaos Dwarf Army List. The following rules are
uniquely used by Daemonic Engines.

a) Unbreakable – Daemonic Engines follow the rules for Unbreakable units as


described in the Warhammer Fantasy Rulebook. Non-Unbreakable models that
are in a unit with Daemonic Engines (Crew members, or riders of Daemonic
Engine mounts, for example) are Unbreakable as long as the Daemonic Engine
they accompany is ‘alive’.
b) Monsters & Handlers – Daemonic Engines are treated as war machines with
the exceptions that they follow the rules for Monsters & Handlers in Close
Combat. When moving normally, the unit uses the Chaos Dwarfs movement
rate. When rampaging, the whole unit moves 2D6" (see below).
c) Rampage - As warmachines, Daemonic Engines may not declare charges.
However, in the Compulsory Moves phase, roll 2D6. If the number rolled is
equal to or greater than the distance between the Daemonic Engine and the
nearest enemy unit, the Daemonic Engine will immediately charge into combat
with that unit if possible (considering Line of Sight, etc.)
The Charged unit may react as usual - Treat the 2D6 as both the Warmachine's
maximum and failed charge range.
When the Warmachine is Rampaging or in combat it may only Spew Ichor in
the Shooting Phase - it may not fire normally.
A Warmachine may never pursue.
d) Loss Of Crew - If all crew are lost, the test for Rampaging must be checked
against all units, not just the enemy's - It may therefore charge friendly units.
Furthermore, it will move the 2D6 result rolled towards the nearest unit even if
it does not make contact with it.
e) Unstable - If the Daemonic Engine loses a combat, then it takes one wound
in addition to any it may have incurred in the combat. This is multiplied to two
wounds if there are no crew left to man the Daemonic Engine at the end of a
Combat Phase.
f) Unpredictable – If at any point you must consult a Misfire Table for a
Daemonic Engine, consult the Daemonic Engines Misfire Table below.
Daemonic Engines Misfire Table:
D6 Roll:
Stats:
1-2: Raaargh!: The Engine breaks its bonds, kills its crew, and attempts
to charge the nearest unit (see Rampage).

3: Grumble: The Engine fights against itself, shaking itself apart. It


takes D6 wounds with no Armour or Ward Saves allowed.

4: Chomp: A massive backdraft from the Engine sucks one of the crew into
it. Remove him. If there are no crew, remove a wound with no Armour or
Ward saves allowed.

5: Clang!: The Engine's arcane workings snarl and grind; it loses its
Daemonic Aura and any other Ward Saves for the rest of the battle.

6: Thzzzz: The Engine's Chaotic energies go haywire, inflicting a wound


on every magic user within 24" with no Armour Saves allowed.

4. Black Plate – 4+ Armour Save.

5. Daemonic Aura - Models with a Daemonic Aura have a 5+ Ward save and
count as having magical attacks.
II. ARMY BESTIARY

CHAOS DWARFS

Overlords
http://i94.photobucket.com/albums/l111/Revlid/Despot2.jpg
http://i94.photobucket.com/albums/l111/Revlid/snotlinglord.jpg
Though they wield the influence of Hashut on earth, Zharr-Naggrund has not
been truly ruled by the Sorcerer-Priests since the rise of Hattuzhan, Subjugator
of the Darklands. Rather, various fortresses and city-areas are ruled over by
the Overlords, who employ their elite soldiers, the Immortals, to keep order.
Whether born into a noble family, or a veteran and trusted soldier, Despots are
those Chaos Dwarfs with enough authority to lead slave raids and command
other Dawi Zharr in the defense of the Chaos Dwarf empire, or to act as a
second-in-command to an Overlord.
Stats:
         M WS BS S T W I A Ld
Overlord 3  7  4 4 5 3 4 4 10
Despot   3  6  4 4 5 2 3 3  9

Arcane Engineers
http://i94.photobucket.com/albums/l111/Revlid/Blunderbusser.jpg
The best of the Chaos Dwarf engineers, the Dumendrikuli are an elite group
whose bureaucracy oversees every construction, from bridges to Hellcannons.
The lower ranking and more machine-oriented members of this profession
often take to the battlefield to watch over their creations and test new
upgrades. Some of these Engineers have magical talent, and are partially
inducted into the ranks of the Sorcerer-Priests, given the title of Daemonsmith.
Stats:
                M WS BS S T W I A Ld
Arcane Engineer 3  4  4 4 4 2 2 2  8
Engineer - The character may join a warmachine crew and act as a
replacement crewman if one is killed. Any warmachine the Arcane Engineer is
attached to may re-roll a single Artillery Dice or D6 once per turn. Any
warmachine the Arcane Engineer is attached to may also re-roll any result
rolled on a Misfire table.

Firebomber:
A curved iron barrel with a roaring daemon decorating the muzzle, the
Firebomber could easily be mistaken for a bulky and ornate Blunderbuss - until
it fires, launching an iron-bound globe that bursts explosively apart, spilling
sulphurous flames onto the unfortunate foe.
The Bomb-Throwing Device is a Ranged Weapon. 18" Range, Move or Shoot.
S5, Flaming. Each hit is multiplied into D3 Hits on the targeted unit (not just
one model).

Swivel Gun:
A rather complicated multi-barreled Blunderbuss, the Swivel Gun is, once the
bovine ornamentation is stripped away, kin to the repeater-guns manufactured
in the Empire of Sigmar. But, as befits the Chaos Dwarf mindset, much bigger.
The Swivel Gun is a Blunderbuss, with the following exceptions - a Swivel Gun
fires x4 Multiple Shots, rather than x2.

Chaos Dwarf Warriors


http://i94.photobucket.com/albums/l111/Revlid/ArtPiece2.jpg
http://i94.photobucket.com/albums/l111/Revlid/snotling_chaos-
dwarf_warriors01.jpg
http://i94.photobucket.com/albums/l111/Revlid/immortal3.jpg
http://i94.photobucket.com/albums/l111/Revlid/immortal2.jpg
In order to keep the slave population of the Darklands high, all Chaos Dwarf
males are obliged to serve in a number of slaving expeditions per year. Chaos
Dwarf Warriors are therefore effectively well-trained militia drawn from the
civilian population, all of whom have some fighting experience, and led by
slavers.
Immortals, however, are professional soldiers in the pay of the resident
Overlord or Despot. They act as the elite soldiers or bodyguards to such high-
ranking Chaos Dwarfs, clad in heavy black plate-armour and wielding great
curved axes or pairs of shamshirs. Often the sons of Overlords or Despots will
spend time in the ranks of the Immortals.
Stats:
                    M WS BS S T W I A Ld
Chaos Dwarf Warrior 3  4  3 3 4 1 2 1  8
Enforcer            3  4  3 3 4 1 2 2  8
Immortal            3  5  3 4 4 1 2 1  9
Eternal             3  5  3 4 4 1 2 2  9

Chaos Dwarf Blunderbussiers


http://i94.photobucket.com/albums/l111/Revlid/Blunderbussier.jpg
http://i94.photobucket.com/albums/l111/Revlid/snotling_chaos-
dwarf_blunderbusses0.jpg
Wielded by trained marksmen who serve as guards or slavers, blunderbusses
were developed due to a need to hit as many targets as possible with as few
Chaos Dwarfs as possible. They also present the ability to maim rather than kill
opponents, leaving them as potential slaves. It was these brutal weapons that
inspired Grog Thunderfist to demand a cannon as payment for his mercenary
actions, creating the first Leadbelcher.
Stats:
               M WS BS S T W I A Ld
Blunderbussier 3  4  3 3 4 1 2 1  8
Enforcer       3  4  3 3 4 1 2 2  8

Blunderbusses - The Blunderbuss is a Ranged Weapon. 12" Range, x2


Multiple Shots, Move and Shoot. S3, Armour Piercing. The Blunderbuss does
not count any To Hit penalties or bonuses except those conveyed by cover.
If there is a complete (i.e. of at least 5 models) Blunderbussier rank behind the
first, each Blunderbussier in the first rank may fire an extra shot for each
additional rank, up to a maximum of 2 complete ranks behind the first.

Darklands Chariots
http://i94.photobucket.com/albums/l111/Revlid/Chariotsmallparchment.jpg
Developed as a way to travel across the plains of the Darklands quickly, and to
counter the Nehekaran chariots in the War of the Broken Teeth, the four
wheels of this heavy metal chariot are powered by a daemon engine.
Occasionally the engine will be removed and the daemon bound directly inside
the chariot, creating a snarling, snapping metal monster called a Tenderizer
that has to be restrained, rather than driven, by its crew.
Stats:
                 M WS BS S T W I A Ld
Chariot          7  -  - 5 5 4 - -  -
Tenderizer       7  4  - 5 5 4 0 2  -
Chaos Dwarf Crew -  4  3 3 - - 2 1  8
Tenderizer - Darklands Chariots and Tenderizers are, despite being Chariots,
not automatically destroyed by wounds of S7 or above. Tenderizers have the
Bound Rage and the Daemonic Aura special rules.

CHILDREN OF HASHUT

Sorcerers
http://i94.photobucket.com/albums/l111/Revlid/Sorcerer.jpg
Priests of Hashut and his various aspects, the Sorcerer-Priests hold great
power, although not as much as they once did. The Priesthood of Hashut
comprises of those Dawi Zharr who show magical talent, removed from their
families to be tutored in the ways of Priesthood. Some Sorcerer-Priests are
brought into battle on palanquins of marble and worked metal, or more
comfortable (though less dignified) stone litters. Each High Sorcerer heads one
of the seven cabals of the Ziggurat Guard, with the eighth and most powerful
cabal headed by the current High Prophet, Astragoth. The younger Sorcerer-
Priests often accompany slave raids or armies, to guard against enemy wizards
or to unleash the wrath of Hashut.
Stats:
              M WS BS S T W I A Ld
Sorcerer      3  4  3 3 4 2 2 1  8
High Sorcerer 3  4  3 4 5 3 0 1  9

Palanquin - A Sorcerer with a Palanquin consists of a Sorcerer on a platform


carried by four Chaos Dwarf Bearers. A Sorcerer with a Palanquin has a
Movement value of 3. A Sorcerer and his Bearers fight as a single model with a
Unit Strength of 4 (even in challenges). They are mounted on a 40mm wide by
40mm deep base. The Palanquin adds 1 to the Armour Save of the Sorcerer
mounted on the Palanquin in the same way as any other mount. The Bearers
give the Sorcerer two extra WS5 Strength 4 Initiative 3 close combat attacks,
but these attacks do not benefit from any weapon carried by the Sorcerer.
If a Sorcerer with a Palanquin fights with a unit, he counts as two normal
models (in each rank) for the purposes of working out if there is a complete
rank of five models. Note that when in a unit, a Sorcerer and his Bearers may
still use the 'Look out, Sir!' rule.
The Ziggurat Guard
http://i94.photobucket.com/albums/l111/Revlid/Brotherhood20WIP.jpg
The Ziggurat Guard consists of elite fighting units of religious fanatics among
the Dawi Zharr, equivalent to the Knightly Orders of the Empire or the Witch
Elves of the Druchii. They are formed into seven different cabals, each
venerating a different aspect of Hashut, as represented by his daemon-
children. These each serve the High Sorcerer-Priest of their cabal.
There is an eighth cabal, formed of the absolute veterans of each of the other
seven, that venerates Hashut in all his glory. This cabal acts as bodyguards to
the High Prophet of the time.
Stats:
               M WS BS S T W I A Ld
Ziggurat Guard 3  5  3 4 4 1 2 1  9
Dark Cantor    3  5  3 4 4 1 2 2  9

Glaives - May be used as a Halberd or a Spear.

Blessing of Darkness - Units with the Blessing of Darkness have MR (1) and
are Stubborn when accompanied by a Sorcerer or High Sorcerer.

Bull Centaurs
http://i94.photobucket.com/albums/l111/Revlid/BullCentaur1.jpg
http://i94.photobucket.com/albums/l111/Revlid/bc_new_wip2.jpg
Bull Centaurs, half Chaos Dwarf and half Bull, are to a Dawi Zharr what Grail
Knights are to the impetuous Questing Knights of Brettonia, unstoppable
avatars of their deity imbued with a fraction of their power.
These chosen of the Father of Darkness are created when a Chaos Dwarf offers
himself up to the Hashut as a sacrifice in the Bull God's sacred forge, a white-
hot bull cast of precious metals. If he is deemed worthy by his god then he will
walk out of the flame transformed, one of the creatures of Hashut.
If he is considered unworthy, however, he will be turned to ashes, or crawl out
scorched and blackened, an utterly insane ranting maniac.
The immense bull body half is disproportionately large to the Dawi before the
transformation. This is balanced after the ascension of the chaotic dwarf, as
they are far bigger and stronger than their normal kinsmen. The most favoured
of the Bull Centaurs have flame coloured hides and a berserker temper, and
are said to burn with the heat of a furnace.
Stats:
               M WS BS S T W I A Ld
Bull Centaur   8  5  3 5 4 4 3 3  9
Hand of Hashut 8  5  3 5 4 4 3 4  9

ENGINES OF CHAOS

Death Rocket
http://i94.photobucket.com/albums/l111/Revlid/dr02.jpg
The Death Rocket is a warmachine consisting of a special firing platform, from
which its Chaos Dwarf crew fire off explosive rockets daubed with dark runes
and bound with daemons. Despite the attentions of the highest Arcane
Engineers to the lowliest apprentices, the rockets have the unpredictable
tendency to spiral violently in a direction completely other than the intended,
as evidenced by the near-destruction of Zharr Naggrund by the Hammer of
Hashut, a vast Death Rocket the size of a tower that was meant to impact on
the Dwarfen hold of Karaz-a-Karak . Needless to say, such an experiment has
not yet been repeated and the Dumendrikuli headquarters have since been
quietly moved to a more isolated area of the Darklands, to avoid both
catastrophe and mob violence.
Stats:
                 M WS BS S T W I A Ld
Death Rocket     -  4  0 5 6 3 0 2  4
Chaos Dwarf Crew 3  4  4 3 4 1 2 1  8

Death Rocket - The Death Rocket fires in the same way as a Stonethrower as
described in the rulebook with the following exceptions. Only roll the Scatter
Dice on the D6 roll of a 5+. Otherwise, the Rocket 'scatters' straight forward.
Hits caused by the Death Rocket are Flaming. The Death Rocket uses the
Cannon Misfire Table, unless it has taken any Daemonic Upgrades from the
Engine category, in which case it uses the Daemonic Engines Misfire Table.

Doomblaster
http://i94.photobucket.com/albums/l111/Revlid/Doomblaster.jpg
http://i94.photobucket.com/albums/l111/Revlid/DoomblasterLeft.jpg
The smaller cousin of the Hellcannon, the Doomblaster uses the souls of slaves
or captives to fire a stream of screeching, mutating energy, the very stuff of
chaos. Only those with an innate resistance to the warping power of change or
with a particularly tough constitution can survive being hit by the Doomblaster,
whilst their less fortunate comrades are churned up and torn apart from within
by unnatural growths and twisting bones.
Some of those Dwarfs who have faced these machines and survived have
likened its power to that of a pyroclastic surge, as the chaotic energy boils
blood, strips flesh, and shatters bone like a hot glass plunged into icy water.
Stats:
                 M WS BS S T W I A Ld
Doomblaster      -  4  0 5 6 3 0 2  4
Chaos Dwarf Crew 3  4  4 3 4 1 2 1  8

Doomblaster - Fire as a Bolt Thrower from the Warhammer Rulebook with the
following exceptions:
The Doomblaster has a 24” Range and ignores all To Hit modifiers except for
cover. The Doomblaster Misfires on the roll of a 1 To Hit.
If you hit successfully, rather than rolling to wound, add +2 to the successful
To Hit roll. For each point by which the roll beats the target’s Toughness, the
target unit suffers 1 Wound. If targeting war machines with varied crews or
monsters with riders, use the highest Toughness value available. Distribute
each wound as for shooting hits. No Armour Saves are allowed against Wounds
caused by the Doomblaster.
e.g. A Doomblaster shoots at a unit of Night Goblins. It is within range, and
hits the unit on a roll of a 5. The Chaos Dwarf player adds +2 to this roll for a
total of 7. This is 4 points better than the Goblins’ Toughness value of 3. The
Night Goblins take 4 Wounds, and the Shooting Phase continues.

Bull Golems
http://i94.photobucket.com/albums/l111/Revlid/IG76.jpg
http://i94.photobucket.com/albums/l111/Revlid/SchlachtenwuterFinal02.jpg
http://i94.photobucket.com/albums/l111/Revlid/BossMaghras2.jpg
Bull Golems are automotons crafted in the volcanic forges of Daemon´s Stump
and Zharr-Naggrund, where they are cast in the form of bovine daemons,
brazen minotaurs and horned ogres. Whether piloted by a budding engineer or
guided by a dark and bound intellect of its own, groups of Bull Golems smash
through armoured knight and lowly infantry alike, accompanied at times by
their larger cousins, the Kolossi.
A Kolossus is the greatest acheivement of the Arcane Engineers, a huge
daemonically-powered construction of iron and brass, hissing out sulphurous
smoke as it stomps across the battlefield. Each Kolossus is an individual,
different from its brothers depending on its materials, design, upgrades, and
even the souls used to power its unholy mechanisms. Where one might seem
to be a brass bull that leaks fire from its hinges, another might be more
humanoid in shape, a squat juggernaut of iron draped in chains.
Stats:
           M WS BS S T W I    A    Ld
Kolossus   6  4  0 6 5 6 0 Special  8
Bull Golem 5  4  0 5 5 3 0    3     8

Bound Rage - The unit follows the rules for Rampaging and Unstable as
detailed in the rules for Daemonic Engines, with the following exceptions: It is
counted as always having at least one crewman left for the purposes of
Rampaging, and may declare charges.

Special Attacks - Roll an Artillery Dice for each Kolossus in combat. This is
the number of attacks the model makes this round. On a Misfire consult the
Daemonic Engine Misfire Table. Every wound caused by the Kolossus is
multiplied into two wounds (after saves, etc).

Earthshaker
http://i94.photobucket.com/albums/l111/Revlid/hotstuffearth.jpg
Earthshakers are huge daemon-cannons that fire shells packed with explosives
or other, more sinister payloads. Upon impact the shells detonate, sending
shockwaves through the ground to slow enemy troops, scattering formations
and throwing the aim of bowmen. Once the dark arts of daemonology are
applied to the shells, they become host to hordes of imps, charges of daemonic
energy, and bound hellfire.
Stats:
                 M WS BS S T W I A Ld
Earthshaker      -  4  0 5 6 4 0 3  4
Chaos Dwarf Crew 3  4  4 3 4 1 2 1  8

Earthshaker - The Earthshaker fires in the same way as a Stonethrower as


described in the rulebook with the following exceptions. You may only guess
between 12" and 48" for range. In addition to normal damage, once you have
worked out where the shell lands, place the large template centred over the
point of impact. Any troops under the template are treated as moving through
difficult terrain and may not shoot missile weapons next turn. Artillery dice
based ranged weapons under the template may only shoot on a 4+. The
Earthshaker uses the Cannon Misfire Table, unless it has taken any Daemonic
Upgrades from the Engine category.

Hellcannon
http://i94.photobucket.com/albums/l111/Revlid/CopyofHellcannon2.jpg
Part daemon, part warmachine, the Hellcannon of Chaos is a massive construct
of iron and brass that growls and shakes with diabolic sentience. In battle,
these arcane engines heave great blasts of daemonic energy arcing through
the air toward their targets, incandescent explosions liquefying anything they
touch and sending the survivors screaming in all directions.
These hell-forged beasts are guided rather than crewed by their teams of
corrupt and twisted Chaos Dwarfs, in whose volcanic furnaces the Hellcannons
are created. It is their duty to restrain the Hellcannon in the fires of battle, for
the daemons bound within each war-construct hunger constantly for a banquet
of warm flesh and hot blood laced with the taste of fear. The Dawi Zharr load
their charge brutally by shovelling the bodies of their foes into the dire-furnace
at the Hellcannon's rear. Flesh runs like wax, dribbling onto the earth under
the crew's feet in thick, hissing gobs as the daemonic fires strip away and feed
upon the captives' souls. These are perverted into wailing bolts of pure chaos,
and vomited toward the Hellcannon's target in powerful spasms of hate and
malice.
A Hellcannon, towering above the Chaos Dwarfs and their greenskin allies, is
virtually indestructible. Such is the strength and bloodlust of the Daemonic
machine that it must be chained to the ground to prevent it from rampaging
toward the enemy lines, intent on gorging itself on raw flesh. Even these
precautions prove inadequate should the enemy draw too close; it is whispered
that there is nothing that can truly stay a Hellcannon's insatiable lust for
destruction. A single Hellcannon is quite capable of blasting apart the walls of
even the most stalwart fortress.
Stats:
                 M WS BS S T W I A Ld
Hellcannon       -  4  0 5 6 5 0 5  4
Chaos Dwarf Crew 3  4  4 3 4 1 2 1  8

Spew Ichor - Instead of firing normally, the unit may choose to spew out a
great gout of body parts and daemonic ichor. Spew Ichor is a S6 Breath
Weapon. Any unit with a model even partially under the Flame Template must
take a Terror Test.

Doomfire - The Hellcannon fires in the same way as a Stonethrower as


described in the rulebook with the following exceptions. All hits caused by the
Hellcannon are S10, and any wounds caused are multiplied into D6 wounds
(D6+2 against buildings and castle sections). Determine partial hits as normal.
Units hit by the template must take a Panic test at -1Ld.

GREENSKIN ALLIES

Hobgoblin Mercenaries
http://i94.photobucket.com/albums/l111/Revlid/Hobkhan.jpg
http://i94.photobucket.com/albums/l111/Revlid/ishkur_chaos-
dwarf_hobgoblin-wolfri.jpg
Close allies with the Chaos Dwarfs, the large number of Hobgoblin Tribes from
the Steppes bartered their permanent freedom from slavery during the Great
Rebellion by betraying their fellow greenskins, realising that they would be no
better off under the Black Orcs than they were under the Chaos Dwarfs. Now
they live in and around the Darklands, working alongside the Chaos Dwarfs as
mercenaries in return for weapons, armour, meat and gold.
The Darklands are bleak and desolate for the most part, and what prey there is
is tough and usually snarling. Due to this, the mounted hordes of the Steppes
have dwindled in the Darklands, making the once-scorned infantry of the
Hobgoblins a necessity. A mount is still seen as a status symbol, however, and
a large number of the potbellied greenskins still ride forth on leather-skinned,
wire-furred and dagger-fanged beasts known as Gorgs.
Amongst the Hobgoblin tribes that roam the Darklands and surrounding areas,
the more wily or tough greenskins are known as Khan-Bosses, brutal leaders
who act as intermediaries for their tribe and their Dawi allies, setting the often-
exorbitant price for their services.
Stats:
                  M WS BS S T W I A Ld
Khan-Boss         4  4  4 4 4 2 4 3  7
Hobgoblin Warrior 4  3  3 3 3 1 3 1  6
Hobgoblin Boss    4  3  3 3 3 1 3 2  6
Gorg              9  3  0 3 3 1 3 1  4
Gorg Rider        4  3  3 3 3 1 3 1  6
Gorg Rider Boss   4  3  3 3 3 1 3 2  6
Mercenary - Chaos Dwarfs ignore fleeing and wiped out Hobgoblin units.
Chaos Dwarf characters may not join Hobgoblin units, and vice versa. If the
Chaos Dwarf General is killed, every Hobgoblin unit must take a Panic Test at
the start of every Chaos Dwarf turn thereafter.

Slavering Charge - Gorgs have +1S on the turn they charge.

BEASTS OF HASHUT

Lammasu
http://i94.photobucket.com/albums/l111/Revlid/Lammasu-1.jpg
http://i94.photobucket.com/albums/l111/Revlid/great-taurus-.jpg
The Lammasu is a great beast, ancient as Zharr-Naggrund itself, and those
granted the honour of riding one are truly the favoured of Hashut. A great bull,
borne on vast feathered wings, with lion-like claws instead of hooves and the
face of a huge Chaos Dwarf, cloaked in smoke and shadow. It is rumoured that
the Lammasu were once Chaos Dwarfs, the first to open his prison and to lay
eyes upon the glory of Hashut, blessed by the Bull God beyond all others.
The Taurus is another steed blessed by the Father, although not so great in
power. A red daemon-bull, with eyes of fire and bones of metal, its thunderous
charge can throw grown men into the air. Some Engineers have created
machines that mimic this mighty beast, bovine engines that snort sulphurous
smoke from cast-iron nostrils.
Stats:
        M WS BS S T W I A Ld
Lammasu 6  4  0 5 5 4 3 4  9
Taurus  8  5  0 5 5 3 2 3  8

Thunderous Charge - The Great Taurus causes D3 impact hits at its base
Strength on the charge.

Darkfire Breath - A Lammasu generates one Dispel Dice in the same manner
as a Wizard, that may be used normally.

Posted: Sat, 17 Mar 2007 11:07 pm Post subject:


III. RECRUITING YOUR OWN ENSLAVING
FORCE
A. Army composition rules

Stats:
Army Points Value    Max Total of Characters  Max Lords  Max Heroes
Less than 2000                3                    0         3
2000 or more                  4                    1         4
3000 or more                  6                    2         6
4000 or more                  8                    3         8
Each additional 1000 pts     +2                    +1        +2

Stats:
Army Points Value       Core Units       Special Units      Rare Units
Less than 2000                2+                0-3             0-1
2000 or more                  3+                0-4             0-2
3000 or more                  4+                0-5             0-3
4000 or more                  5+                0-6             0-4
Each additional 1000 pts     +1 Minimum        +0-1            +0-1

- One Despot can be promoted to the Army Battle Standard Bearer for +25
pts. The Battle Standard Bearer may have any Magic Banner at no points limit,
but if he does so, he may not have other Magic Items.

- Chaos Dwarf units are: Overlords, High Sorcerers, Despots, Sorcerers,


Arcane Engineers, Warriors, Blunderbussiers, Immortals, Ziggurat Guard, and
Chaos Dwarf Crew.

-Hobgoblin units are: Hobgoblin Khan-Bosses, Hobgoblin Warriors, and


Hobgoblin Gorg Riders.

- Hobgoblin units do not count towards the minimum number of Core units
required.

- A Hobgoblin Khan-Boss may not be the general.

Base Size Guidelines:


Chaos Dwarf Models: 20x20mm
Hobgoblin Models: 20x20mm
Hobgoblin Gorg Rider Models: 25x50mm
Bull Golem Models: 40x40mm
Darklands Chariot Models: 50x100mm
Bull Centaur Models: 50x50mm
Kolossus Models: 50x50mm
Taurus Models: 50x50mm
Lammasu Models: 50x50mm

B. Lords

1. Overlord: 135 PTS


Stats:
         M WS BS S T W I A Ld
Overlord 3  7  4 4 5 3 4 4 10

Weapons: Handweapon, Black Plate


Options:
- May ride a Lammasu (+225), a Taurus (+75), or may be mounted on a
Darklands Chariot, replacing one of the crew (+95).
- May choose a mix of Common or Chaos Dwarf magic items with the total
value of maximum 100 pts.
- May have either a Great Weapon (+6), an Additional Handweapon (+6), and/
or a Glaive (+6).
- May carry a Shield (+3).
-May have a Blunderbuss (+6).
Special Rules: Unyielding, Implacable

2. High Sorcerer: 185 PTS


Stats:
              M WS BS S T W I A Ld
High Sorcerer 3  4  3 4 5 3 0 1  9

Weapons: Hand Weapon


Magic: Level 3 Wizard. May use the Lore of Fire, Metal, Shadow, Death or
Hashut.
Options:
- May be upgraded to a Level 4 Wizard for 35 points.
- May ride a Lammasu (+225), a Taurus (+75), or may be given a Palanquin
(+40).
- May choose Common or Chaos Dwarf magic items with the total value of
maximum 100 pts.
Special Rules: Unyielding, Implacable, Scaly Skin (4+)

C. Heroes
1. Despot: 65 PTS
Stats:
       M WS BS S T W I A Ld
Despot 3  6  4 4 5 2 3 3  9

Weapons: Hand Weapon, Black Plate


Options:
- May ride an Taurus (+75) or may be mounted on a Darklands Chariot,
replacing one of the crew (+95).
- May choose a mix of Common or Chaos Dwarf magic items with the total
value of maximum 50 pts.
- May be promoted to the Army Battle Standard Bearer, as detailed in the
Army Composition rules.
- May have either a Great Weapon (+4), an Additional Handweapon (+2) and/
or a Glaive (+3).
- May carry a Shield (+2).
- May have a Blunderbuss (+4).
Special Rules: Unyielding, Implacable

2. Chaos Dwarf Sorcerer: 65 PTS


Stats:
         M WS BS S T W I A Ld
Sorcerer 3  4  3 3 4 2 2 1  8

Weapons: Hand Weapon


Magic: Level 1 Wizard. May use either the Lore of Fire, Shadow, Metal, or
Hashut.
Options:
- May be upgraded to a Level 2 Wizard for 35 points
- May ride a Palanquin (+40).
- May choose Common or Chaos Dwarf magic items with the total value of
maximum 50 pts.
Special Rules: Unyielding, Implacable

3. Arcane Engineer: 65 PTS


Stats:
                M WS BS S T W I A Ld
Arcane Engineer 3  4  5 4 4 2 2 2  8

Weapons: Handweapon, Black Plate


Options:
- May ride a Kolossus (+285, Rare Choice) or a Taurus (+70).
- May be upgraded to a Level 1 Wizard for +50 pts. May use either the Lore of
Metal, Fire, or Death, and may cast spells in armour.
- May have a Blunderbuss (+4), a Swivel Gun (+8.) or a Firebomber (+8.)
- May choose a mix of Common or Chaos Dwarf magic items with the total
value of maximum 50 pts.
Special Rules: Unyielding, Implacable, Engineer

4. Hobgoblin Khan-Boss: 35 PTS


Stats:
          M WS BS S T W I A Ld
Khan-Boss 4  4  4 4 4 2 4 3  7

Weapons: Handweapon, Light Armour


Options:
- May ride a Gorg (+12)
- May wear Heavy Armour (+4), and/or a Shield (+2).
- May have a Spear (+2) a Great Weapon (+4) and/or an Additional
Handweapon (+2).
- May have a Bow (+6).
- May choose a mix of Common or Chaos Dwarf magic items with the total
value of maximum 50 pts.
Special Rules: Mercenary

D. Core Units

1. Chaos Dwarf Warriors: 8 pts per model


1+ Unit Choice
Stats:
                    M WS BS S T W I A Ld
Chaos Dwarf Warrior 3  4  3 3 4 1 2 1  8
Enforcer            3  4  3 3 4 1 2 2  8

Unit Size: 10+


Equipment: Hand Weapon, Heavy Armour, Shield
Options:
- Any unit may be given Spears (+1 pt per model), replace their Shields with
Great Weapons (+1pt per model) or replace their Shields with Additional
Handweapons at no extra cost.
- One Chaos Dwarf may be upgraded to a Musician for +5 pts.
- One Chaos Dwarf may be upgraded to a Standard Bearer for +10 pts.
- One Chaos Dwarf may be upgraded to an Enforcer for +10 pts.
Special Rules: Unyielding, Implacable

2. Chaos Dwarf Blunderbussiers: 12 pts per model


Stats:
               M WS BS S T W I A Ld
Blunderbussier 3  4  3 3 4 1 2 1  8
Enforcer       3  4  3 3 4 1 2 2  8

Unit Size: 10+


Equipment: Handweapon, Blunderbuss, Heavy Armour
Options:
- One Blunderbussier may be upgraded to a Musician for +5 pts.
- One Blunderbussier may be upgraded to a Standard Bearer for +10 pts.
- One Blunderbussier may be upgraded to an Enforcer for +10 pts.
- Any Blunderbussier Enforcer may replace his Blunderbuss with a Swivel Gun
for +4 pts, or a Firebomber for +4 pts.
Special Rules: Unyielding, Implacable

3. Hobgoblin Warriors: 3 pts per model


Stats:
                  M WS BS S T W I A Ld
Hobgoblin Warrior 4  3  3 3 3 1 3 1  6
Hobgoblin Boss    4  3  3 3 3 1 3 2  6

Unit Size: 10+


Equipment: Handweapon
Options:
- Any unit may be given Spears (+1 pt per model), Additional Handweapons
(+2 per model) and/or Bows (+3 pts per model).
- Any unit may be given Light Armour (+1 pt per model) and/or Shields (+1 pt
per model).
- One unit may be upgraded to Sneaky Gitz for +2 points per model. Sneaky
Gitz have the Scouts special rule and Poisoned Attacks.
Special Rules: Mercenary

4. Hobgoblin Gorg Riders: 12 pts per model


0-1 per Hobgoblin Warriors Unit Choice
Stats:
                M WS BS S T W I A Ld
Gorg            9  3  0 3 3 1 3 1  4
Gorg Rider      4  3  3 3 3 1 3 1  6
Gorg Rider Boss 4  3  3 3 3 1 3 2  6

Unit Size: 5+
Equipment: Handweapon
Options:
- Any unit may be given Spears (+1 pt per model), Shields (+1 pt per model),
and/or Bows (+3 pts per model).
- Any unit may be given Light Armour (+1 pt per model). If they choose to do
so they loose the Fast Cavalry Special Rule.
- One Gorg Rider may be upgraded to a Musician for +6 pts.
- One Gorg Rider may be upgraded to a Standard Bearer for +12 pts.
- One Gorg Rider may be upgraded to a Boss for +12 pts.
Special Rules: Mercenary, Fast Cavalry, Slavering Charge

E. Special Units

1. Immortals: 13 pts per model


Stats:
         M WS BS S T W I A Ld
Immortal 3  5  3 4 4 1 2 1  9
Eternal  3  5  3 4 4 1 2 2  9

Unit Size: 10+


Equipment: Handweapon, Great Weapon, Black Plate
Options:
- Any unit may replace their Greatweapons for Additional Handweapons at no
extra cost.
- One Immortal may be upgraded to a Musician for +7 pts.
- One Immortal may be upgraded to a Standard Bearer for +14 pts.
- One Immortal may be upgraded to an Eternal for +14 pts.
- A Standard Bearer may take a Magic Standard worth up to 50 pts.
Special Rules: Unyielding, Implacable, Immune To Psychology

2. Ziggurat Guard: 13 pts per model


Stats:
               M WS BS S T W I A Ld
Ziggurat Guard 3  5  3 4 4 1 2 1  9
Dark Cantor    3  5  3 4 4 1 2 2  9

Unit Size: 10+


Equipment: Handweapon, Glaives, Heavy Armour, Shields
Options:
- One Ziggurat Guard may be upgraded to a Musician for +7 pts
- One Ziggurat Guard may be upgraded to a Standard Bearer for +14 pts.
- One Ziggurat Guard may be upgraded to a Dark Cantor for +14 pts.
- A Standard Bearer may take a Magic Standard worth up to 50 pts.
Special Rules: Unyielding, Implacable, Blessing of Darkness

3. Bull Golems: 70 pts per model


Stats:
           M WS BS S T W I A Ld
Bull Golem 5  4  0 5 5 3 0 3  8

Unit Size: 3+
Equipment: Crushing Iron Fists, 4+ Armour Save
Options:
- Any unit may be given one Daemonic Upgrade from the Automoton category.
Special Rules: Fear, Daemonic Aura, Bound Rage, Unbreakable

4. Death Rocket: 100 pts


Stats:
                 M WS BS S T W I A Ld
Death Rocket     -  4  0 5 6 3 0 2  4
Chaos Dwarf Crew 3  4  4 3 4 1 2 1  8

Unit Size: 1 Death Rocket and 3 Chaos Dwarf Crew


Unit Strength: 3+1 per Chaos Dwarf Crew
Equipment: The Death Rocket has a 4+ Armour Save. The three Chaos Dwarf
Crew wear Heavy Armour.
Options:
- Any Death Rocket may be given one Daemonic Upgrade from the Engine or
Ammunition categories.
Special Rules: Daemonic Engine, Daemonic Aura, Death Rocket, Fear

5. Doomblaster: 100 pts


Stats:
                 M WS BS S T W I A Ld
Doomblaster      -  4  0 5 6 3 0 2  4
Chaos Dwarf Crew 3  4  4 3 4 1 2 1  8

Unit Size: 1 Doomblaster and 3 Chaos Dwarf Crew


Unit Strength: 3+1 per Chaos Dwarf Crew
Equipment: The Doomblaster has a 4+ Armour Save. The three Chaos Dwarf
Crew wear Heavy Armour.
Options:
- Any Doom Blaster may be given one Daemonic Upgrade from the Engine
category.
Special Rules: Daemonic Aura, Fear, Doomblaster

6. Darklands Chariot: 95 pts


Stats:
                 M WS BS S T W I A Ld
Chariot          7  -  - 5 5 4 - -  -
Tenderizer       7  4  - 5 5 4 0 2  -
Chaos Dwarf Crew -  4  3 3 - - 2 1  8

Unit Size: 2 Chaos Dwarf Crew, 1 Chariot


Equipment: The two Chaos Dwarf Crew have Spears, and one has a Swivel
Gun. The Chariot has a 3+ Armour Save
Options:
- Any number of Chariots may be given a single extra Chaos Dwarf Crewman
(+9 pts).
- Any number of Chariots may be upgraded to Tenderizers (+45 pts). The Crew
of a Tenderizer may not use a Swivel Gun.
Special Rules: Chariot, Scythed Wheels, Tenderizer

F. Rare Units

1. Kolossus: 285 pts per model


Stats:
            M WS BS S T W I    A    Ld
Kolossus    6  4  0 6 5 6 0 Special  8

Unit Size: 1 Kolossus


Equipment: Metal Fists, 3+ Armour Save
Options:
- Any Kolossus may be given up to two Daemonic Upgrades from the
Automoton or Engine categories.
Special Rules: Terror, Large Target, Special Attacks, Daemonic Aura, Bound
Rage, Unbreakable

2. Bull Centaurs: 85 pts per model


Stats:
               M WS BS S T W I A Ld
Bull Centaur   8  5  3 5 4 4 3 3  9
Hand of Hashut 8  5  3 5 4 4 3 4  9
Unit Size: 1+
Equipment: Hand weapon, Black Plate
Options:
- Any unit may have Additional Handweapons (+4 pts per model) or Great
Weapons (+6 pts per model).
- One Bull Centaur may be upgraded to a Musician for +10 pts.
- One Bull Centaur may be upgraded to a Standard Bearer for +20 pts.
- One Bull Centaur may be upgraded to a Hand Of Hashut for +20 pts.
- A Standard Bearer may carry a Magic Standard worth up to 50 pts.
Special Rules: Fear, Immune to Flaming Attacks

3. Earthshaker: 150 pts per model


Stats:
                 M WS BS S T W I A Ld
Earthshaker      –  4  0 5 6 4 0 3  4
Chaos Dwarf Crew 3  4  4 3 4 1 2 1  8

Unit Size: 1 Earthshaker and 3 Chaos Dwarf Crew


Unit Strength: 5 +1 for each Chaos Dwarf
Equipment: The Earthshaker has a 4+ Armour Save, the three Chaos Dwarf
Crew have Heavy Armour.
Options:
- Any Earthshaker may be given up to two Daemonic Upgrades from the
Ammunition or Engine categories.
Special Rules: Daemonic Engine, Daemonic Aura, Earthshaker, Terror

4. Chaos Dwarf Hellcannon: 200 pts per model


Stats:
                 M WS BS S T W I A Ld
Hellcannon       -  4  0 5 6 6 1 5  4
Chaos Dwarf Crew 3  4  4 3 4 1 2 1  8

Unit Size: 1 Hellcannon and 3 Chaos Dwarf Crew


Unit Strength: 5 +1 for each Chaos Dwarf
Equipment: The Hellcannon has a 4+ Armour Save, the Chaos Dwarf Crew
have Heavy Armour.
Options:
- Any Hellcannon may be given up to three Daemonic Upgrades from the
Engine category.
Special Rules: Daemonic Engine, Daemonic Aura, Doomfire, Spew Ichor,
Terror, Large Target
G. Chaos Dwarf Mounts

1. Taurus: Depends on rider


Stats:
       M WS BS S T W I A Ld
Taurus 8  5  0 5 5 3 2 3  8

A Taurus can be ridden by Overlords, Despots, and Arcane Engineers.


Equipment: 4+ Armour Save
Special Rules: Daemonic Aura, Fear, Thunderous Charge

2. Lammasu: Depends on rider


Stats:
        M WS BS S T W I A Ld
Lammasu 6  4  0 5 5 4 3 4  9

A Lammasu can be ridden by High Sorcerers and Overlords.


Special Rules: Daemonic Aura, Terror, Fly, Blessing of Darkness

IV. MAGIC ITEMS


1. Common Magic Items

Sword of Striking: 20 Points


Magic Weapon. The wielder has +1 to all his to Hit rolls in Close Combat.

Sword of Battle: 15 Points


Magic Weapon. The wielder has +1 Attack.

Sword of Might: 15 Points


Magic Weapon. The wielder has +1 Strength.

Biting Blade: 5 Points


Magic Weapon. The wielder’s attacks incur an extra -1 penalty to enemy
Armour Saves.

Enchanted Shield: 10 Points


Magic Armor. The wearer has +2 to their Armour Save.
Talisman of Protection: 15 Points
Talisman. The bearer has a 6+ ward save

Dispel Scroll: 25 Points


One Use Only
Arcane Item. Automatically Dispel an enemy spell instead of making a normal
Dispel attempt.

Power Stone: 20 Points


One Use Only
Arcane Item. The bearer has +2 power dice to cast a spell.

Staff of Sorcery: 35 Points


Arcane Item. +1 to all Dispel rolls.

War Banner: 25 Points


Magical Banner. +1 Combat Resolution

2. Chaos Dwarf Magic Weapons

Obsidian Blade: 75 Points


A black blade of pure Obsidian from the centre of the Darklands, this razor-
sharp blade slices through armour and flesh alike with chilling ease, the
twisted Rune of Disruption inscribed on its blade shattering any protection.
No Armour Save is allowed against wounds caused by the Obsidian Blade. Any
model that is wounded by the Obsidian Blade has his armour and shield
(including Magic Armour and Magic Shields) destroyed.

Dark Mace of Death: 60 Points


With a head of black iron and carved with evil runes, this weapon contains a
powerful curse. On the wielder’s command a sound like a hundred death
rattles tears through the air, accompanied by a burst of dark energy that
sweeps out from the mace, maiming those near its master.
Once per game the wielder may choose to make a single special attack instead
of rolling to hit, etc as normal. Every model in base contact (including the
wielder’s mount) immediately takes D3 wounds with no save of any kind
allowed. Monstrous Mounts and their riders take D3 wounds each. Models in
challenges count as the only model in base contact.

Black Hammer of Hashut: 50 Points


Forged by the first prophet of Hashut with his bare hands, this immense black
hammer grants the wielder the raging power of an inferno. It was first wielded
by its maker to drive back the bull centaur Zhor the Mad, driven insane by the
corrupting power of Chaos.
+2 Strength. Flaming Attacks. Flammable targets wounded by the wielder are
autokilled with no saves of any kind allowed.

Clockwork Axe: 35 Points


Grimy cogs power the vicious, snarling blades that rotate on the edge of this
axe, tearing chunks of flesh out of foes like a greedy animal. It was created by
the second Engineer Lord, who lost both his hands to its jagged edges soon
after. Cursing the weapon for his accident, it is only the strong willed that
avoid spilling their own blood.
Every wound inflicted by the wielder is multiplied into two wounds.

Shamshir of Zormogandr: 35 Points


A weapon from the original treasure horde of Zharr Naggrund, this curved
blade is studded with dark emeralds, each one containing a vile spirit of venom
and plague. The peculiar nature of the gems makes the Shamshir a charm
against magic, as demonstrated in the Battle of Vorag.
MR (1). In addition, the wielder has Poisoned Attacks that automatically
wounds on a To Hit roll of a 5 or a 6.

Git’s Sneaky Stabbas: 25 Points


Hobgoblin Khan-Boss Only
These two jagged knives have been wielded down the centuries by generations
of Chaos Dwarf lackeys, given an oily black sheen by the corruption thick in
the air of the Darklands. Their almost sentient bloodlust allows them to seek
out the enemy’s vital organs.
Two Hands, +1 Attack. The Wielder may re-roll all failed rolls to Wound. Note
that these may be used by a mounted Khan Boss, such is the skill of the Khan-
Boss who holds them.

Daemon’s Breath: 25 Points


One Use Only
Another example of the work of the Daemonsmiths of Daemon’s Stump, this
semi-metal blunderbuss vomits chaotic fire and spews acidic pus.
Once per game the character with this item may Spew Ichor.

3. Chaos Dwarf Magic Armor


Cloak of Cavebeast Fur: 50 Points
A cloak made from hide shorn from a still-living Rhinox in the dawn of the
existence of the Dawi Zharr, this cloak grants a measure of the beast’s
toughness to the wearer.
+1 Toughness. Note that taking this armour does not stop you from taking any
mundane armour as well, and that this armour may be given to characters who
could not normally purchase Magic Armour.

Bull Helm: 40 Points


A great symbol of the authority of the wearer, this helm is only gifted to a
chosen few, those who have proved their loyalty to Zharr Naggrund time and
again. The bovine horns attached to the brow of the helm arc into the sky,
proclaiming the wearer’s power to all.
+1 Armour Save. +6” to the range in which the wearer can pass on his
Leadership value to troops. Note that this means that a character who is not
the General can pass on his Leadership to friendly units within 6".

Armour of Gazrahk: 30 Points


A demonstration of the genius of the greatest of Chaos Dwarf armoursmiths,
this enchanted suit of plate emulates the armour of the Darklands Stonebeetle,
a highly complex, interlinking exoskeleton that forms a spiked, nigh
impenetrable shell around the wearer.
Gives the wearer a 1+ armor save which can't be improved in any way.

Daeozh Plate: 25 Points


Commissioned from one of the daemonsmiths that frequent the outposts and
cities of the Chaos Dwarfs, this suit of armour is still hot from the forge,
brought into being by daemonic flames that still reflect in its blackened
surface, flickering and leering between gently glowing runes of binding.
Black Plate. The wearer has a Daemonic Aura and is immune to Flaming
Attacks.

Shield of Daemonic Mercury: 20 Points


The raging daemon trapped within this curved shield was bound when its iron
surface was still molten. Now it is solid, but its surface swirls like mercury, a
clawed hand of liquid metal reaching out to strike those who get too close.
A Shield. In addition, if the character fails his Armour save, the enemy who
wounded him takes a single S5 hit.
4. Chaos Dwarf Talismans

Talisman of Obsidian: 50 Points


This iron-rimmed talisman of purest obsidian completely cuts off the winds of
magic within its small but complete area of influence. It is said that wizards
who look too deeply into its pitch black depths can go insane, isolated from the
mystical winds that have surrounded them throughout their lives.
The bearer is not affected by any spells, and cannot cast any himself.

Heart of Stone: 45 Points


The fossilised heart of one of the stone dragons that roamed the Darklands in
ages past, this relic was torn from the chest of the last of this long-dead breed,
and passes on the dragon’s regenerative abilities to the holder.
The bearer has the Regeneration Special Rule.

Amulet of Spite: 40 Points


One Use Only
The infamous amulet of spite appears, at first, to be nothing more than a
pretty trinket, a fine black diamond on a delicate red chain. But those who hold
it in their hands are possessed by a desperate urge to keep it, no matter the
cost to their mind or body…
When the character wearing this loses their last wound, they get back up again
on the D6 roll of a 2+, with only one wound remaining.

Relic of Hthark: 30 Points


A worn token of iron and bone from the entombed remains of the greatest Bull
Centaur ever to live, this relic grants the protection of the Father of Darkness.
The character wearing this has a 5+ Ward Save.

Ichor Charm: 20 Points


This pendant was crudely crafted by Hobgoblin Shamans from the bone and
blood of daemons. It grants protection against all magic that would harm the
wearer, save for the dark arts which brought the charm into being.
Bearer gains a 4+ Ward Save against wounds caused on him by spells, except
for those from the lores of Nurgle, Tzeentch, and Slaanesh.

5. Chaos Dwarf Arcane Items

Infernal Distillery: 50 Points


This small construction resembles a strange hourglass welded to a series of
pipes, scales and valves, a delicate balance of mysticism and machinery. It
siphons off excess magic from the wearer into the air, preventing magical
errors from turning into fatal disasters.
The bearer cannot roll on a Miscast Table. If he needs to roll on a Miscast Table
for any reason, the spell he was trying to cast just fails as though he did not
meet the Casting level.

Bull Icon: 30 Points


This ruby eyed golden icon was found by one of the first Sorcerer-Priests of
Hashut, who coveted it until he was finally claimed by Hashut. Plucked from his
stone hands by his apprentice, it is said that the bovine statuette allows the
Sorcerer to commune with the Bull God himself.
The bearer has +1 to Cast for all spells from the Lore of Hashut.

Horned Staff: 30 Points


Carefully crafted from the bones of liches and the tainted black iron of the
Broken Teeth, the eyes of the horned skull on this staff flare with power, power
drawn from the wizard’s defences…
All spells cast by the wizard are cast with Irresistible force on a double roll of
5s or 6s. In addition, the wizard generates one less Dispel Dice than normal.

Chalice of Darkness: 30 Points


Sorcerers or High Sorcerers Only
When one properly schooled in the arts of the priesthood drinks from the vile,
tarry liquid in this ornate goblet, the Winds of Magic die down. Calming an
arcane tempest to a gentle breeze restricts the power of nearby wizards,
forcing them to push to their limits to cast spells that would otherwise come
easily.
At the beginning of either player’s Magic Phase, you may roll D3 and remove
that many dice from both sides Power or Dispel dice pools. Note that you may
choose to take Power Dice from the main pool (Basic Dice, Mark of Tzeentch
dice, etc) or from individual wizards. The owner of the dice chooses which dice
are removed.

Brass Homunculus: 25 Points


Arcane Engineer Only
This tiny caged creature is a strange mix of magic, flesh and intricate brass
mechanisms, a walking storage for useful, though minor, spells. Such
mechanical imps are often crafted as the masterpiece of engineer apprentices.
Bound Spell, Power Level 3. When rolling for spells, choose the first spell of
any Lore except the Lores of Light and Life to be bound within the Brass
Homunculus.

Third Tablet of Hashut: 20 Points


This chipped slate holds the many secrets of the darker powers of the Realm,
as chronicled by the third prophet of Hashut. One who has read it can make
contact with such beings, resulting in dark, although not forbidden, pacts for
power.
The bearer generates one extra Power Dice.

6. Chaos Dwarf Enchanted Items

Kazzik’s Scorchey Orb: 45 Points


Hobgoblin Khan-Boss Only
This fiercely glowing orb shines with the colours of fire, the deep black scorch
marks on it the result of a series of disastrous experiments by Kazzik, a
Hobgoblin Shaman of the Steppes.
The bearer is a Level 1 Wizard and may use the Lores of Fire or Death.

Void Gem of Gnar: 40 Points


One Use Only
This pitch-black gem contains a powerful spell of translocation, that traps the
bearer and a foe in a shadowed realm of utter cold and darkness until the
enchantment ends. Once used, the gem is left colourless, a flawless diamond,
until the darkness slowly seeps back into it so it can be used again.
Can be activated at the beginning of any close combat phase, yours or your
opponent’s, after challenges are issued and accepted or rejected. The bearer
and one model of the bearer’s choice in base contact are removed from the
fight and my not strike blows, nor can they be attacked in any way for the
duration of that close combat phase.

Ring of Molten Rock: 25 Points


This trinket is made of cooled volcanic rock, and topped with a gobbet of still-
liquid lava, kept in its molten state through enchantment, and containing the
fiery might of Hashut. The enchantment is as unreliable as an active volcano,
however, and occasionally dies down, the rock hardening until the spell is
ready again.
Bound Spell: Power Level 5: Rune of Immolation. Every time the spell is
successfully cast, roll a D6. On a roll of a 1, this item cannot be used again for
the rest of the game.

Gauntlet of Bazrokh: 20 Points


This possessed mechanical hand was forged with daemonfire and cursed
metal, at the order of Despot Bazrokh, to replace his withered hand. It grants
great power to the one it is attached to, but is used at the wielder’s risk, as
Bazrokh himself was found strangled behind locked doors.
The bearer has +1S. On a roll of 1 to Hit, treat that attack as though it had hit
one friendly model in Base to Base contact, excluding the bearer’s mount. If
there are no friendly models in Base to Base contact, the attack misses as
normal. Note that these rules do not apply to ranged attacks made by the
bearer.

Brand of Servitude: 15 Points


Arcane Engineer Only
This white hot length of metal bears the runes of binding and slavery, used by
the overseers of daemonic engines to reinforce their control or simply for their
own amusement.
Any unit the Arcane Engineer joins may choose to roll one additonal or one less
D6 when it rolls for Rampaging. If it chooses to do so, it may not subsequently
declare a charge.

6. Chaos Dwarf Magic Banners

Standard of Despair: 70 Points


This banner is one of the few relics left to the Chaos Dwarfs from their time in
the west. Formerly emblazoned with runes of courage, the stylised face that
topped it is now a twisted daemon-head that screams its fury at the enemy,
lending them a fearful aspect.
The unit with this banner causes Fear. If it already causes Fear, it now causes
Terror.

Ceremonial Icon: 50 Points


Symbols of Hashut cover this ever-burning banner, instilling the bearers with
religious fervour for their Bull God. It is said that the flames that eternally rage
on the black cloth of the standard were started by Hashut himself, taken from
the column of fire that guided the Dawi Zharr through the Darklands.
Units of Bull Centaurs with this banner are Stubborn. The unit with this banner
has +1 Combat Resolution.

Bull Standard: 40 Points


The flaming brazier that tops this golden bull-headed standard roars with an
unnatural strength, filling those around it with the power of Hashut.
All of the models in the unit Hate everything. In addition, their attacks count
as Magical and Flaming.

Ash Totem: 40 Points


A black cloud of ash drifts around the bearer of this standard, concealing him
from those who would do him harm from afar.
Missiles fired at the unit suffer -1 to hit.

Banner of Slavery: 35 Points


The skulls and rotting heads of those slaves who thought to escape the toil of
the Darklands dangle from the arms of this banner, hung by chains and
manacles. The finishing touch is the embalmed head of a Black Orc, impaled
on the spiked top, to remind the Chaos Dwarfs' Greenskin allies where their
tenuous loyalties lie.
All Hobgoblin units within 12" of this standard must re-roll all Psychology and
Break tests, as well as ignoring the Mercenary special rule.

Petrified Reverence: 25 Points


Ziggurat Guard Only
"We of Hashut, we Sorcerer-Priests that claim His blessing, must accept with it
the price. As the heat of a furnace on soft clay, the power of our Bull God
slowly hardens us, until our souls are returned to Him, while our shells are left
behind, an immortal reminder to our kin of His might and our dedication. Let
mine, at least, be borne into battle, that the most dedicated of the common
herd may gaze upon it and rejoice."
The unit with this banner are treated as always having a High Sorcerer in the
unit (for the purposes of the Blessing of Darkness rule), making them
Stubborn.

Black Cogs of Compulsion: 25 Points


The strangely shaped cogs that whir irregularly on the pole of this standard
contain dark enchantments that force the legs of its bearers to move in time
with them, regardless of their physical limits.
During their Movement Phase, after charges are declared, the unit may choose
to move directly forward 2D6” rather than making a normal move.

V. DAEMONIC UPGRADES
A. What are Daemonic Upgrades?
Daemonic Upgrades are improvements made to the daemonic warmachines of
the Chaos Dwarfs. When buying a Death Rocket, Doomblaster, Earthshaker,
Bull Golems, Kolossus or a Hellcannon you may buy various upgrades to use
with each one. The nature of these upgrades varies greatly, from spellbinding
runes to new types of ammunition. To distinguish these Daemonic Upgrades
they are split into three separate categories: Automoton Upgrades, Engine
Upgrades, and Ammunition Upgrades. The categories the unit may purchase
upgrades from and the number of those upgrades it may choose are detailed in
its unit entry. A single warmachine may not have multiples of the same
upgrade, but different warmachines can buy the same upgrade(s) if you wish.

B. Daemonic Upgrades

1. Automoton Upgrades

Bull Form: 45 Points


Some daemonic engines are cast in the form of bulls or other daemon-beasts,
or are equipped with powerful hoofed legs that propel them across the
battlefield.
The unit has +1 Movement.

Unholy Strength: 30 Points


Whether equipped with improved pistons or bulging with unnatural muscle,
this automoton is even stronger than normal, smashing through armour plate
with ease.
The unit has +1 Strength.

Iron Whirlwind: 30 Points


Designed with additional metal arms, a prehensile tail, or simply swifter on the
attack than its fellows, these dark engines can tear through enemy regiments
in moments.
The unit has +1 Attack. A Kolossus with this upgrade adds 1 attack to its total
after the Artillery Dice has been rolled, unless it misfires or rolls a 10.

Reinforced Armour: 25 Points


The automoton has been gifted with further protection, heavy metal plates
welded over its vulnerable areas to shield them from the enemy.
The unit has +1 to its Armour Save.

Arcane Equalizer: 15 Points


An engineer has upgraded the machine to include a complex device developed
by the Dumendrikuli, designed to siphon off daemonic energy and lessen the
engine’s vulnerability to magic.
The unit loses Daemonic Aura and Daemonic Attacks, but gains a 5+ Ward
Save.

2. Engine Upgrades

Chaos Disruption: 50 Points


A dense heat shimmer rises from the ground around the machine, distorting
the air and breaking the focus of those who try to concentrate on it.
Shooting at the Daemonic Engine has a -1 To Hit Penalty.

Daemon Bile: 30 Points


The foul spirit bound inside the warmachine can spew out acidic bile, daemonic
fire, or any manner of deadly and disgusting substances, burning through
armour and flesh.
The Daemonic Engine gains the special rule Spew Ichor.

Spell Eater: 25 Points


Sickly runes engraved on the warmachine draw mystical energy toward it,
whilst the daemons trapped within its shell thirst for the cool gush of magic to
fill their stomachs.
The Daemonic Engine counts as having a Dispel Scroll.

Soul Hunger: 25 Points


The monster of flesh and brass seeks to devour the souls and flesh of mortals
to quench the flames of hunger that burn in the bowels of its metallic belly.
The Daemonic Engine can re-roll failed To Wound rolls in the first round of
Close Combat.
Malevolent Intellect: 25 Points
A brooding and malevolent intelligence lurks within the machine’s iron shell,
guiding the shells and rockets it spits with an uncanny accuracy.
The Daemonic Engine can re-roll the Scatter Dice once per turn.

3. Ammunition Upgrades

Diabolic Payload: 35 Points


A malicious horde of tiny, minor daemons swarm from the detonations of the
engine’s missiles, picking flesh from bone and clawing at the eyes of those who
get too close in their brief time in the material plane.
One unit that is hit at least once by the Daemonic Engine in the Shooting
Phase take an additional 2D6 S2 Armour Piercing Hits.

Daemonic Pulse: 30 Points


A strange wave of daemonic energy flows from the point of impact, filling the
minds of those it is directed against with an all-consuming fear and panic.
Any units hit by the Daemonic Engine in the Shooting Phase must take a Panic
Test, as though they had taken 25% casualties.

Blood Rune: 25 Points


Daemonsmiths have etched or seared marks of their bull god onto the shells
and rockets of the warmachine, and further consecrated them with burning
entrails and slave blood.
Re-roll all failed Partial Hits rolls.

Ethereal Flames: 20 Points


A sure sign of Tzeentchian daemons bound to the ammunition, multicoloured
flames swirls around the craters left by the machine. The strange fires dance
and whirl, twisting and mutating that which should have simply burned.
Any unit that is hit at least once by the Daemonic Engine in the Shooting Phase
takes an additional D6 SD6 hits.

Bound Hellfire: 5 Points


Alchemical and arcane flames trail after the shots of the warmachine,
scorching the enemy with the intensity of a volcano.
Wounds caused by the Daemonic Engine in the Shooting Phase are Magical and
Flaming.

VI. LORE OF HASHUT


When Hashut was released from his underground imprisonment, he granted
the gift of Sorcery to the runesmiths and runelords that had served him most
faithfully. Once all the Dwarfs in the Darklands had been brought under his
rule, he called from the dark corners of the world seven powerful daemons who
owed him their allegiance, and used his might to bind them into seven runes of
great power.
The master copies of these runes are works of dark art, and are kept in the
Temple of Hashut in Zharr Naggrund. Each priest of the Father of Darkness
learns their form and meaning, and in doing so gains the power to inscribe
lesser copies upon the air, the ground, or the flesh of a slave, allowing them to
use the power of the seven children of Hashut to wreak havoc among their
enemies.

And so the Father of Darkness did call forth his seven children, and all came
forth, from far and near. And he bade them to aid his servants in their task,
and all but one did did obey.
And the Hanbekt the greatest of them did say "I care not for your servants, I
will not serve them", and for his arrogance Hashut bound him against his will,
that his craftsmen might use him to bind as he had been bound.
And each was bound into a rune of power, that his favoured servants might
call upon them, for each had inherited an aspect of his power.
Razhekt who is the fiery rock, the burning flame
Molakh who is the dark lurker, the sudden fear
Tazhuk who is the storm of shadow and ash, the endless darkness
Azakku who is the unflinching hatred, the eternal malice
Pazazzu who is the burning forge, maker and unmaker
Bazhalt who is the erupting ruin, the sundered earth
Hanbekt who is the unwilling one, the bound slave
Third Book of Hashut, Verse 3

Spell generation rules for the Lore of Hashut are as normal; a wizard may
automatically substitute one of his spells for the first spell on the list (Rune of
Immolation).

Stats:
      D6          SPELL                         CASTING VALUE
      1   Razekt,  Rune of Immolation                 5+
      2   Azakku,  Rune of Malice                     7+
      3   Molakh,  Rune of Horror                     7+
      4   Tazhuk,  Rune of Ash                        7+
      5   Pazazzu, Rune of Unforging                  11+
      6   Bazhalt, Rune of Ruin                       12+

1. Rune of Immolation
Cast on 5+
Marking a twisting rune of fire that emits a burning heat shimmer, the
Sorcerer’s bids Razeph’s power to burn his enemies, magical fire playing
around them, melting their skin like wax.
The Rune of Immolation is a magic missile with range of up to 24". If
successfully cast, the Rune of Immolation causes D6 Strength 4 Flaming hits

2. Rune of Malice
Cast on 7+
Etching a glittering rune of hatred and vengeance, the Sorcerer empowers the
faithful of Hashut with the malice of Azakku, their blades glowing darkly with
the power of his magic.
This spell may be cast on one Chaos Dwarf or Bull Centaur unit in Close
Combat within 18”. If successfully cast, all of the models in the unit may re-roll
failed To Hit rolls, and must pursue if possible. In addition, their attacks count
as Magical and Flaming. The effects of this spell last until the end of the next
Combat Phase.

3. Rune of Horror
Cast on 7+
Tracing a grimy rune that seems to writhe and contort like a living thing, as
shadows of creatures from the darkest pits of the world are forced into the
minds of the Sorcerer’s foes by Molach, the rune of horror.
This spell can be cast on an enemy unit visible to and within 24" of the caster,
and which is not engaged in close combat. If successfully cast, the unit
immediately takes a Panic test. Units immune to panic are immune to the
effect of this spell.

4. Rune of Ash
Cast on 7+, Remains in Play
Inscribing a vague rune that is cloaked in shadow and seems to smoke gently,
the Sorcerer calls upon Tashub to create a cloud of darkness that spreads out
from him, cloaking the followers of the Father of Darkness in a dense smog.
If successfully cast, centre the Large Template over the caster. Units partially
covered by the template incur an extra -1 To Hit penalty when shot at with
ranged weapons. Units completely covered by the template cannot be hit on
better than a 6. In addition, if any shot that requires the use of an Artillery or
Scatter Die (e.g. Cannon or Stonethrower shots) is targeted in the area of the
Large Template, the Chaos Dwarf player may choose to force the firing player
to re-roll the Scatter Die.

5. Rune of Unforging
Cast on 11+
Defining a metallic rune that runs as though liquid, the Sorcerer directs the
mastery of Pazazzu at those who would bear weapons against him, destroying
them in a burst of power that causes their blades to rust and melt.
This spell has a range of 12”and can be cast on an enemy unit which is visible
to the caster. If successfully cast no weapon bonuses or penalties are applied
to the affected unit for the rest of the battle. For example, a unit wielding
Great Weapons will not get their +2 Strength bonus in combat, but will now no
longer have to strike last. A unit with missile weapons may not shoot for the
duration of the entire battle. Affected units cannot benefit from the rules for
two Handweapons or Handweapons and Shields. Warmachines and Magic
Weapons cannot be affected by the Rune of Unforging.

6. Rune of Ruin
Cast on 14+
Engraving a squat, blocky rune of power that crackles and glows, the Sorcerer
channels the might of Baelath to break the earth’s crust, bringing forth molten
rock and deadly heat as the ground rumbles violently.
Mark a point on the table within 24” as the target of this spell. Place the small
(3”) template there. Models completely under the template take a single S5
Flaming hit. Models partially under the template are hit on a 4+. Then place
the Large (6”) Template centered on the chosen point. Any troops under the
template are treated as moving through difficult terrain and may not shoot
missile weapons next turn. Artillery dice based ranged weapons under the
template may only shoot on a 4+.
At the start of each Chaos Dwarf Magic Phase, place the templates in the same
place (a marker may be needed) and apply the effects described above again.

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