Warhammer Fantasy Battle Seventh Edition Chaos Dwarf Army List
Warhammer Fantasy Battle Seventh Edition Chaos Dwarf Army List
Warhammer Fantasy Battle Seventh Edition Chaos Dwarf Army List
SEVENTH EDITION
CHAOS DWARF ARMY LIST
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.
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.
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.
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.
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.
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.
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
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
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.
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.
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.
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.
- Hobgoblin units do not count towards the minimum number of Core units
required.
B. Lords
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
D. Core Units
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
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
F. Rare Units
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
2. Engine Upgrades
3. Ammunition Upgrades
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.