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By Thomas Hunt
INTRODUCTION .......................................................3 THE CHAOS DWARFS .............................................4 HISTORY OF THE CHAOS DWARFS ...................8 THE INVENTION OF THE DAWI'ZHARR ........20 A LEGACY OF CRUELTY .....................................24 EVENTS .....................................................................30 CHAOS DWARFS BESTIARY ...............................32 Chaos Dwarf Sorcerers .................................36 Chaos Dwarf Warlords .................................37 Chaos Dwarf Warriors ..................................38 Chaos Dwarf Stormcallers ............................39 Immortals ......................................................40 Acolytes of Hashut ........................................41 Slaves ............................................................42 Hobgoblin Wolf Riders .................................43 Daemonic Engines ........................................44 Daemonic Upgrades ......................................48 Daemonic Constructs ....................................50 Bull Centaurs ................................................51 Mortal Engines ..............................................52 Palanquin ......................................................53 Black Orcs .....................................................54 Ogres .............................................................55 Petrified Sorcerer ..........................................56 CHAOS DWARFS BESTIARY ..................Continued Altar of Hashut ..............................................57 Bull Centaur Doom Harness .........................58 Ghorth the Cruel ...........................................60 Zhatan the Black ...........................................61 Astragoth .......................................................62 Lord Bhaal ....................................................63 Hothgar Daemonbane ...................................64 Rykarth the Unbreakable ..............................65 Volgar the Mad .............................................66 Ghuz Slavetaker ............................................67 Gorduz Backstabber ......................................68 Ancestor Golem of Thagg-A-Durz ...............69 THE LORE OF HASHUT ........................................70 CREATIONS OF THE CURSED FORGES ..........72 AMASS THE COHORT ...........................................74 CHAOS DWARFS ARMY LIST .............................92 Lords .............................................................95 Heroes ...........................................................97 Core Units .....................................................99 Special Units................................................100 Rare Units ...................................................103 THE DAEMONSMITHS' ART .............................105 SUMMARY ..............................................................112
Art: Apricotsoup, Baggronor, Forgefire, Grupax, Thomas Hunt, Ishkur Cinderhat, Igorvert, Marcus Leitdorf , M3lvin, Skink. Book Design: Thomas Hunt, based on original work by the Games Workshop Design Studio. Figure Painters: AngryBoy2K, Arekarkadiusz, Kris Aubin, Baggronor, bas_2312, Bassman, Adam Benesz, Blackgonzo, Borka, Dino, Exquisite Evil, GeOrc, Ghrask Dragh, Ghost, Grimstonefire, Hammerhand, Thomas Hunt, Ishkur Cinderhat, Kendert, Kubasa, M3lvin, Malcolm Neill, Obsidian, Skink, Slim, Snotling, Spiky James, Tjub, Ubertechie, Veski, Vexxus, Warh, Xander. Previous Editions of Chaos Dwarfs By: Allesio Cavatore, Ricky Priestly, Jake Thornton, Grant Williams. Special Thanks to: aka_mythos, Baggronor, Cornixt, Galadorn, Grimstonefire, Hashut's Blessing, Karmilis, klemanius, Servius, Slev, Spartacus, Willmark, Xander, zobo1942 and everyone at Chaos Dwarfs Online, without whom this book would not have been possible. Games Workshop, the Games Workshop and Warhammer logos, Chaos Dwarfs and all associated imagery and background thereof are ®, ™ and/or © Games Workshop Ltd 2000-2010, variously registered in the UK and other countries in the world. All rights reserved. 'Volgar' is © Dwarf Tales. This is an original non-profit work intended for entertainment purposes only. No challenge is intended to the trademarks of Games Workshop Ltd, Dwarf Tales, Chaos Dwarfs Online or any other company or organisation. While every attempt has been made to secure permission for t he use of artwork and any other original work not credited to the author, there are some instances where this has not been possible. Please contact the author through the appropriate channels to register an objection to the inclusion of any credited or non-credited work, and every attempt will be made to either amend or remove the offending piece. The author is not responsible for the distribution of this document or for earlier versions of it that may contain copyrighted or other removed materials. Thomas Hunt identifies himself as the sole author of this work, with all rights and responsibilities thereof. Please do not attempt to sell or copy this document in whole or in part for anything except personal use without seeking permission. When distributing this document, please leave it intact as far as is practically possible. Thank you for reading. I hope you enjoy this book and that it inspires you to not only collect and play with your Chaos Dwarfs, but also try your hand at creating content of your own. The Chaos Dwarf community is one of the most creative and friendly gaming communities in the hobby and each and every member of that community has contributed in ways small and large to the creation of this book. I would strongly encourage players of Chaos Dwarfs to seek out this online fanbase and make use of the resources it offers.
Amass the Cohort. Chaos Dwarfs Army list. The army list takes all of the troop types. but they also have their own evil ambitions. gloriously painted and converted by passionate gamers from across the world. Chaos Dwarfs Bestiary. WHY COLLECT A CHAOS DWARFS ARMY? Chaos Dwarfs are as vile and black hearted a race as any in the Warhammer world.INTRODUCTION The Chaos Dwarfs are a race of cruel and psychotic engineers who are most infamous for the creation of foul engines and artefacts for the mortal servants of the Dark Gods. Demented Sorcerers brood in citadels of black obsidian while their warriors make war in the name of their evil god. 3 . But the real strength of the Chaos Dwarfs lies in their mastery of the arcane. and can be taken in different quantities depending on the size of game you are playing.chaos-dwarfs. No other army holds the rest of the world in quite the same contempt. Special or Rare. Here you will see photographs of the range of miniatures available for the Chaos Dwarfs army. but also more unusual troop types like Bull Centaurs and Hobgoblin Wolf Riders. war machines and infamous Dawi'Zharr individuals presented in the previous section and arranges them so you can choose an army for your games. A Chaos Dwarf army is unlike any other in Warhammer. kept afloat only by the slavery of thousands of innocents. The quarterly magazine Word of Hashut contains articles about all aspects of the Warhammer game and hobby and you can find out more at Chaos Dwarfs Online: www. Hashut: the Father of Darkness. Units are classed as either Characters (Lords or Heroes). alongside its complete rules. There is almost nothing admirable about the evil Chaos Dwarfs – their society is built on misery and cruelty. Not only do they possess huge blocks of elite infantry in the form of Warriors. each of which deals with a different aspect of the army. their most notorious leaders and the cataclysmic wars they have fought. with a full description of each entry. for they can field hideous monstrous troops in the form of Daemonic Constructs as well as terrifying Daemonic Engines. This section describes the history of the Chaos Dwarfs – their twisted society. This section also contains the unique magical artefacts available to Chaos Dwarfs and the powerful Lore of Hashut. FIND OUT MORE While Warhammer: Chaos Dwarfs contains everything you need to take your Chaos Dwarfs army to the field of battle and play a game. Each and every unit type in the army is examined here. Warhammer: Chaos Dwarfs contains: The Chaos Dwarfs. and so Chaos Dwarfs will appeal to anyone who likes to play a true villain. the blasted hellscape of the Dark Lands in which they make their home. Stormcallers and Immortals. Core. different battles to fight and painting ideas to try out. there are always more tactics to use.com HOW THIS BOOK WORKS Warhammer Armies books are split into sections.
THE CHAOS DWARFS A pall of acrid smoke hangs over the bleak realm of the Dark Lands where. the Chaos Dwarfs make their home. the brooding might of the terrifying half-sentient Daemonic Engines. . Phalanxes of soldiers clad in black iron march shoulder to shoulder with hulking Bull Centaurs. masses of cowed and defeated Slaves and. behind them all. but these are the End Times and as the Realm of Chaos waxes strong and vomits forth its fell legions. holding all other creatures in contempt. the Blacksmiths of Chaos have come to make war. they will not baulk at reducing the entire world to desolation and slavery. Ruin and hatred is their birthright and. far from the knowledge of Men. in the depths of the ruinous Plain of Zharr. For centuries they have been content to wait out the ages.
Here in the Dark Lands. Grüber's men steeled themselves anew. It came to take them. there are always fools who dare to stand against the Dawi'Zharr. but the casualties amongst Grüber's men were surprisingly light. The Chaos Dwarfs had not come to slaughter: they had come to enslave. their horses near death and they had become hopelessly lost several days ago. A dark smudge on the horizon soon resolved itself into rank upon rank of black-armoured warriors. but the sudden attack had shaken them. polluted skies. cutting them down like wheat in a field. no landmarks to help them navigate out of the wastes.The wind howled across the bleak. forming a ring of steel with his best men. There is no shortage of unfortunates to labour in the soul forges of the Chaos Dwarf slavemasters. featureless expanse of wasteland. presenting whatever enemy came out of the wastes with a wall of halberds. But this new horror did not come to take their lives. Captain Grüber was quick to form up his ragged line. but what he would find was a slow death from exhaustion or starvation beneath the leaden. prepared to die bravely against this new terror. All they want is you. for nothing happens in the Dark Lands that goes unnoticed by its masters. But it was not enough. This foolish adventure had ended in disaster. this was surely the end of the line. but then a beast of flesh and iron plummeted from the skies with a feral roar. and so the lives of those pitiful captives are always short and painful. It was a rout. From horizon to horizon there was nothing but barren steppe. For the men of Captain Grüber's expeditionary force. but when the attack came. You see. in the Dark Lands. They do not want your gold. All Grüber had been searching for was a passage to the east that avoided the heavy levies the masters of Pigbarter extracted. only the rhythmic beating of the drums marking their steady progress. it was not from the front. The soldiers held. there was no way to gauge the passage of time. relieved only by the occasional patch of scrubland. 6 . The brave men of The Empire. slicing with daemonic axes and smashing with hammers alight with burning fury. and they were not prepared when the armoured might of the Chaos Dwarfs crashed into them. Grüber fell back. Sergeant Heldvelk was the first to hear the distant sound of drums. Ever. belching fire and slashing with runeetched claws as long as a man's arm. alone and far from home. The Chaos Dwarfs pushed forward. They marched in silence. they do not want your land. And they don't stop. It landed in amongst the Imperial soldiers. Those unlucky ones that survived awoke in chains. whooping and sneering. Their fate was more horrific than they could have imagined for. Their supplies were almost exhausted. But worse was to come. They held bravely. They fought like Sigmar Himself. Dozens of greenskins mounted on howling wolves came hurtling from the flank.
Their history is a holocaust of suffering and destruction. wealth and invention. It is fortunate for the rest of the Warhammer world that they live in the Dark Lands. before the terrible and destructive wars of later ages. but it altered the Warhammer world completely. and Chaos began to visit terrible changes on them. HISTORY OF THE CHAOS DWARFS THE EXODUS Though the Dwarfs had travelled far and fought hard for their new homelands. enshrouding the world in the tides of Chaos. they had nowhere to hide from the warping tides. the Chaos Dwarfs were just like their cousins who make their homes in the Worlds Edge Mountains. Like their kin in the Worlds Edge Mountains. this is where the similarity ends. stunted thorns from growing. and their desire to conquer and subjugate all other races is mediated by the presence of vast mineral wealth in their own lands. becoming a hardy people with a great love of mining and craft. Some of the Dwarfs even turned to worship of the Chaos Gods themselves and migrated further north to join the growing hordes of the Dark Gods. and they became an increasingly tough and embittered people. producing machines that seem wondrous to less skilled peoples. a time of unsurpassed glory and wealth. their values a mockery of the respect that Dwarfs have for ancestry and artifice. No one knows what caused this cataclysm. This was the darkest time any of the young races had ever experienced as the winds of pure magic engulfed their lands and they were assailed by the monstrous Daemons of the Chaos Gods. they respect age. such as Men and Orcs. Both races are masters of cunning artifice and engineering. for once they were a single people. The Dwarfs rose in the Southlands when the Old Ones still walked the world. they are a bitter and twisted race. but it was a meagre and hard existence. the polar gates of the Old Ones were about to collapse. and it has warped them into a vile and demented society. and slowly migrated north along the Worlds Edge Mountains. These brave – some would say foolhardy – individuals argued that the Ancestor Gods had led them this far. yes. The bones of primordial monsters that littered this region caused the Dwarf explorers to name it ‘Zorn Uzkul' – the Great Skull Land. Beastmen and Skaven were created. and it was during this time that many strange beasts such as Chimera. The unfortunate Dwarfs were mutated. Griffons. Once. This land was barren and cold. In these early times the Dwarfs were guided to their eventual homelands by the Ancestor Gods. for the Chaos Dwarfs are a dark and twisted parody of their western kin: their sense of honour and racial pride is warped into slavish devotion to their society and xenophobia. and despise all other living things. and the two peoples share much in common despite their ancient sundering. 8 . meaning ‘Dwarfs of Fire' – are utterly evil. there were still those among them who were not satisfied. The Chaos Dwarfs – or Dawi'Zharr as they call themselves. However. paradoxically obsessed with both order and anarchy. their craftsmanship is turned to the construction of engines bound with the souls of Daemons and their strength and martial prowess is used to enslave anyone who dares to cross the lands they claim as their own. Many creatures were mutated and warped by the power of Chaos. surviving as best they could. but then more and more. Both respect wealth.The Chaos Dwarfs are a cruel and industrious people. forever polluting it with the unnatural taint of Chaos. and eventually it became impractical to send messengers so far. Most of the The origin of the Chaos Dwarfs lies in the same place as their kin. passing beyond the Worlds Edge Mountains and onto a vast and desolate northern plateau. However the Dwarfs of Zorn Uzkul were not so fortunate: exposed on the great plateau. this would always be remembered as a golden age. waiting out the storm of magical energy. but why stop here? They broke from their kin and journeyed north. THE COMING OF CHAOS Unbeknownst to the lesser races. For the Dwarfs. But unlike them. The explorers began to build their own settlements. but years began to pass as they crossed Zorn Uzkul. slowly at first. age and prowess in battle. The explorers kept in contact with their kin in the Worlds Edge Mountains all this time. making the best they could of the poor land. until fully a tenth of their number sported some example of the curse of Chaos. surrounded on all sides by desolate wastes and towering mountain ranges. but they never posed a serious threat to the intelligent and powerful Dwarfs in those days. The Dwarfs fought against the Orc and Goblin tribes that infested the caverns and they became the mortal enemies of these creatures. and they were guided well for it took only a relatively short time for them to conquer the mountain lands and found holds below the peaks. The Dwarfs proved resistant to the taint of Chaos and remained secure in their mountain homes. and both lust for the mineral wealth of the earth. But all this hardship was as nothing compared to what would follow. lashed by bitter winds that prevented anything but sickly.
and grew in power in his prison below the earth. oil and other things the Chaos Dwarfs needed to survive in the harsh lands and the only inhabitants were Orcs. however. they spread across the area. Dwarf or Elf can say who Hashut truly is? Tales abound in ancient tomes. Hashut came to the Dwarfs of Zorn Uzkul and offered them an alternative to death and suffering. previously lustrous and brightly coloured. all that is certain is that. so the Chaos Dwarfs had no compunction about driving off or killing them all. This period. The envoys of Hashut were able to use the magic of their god. some say he was once a Bloodthirster of Khorne who rebelled against his master. just as they felt the Ancestor Gods had abandoned them. gems. Hashut is a god of fire and darkness. Others say that he is the spirit of a mighty volcano. The Chaos Dwarfs had abandoned all their old ways. they called out for salvation. but they still bore the taint of Chaos on their bodies. who had the upper bodies of the Dwarfs they had once been. and he came to the Dwarfs in the form of a mighty bull whose hooves sparked thunder: at first they were terrified of this Daemon-lord. Their beards. No one knows the true nature of that terrible bargain. or even hooves. They lived in their own walled communities and emerged only rarely to offer advice to the Chaos Dwarf Warlords who were beginning to grow in strength. There. Many of the Dwarfs bore long. redskinned bulls. whom they now called the Father of Darkness. HASHUT Their call was answered. and what the Dwarf explorers had to sacrifice in the name of their new god. mastering fire and rock. snarling tusks. What Man. they followed the River Ruin south until they came to a vast crater that had been created in some primordial impact thousands of years ago. in their time of need. These individuals quickly became a separate group in the fledgling Dawi'Zharr society. were now bristling and black. Abandoned by the Ancestor Gods. or 'Zharrduk'. but his promises were their only hope of salvation. and were unable to make use of the mineral wealth of the crater. whose voices were silenced by the tides of Chaos. but the lower bodies of fearsome. they would become known simply as the Chaos Dwarfs. In giving themselves over to Hashut.Dwarfs of Zorn Uzkul simply tried to survive. Some of their number sported small vestigial horns. which they named the Plain of Zharr. Speaking through his envoys – Chaos Dwarfs with whom he imbued some of his dark power – he led his people on a second exodus through the desolate lands to the Falls of Doom in the foothills of the Mountains of Mourn. The crater was rich in minerals. held apart from the rest and keeping their own counsel. To the rest of the world. and their overall complexion and demeanour was more dark and glowering. Others claim he fell to earth in the heart of a huge meteorite – the very same that created the Plain of Zharr – and that he is some disgraced Chaos God who once haunted the black orb of Morrslieb. THE FIRST KINGDOM Hashut told the Chaos Dwarfs that he would lead them to a promised land of great riches that was just beyond Zorn Uzkul. The Chaos Dwarfs were ruled over by 9 . Goblins and a sub-race of greenskins that would come to be called Hobgoblins. and some were mutated even to the point of becoming a new kind of creature: the monstrous Bull Centaurs. These creatures were primitive and savage. Gnoblars. they had given up their ancestral magic. and cast aside their runic heirlooms. The explorers were Dwarfs no longer: they had become the twisted servants of Hashut and named themselves ‘Dawi'Zharr' – the Dwarfs of Fire. The truth will most likely never be known. and a certain percentage of the Chaos Dwarfs who were born each generation had the same powers. was known as the First Kingdom. to hurl flames and shadows at their enemies. In time. but when the Time of Chaos ended they were changed forever: their mutations had stabilised. praying for some deity or hero to save them from the mutations and the daemonic attacks. beginning some three thousand years before the birth of Sigmar. given life by the power of Chaos. but gained something powerful in return: sorcerers of their own.
They strip mined the Plain of Zharr. Although the artefacts they created by these means were primitive and unstable. The furnaces of the Dawi'Zharr burned bright with the fires of industry and the city of Zharr-Naggrund grew larger every day. Ranging across the Dark Lands. the Chaos Dwarfs began to subjugate and massacre the greenskin tribes. housed in a great city which they built with their sorcery from black obsidian. but the Priests demanded more. Unlike their western kin. The mighty tower of Zharr-Naggrund was large enough to house all the Chaos Dwarfs. they began enslaving the tribes of greenskins. This time they didn't travel far from the Plain of Zharr at first. but stopped short of advancing into the Plain of Zharr. When the demand for labour outstripped what the Chaos Dwarfs themselves were capable of. they would continue to perfect the technique in the coming centuries. For four hundred years. They began to reconstruct Chaos Dwarf society with themselves at the top. the Chaos Dwarfs were once again expanding. 10 . they did not rely on stalwart defence. using the magics granted to them by Hashut to summon and enslave Daemons. who were still being born to ordinary Chaos Dwarfs at the time: they formed their own units of shock cavalry. the greenskins started to fight back against the Chaos Dwarfs and eventually forced them out of the Dark Lands. but instead must organise themselves so they might become a force to be reckoned with. Emboldened by this victory. but instead expanded their sphere of influence steadily so that the greenskins could never unite against them again. Amongst these kin were also numbered the dreaded Bull Centaurs. and promised to lead the Chaos Dwarfs to glorious victory. Now possessed of a dark purpose. The power of the Warlords was finally shattered. THE RISE OF THE SECOND KINGDOM The Sorcerers were the Priests of Hashut. but eventually a coalition of greenskin tribes joined together and defeated the Grand Army of Lord Khrazathk in the Howling Wastes and drove them back to the Plain of Zharr. and all the labours of the Dawi'Zharr were bent to constructing the vast edifice. but developed a style of warfare that relied on fast moving chariots pulled by boars and devastating charges by the Bull Centaurs using arcane engines known as Doom Harnesses. They told the warbands that the Dawi'Zharr were not destined to rampage across the land like the hordes of the north. and the Sorcerers of Hashut emerged from their isolation to usher in the next period in Chaos Dwarf history. the First Kingdom was unopposed. sacrificing large numbers of them to Hashut. turning the ground into slag and building thousands of acres of workshops and factories.powerful Warlords who commanded armies of their own kinsmen. The Sorcerers began to wage wars of their own in parallel with their people: they scoured the Realm of Chaos. and revolutionised the way Chaos Dwarfs made war. which was now choked with fumes and pollution from the furnaces of the Chaos Dwarfs.
The warriors lived in the level below. through such means. To celebrate this conquest. Vorag made war on the Goblin tribes of the Worlds Edge Mountains. The numerous greenskin slaves occupied the very lowest levels of all. masons and other craftsmen. the Gates of Zharr were built as a demonstration of power: alone in the most desolate part of the region. the so-called ‘Sorcerers' Curse' was already well documented. All this changed with the birth of the mightiest Sorcerer of all: Zhargon. and many assumed he had succumbed to the Sorcerers' Curse already. and enslaved the Goblin and Chaos Dwarf survivors. Zhargon was obsessed with one thing. The degenerate ghoul tribes lurking below Cripple Peak. Highest were the Priests. a Sorcerer of rare power entered the Priesthood of Hashut. and he swiftly outstripped his masters in knowledge of the rites of the Father of Darkness and magical potential. gradually subverting their Dwarf nature and transforming them into solid stone. This affront made the Chaos Dwarfs furious. ZHARGON THE GREAT Fully nine hundred years before the birth of Sigmar. Within a century.By this period. This limited the lifespan of the Priests and meant that no single Sorcerer was ever capable of wielding too much power – invariably. and attack each other on sight in every future encounter. Vorag was victorious in his wars. The two races would always despise one other. indeed he appeared remarkably hale and healthy and was encased in a suit of golden Chaos armour. then finally the labourers. It was clear that Zhargon had used some powerful enchantment to preserve himself and now led the armies of the Chaos Dwarfs atop a huge golden altar carried by dozens of slaves. forcing them to build the Fortress of Vorag in the Plain of Bones. first came into contact with their estranged kin at first as prisoners which they took into slavery and then in small groups ranging from their strongholds. Inspired by the ziggurat shape of Zharr-Naggrund. a new threat arose. and untold millions of slaves were brought to the Plain of Zharr. Zhargon had not been turned to stone. the descendants of the ancient tomb-scavenging servants of Nagash. and several bands of Chaos Dwarf slavers also became involved in the conflict. His name was Zhargon. who now began to breed true. In the far south of the Dark Lands. for the western Dwarfs immediately identified their cousins as corrupted by Chaos and the Dawi'Zharr still remembered their ancient abandonment by the Ancestor Gods. The realm of the Chaos Dwarfs continued to expand. Zhargon had not been seen in public for over a century. serving no purpose and hundreds of miles from any other Chaos Dwarf enclave. becoming an entirely separate sub-race of the Dawi'Zharr. the first and only Ghoul King. He knew that all his labours would come to nothing in a few hundred years when his body was transformed into stone. Zhargon was ordained as the High Priest of Hashut and began introducing sweeping reforms to Chaos Dwarf society. and the Second Kingdom at the height of its power. These early meetings were not civil. he codified the system of Castes that restricted certain professions to certain layers of the city. and they called upon Zhargon – who was now the undisputed master of Zharr-Naggrund and Dawi'Zharr society as a whole – to declare a campaign of genocide against the ghouls. united for the first time under Vorag Bloodytooth. With this in mind. Zhargon also went to war accompanied by a bodyguard of elite veterans he called the Immortals – perhaps showing the depth of his obsession with maintaining his own life. The magic of Hashut wrought terrible changes on its practitioners. they would turn into stone and their own followers would outlive them. The Chaos Dwarfs began trading with the Goblin tribes in the foothills of the Worlds Edge Mountains and. so the Priests were forced to cooperate with one another to run Chaos Dwarf society. 11 . Under Zhargon's direction many fortresses were built along the River Ruin and the Dark Lands were utterly subjugated by the Chaos Dwarfs. Zhargon locked himself away in his inner sanctum and began researching methods to stave off the Sorcerers' Curse. but he proved them wrong and emerged from his isolation. who lived in the Temple of Hashut atop the city and they were served by the Bull Centaurs. followed by smiths.
led the charge into the Temple wielding the magical Hammer of Zharr. As the battle raged throughout Zharr-Naggrund. The great volcano Azgorh was especially active that season and shrouded the host in roiling clouds of black ash. but Zhargon was ready for him. strangling progress and stagnating his society. but had received little sympathy from Zhargon who blamed them for the defeat. Zhargon hoped to become the Everchosen himself. remained loyal to Zhargon and defended the Temple of Hashut with their lives. but instead refer to their people as the Dawi'Zharr. beginning a devastating civil war. To this day there is still a fierce rivalry between the two groups of elite warriors. Zhargon hid himself in his chambers again and prepared a great enchantment that would turn the tide of battle in his favour. on the other hand. He was forced to put down rebellions using increasing force. The rebellion of his subjects infuriated him – he required absolute loyalty and unity in order to bring his plans to fruition. Zhargon was pursuing rumours about a prophecy regarding the Everchosen of Chaos. The Chaos Dwarfs believe that Hashut is more powerful than the other Gods. the Dawi'Zharr were defeated and forced to flee back to the Plain of Zharr. but were repelled. and began to rule Zharr-Naggrund with an iron grip. In one horrifying instant. They attacked the Fortress of Vorag.The greatest army of Chaos Dwarfs ever assembled marched across the Dark Lands. the new laws became too much and the Chaos Dwarfs rebelled en masse. any further effect was prevented as the spell backfired and caused Zhargon to lose control of the wards that protected him. CHAOS Chaos Dwarfs do not use that name amongst themselves. The High Priest emerged from his inner sanctum and faced down his former lieutenant. but he would need to stave off the Sorcerer's Curse for several more centuries in order to fulfil the conditions of the prophecy. who had suffered the greatest in the illconceived war against Vorag. As great as the army was. and the Dawi'Zharr would take many years to recover from the effects of the civil war. treating Daemons and magic as another resource to be ruthlessly exploited. and they had too few supplies. He suppressed the advances of Chaos Dwarf technology. At this time. The force was too large and unwieldy. Zhargon's reign of terror had ended. The Chaos Dwarf rebellion was. though Drakaz was vaporised instantly by its power. Zhargon refused to retreat and the ghouls took their toll on the Chaos Dwarfs. and that is why they use some of the iconography of Chaos. which then crumbled into a dry pile of lifeless dust. the leader of the Immortals. Eventually this policy became too much for even the Sorcerers to take: the Dawi'Zharr had become the dominant force in the Dark Lands thanks to their superior weapons and technology. however. Finally. However. Drakaz made to strike off Zhargon's head. The Bull Centaurs. In the final battle. led by the Immortals. and hold the worshippers of the supposed lesser deities in contempt. 12 . which Zhargon called a sign of Hashut's favour. What that terrible enchantment might have done can never be known. and blamed the arrogance of Zhargon. they were far from home and not equipped for a siege. the Immortals fought the Bull Centaurs at the iron gates of the Temple and finally broke through at the cost of many lives. The Chaos Dwarfs are well aware that Hashut is part of the pantheon of Chaos though. Despite Hashut's alleged favour. but the mighty spell that Zhargon had prepared was unleashed at that moment. THE FALL OF THE SECOND KINGDOM The Chaos Dwarfs were embarrassed by their crushing defeat. but the Second Kingdom was in ruins. a champion of great power who would lead the hordes of the north in open war against the rest of the world. and now they were forbidden from researching further to reclaim what they had lost. Lord Khal Drakaz. Other races associate them with Chaos because of their obvious mutation and corruption and because they have common cause with the worshippers of the Dark Gods. the ravages of time took their toll on Zhargon and he was transformed into stone. ironically. This is why they are so willing to use Chaos for their own ends. led by Zhargon on his golden altar.
made up of veteran warriors and serving for a strictly defined period of seven years before returning to their previous masters. They quarried stone from Gash Kadrak. they were no longer required to work in the mines and forges. the Black Orcs rose to their natural position of leaders over the other greenskins and their ability to plan and coordinate their brethren led to the largest Orc and Goblin rebellion ever seen. salvation came from an unlikely source: the Hobgoblins. with fires raging on every street and fully half of the population killed. and built massive engines of war as well as huge ships that 13 . but they did leave several tribes roaming the nearby lands so that they could recruit them into their armies in the future. however. deployable only by a majority vote of the Conclave. most notably the strict Caste system. Increasingly. and it seemed that the Chaos Dwarfs would be exterminated as they fought further and further up through the layers of the city. In order to repair Zharr-Naggrund. Zharr-Naggrund itself was heavily damaged. serving at the command of the Priests. Their increasing reliance on slaves also led them to research magically-aided breeding programs so they could create an improved variety of slave that didn't squabble in the manner of other greenskins. a new race of Orc that was hardier. but instead paid mercenaries. each of which occupied different areas of the city. while the Immortals remained an independent unit. A second civil war engulfed Zharr-Naggrund not two-hundred years after the end of the first one. but they were nonetheless unified by the same broad aims: the maintenance and construction of Zharr-Naggrund. switched sides and helped to defeat the other greenskins. the Vale of Woe. each with their own followers and armies drawn from their own kin. Chaos Dwarfs no longer use Black Orcs as slaves. Though there were already numerous slaves working in the mines. Chaos Dwarf society was in turmoil. and the empowerment of their twisted race. The results of these experiments were the Black Orcs. Groups of Black Orcs are still found in the warbands of their creators. The Black Orcs were driven from the city and out into the Dark Lands. the Chaos Dwarfs began to research technological advancements. from this point onwards the Chaos Dwarfs themselves were outnumbered by their slaves and their society became completely dependent on them. They blended their skills as craftsmen with the dark magic of Hashut and created Daemon-engines of terrifying power. The Chaos Dwarfs expanded their influence. though they remained slaves. though they are rarely slaves. mining deposits far to the south at Gorgoth and building a great fortress there. Most importantly. most of his reforms were kept in place. Chaos Dwarf society is divided both vertically down the terraces of Zharr-Naggrund and radially by the dominions of the Sorcerers. The Bull Centaurs continued to guard the Temple of Hashut. Zhargon's legacy was to convince the Sorcerers that no one of them should ever rule Zharr-Naggrund unopposed again. Zharr-Naggrund was restored to its former glory and the Dawi'Zharr were ascendant once again. despite being on the losing side. Finally. These ties of blood and honour meant that Chaos Dwarf society became divided into many disparate realms. Unfortunately for the Chaos Dwarfs. after all. The Chaos Dwarfs were even less numerous after the rebellion. and so the lust for slaves to work in the forges and pits became even greater. who were intelligent enough to see that the Chaos Dwarfs could potentially reward them in a way that the brutal Black Orcs would not. They also established colonies near the Flayed Rock and at Daemon's Stump. and instead served in Chaos Dwarf armies as warriors and as overseers for the other slaves. the Chaos Dwarfs became the masters of industry. The Priests of Hashut began to coordinate the repairs as soon as possible. The rebellion was ended and the Hobgoblins were indeed rewarded by their masters. Even now. and recruited the vile Sneaky Git tribe of Hobgoblins into their armies. forges and workshops of the Plain of Zharr. and the Bull Centaurs.THE MODERN AGE After Zhargon's death. Within fifty years. the Priests ordered the acquisition of tens of thousands of slaves and bands of Chaos Dwarf warriors scoured the Dark Lands for captives. and they began to govern as a Conclave. Though Zhargon had made many mistakes. put themselves at the Temple's disposal once again: their first loyalty had always been to Hashut. stronger and less prone to infighting.
They also have to constantly make war because of the slaves required by their industry. in command of the Immortals. By this method. Zhatan the Black. Only the Warrior Caste has hope of wielding true influence by securing promotion through feats of arms and demonstrations of unswerving loyalty to their masters. and perhaps perceives the eventual end of the Chaos Dwarf way of life. the Chaos Dwarfs only care about acquiring more slaves so that they can mine more mineral wealth from their lands. he is more dangerous than Zhargon ever was. 14 . and so the cycle of violence. They excavated a great tunnel beneath Zorn Uzkul – a labour that took almost a century and claimed the lives of millions of slaves – and built Uzkulak on the coast of the Sea of Chaos. The Chaos Dwarfs are outnumbered many times over by their captives. the Dawi'Zharr are deadly on the battlefield. increasing his people's trade with the Warriors of Chaos. If so. This gave their fleet an exit to the north. captivity and cruelty continues with no end in sight. in particular providing Archaon the Everchosen with batteries of fearsome Daemon-cannons with which to invade the Empire of Men. the Chaos Dwarfs' empire would grind to a halt. He has placed his own loyal servant. The disparate nature of Chaos Dwarf society means that they never unite in wars of conquest as they did in the past and each Sorcerer Lord plots against the others in hopes of increasing his influence. and so now wields power almost on a par with Zhargon millennia ago. for his ambition will bury the entire world under foul mountains of ash and slag. whose increasing influence has begun to alarm the other Sorcerers. Now. so that they could plunder even further. fighting with merciless hate. They also began to trade with the Ogres in the Mountains of Mourn. save for the distant time when the resources of the Plain of Zharr are at last exhausted. Individual Chaos Dwarfs are not expected to have their own ambitions outside of what is proper for their Caste. Ghorth may have greater vision even than Zhargon before him.began to ply the River Ruin. Chaos Dwarf society has become a self-sustaining nightmare of consumption. The influence of the Chaos Dwarfs is greater than ever. but the Hobgoblins are loyal to them and keep the other slaves in line. Because of this. perhaps. and established ties with many tribes that benefited both races. the most powerful Sorcerer has become Ghorth the Cruel. Then. but they are too divided to threaten the Old World yet. as they are both dependent on each other to survive. greed and service to the all-powerful state. and they are bound by blood and unbreakable tradition to their Sorcerer Lord masters. without slaves. Those who know of such things may suspect that he is laying the groundwork for an expansion that will prevent his society imploding when they finally finishing ravaging their homeland. In recent centuries. the two races have evolved a symbiotic relationship. He has already begun to subtly influence the outside world. the world will tremble as the Chaos Dwarfs surge out of the Dark Lands searching for wealth and slaves. unleashing years of repressed fury.
it unearthed all the wealth of the earth’s bosom for the Dawi'Zharr to claim. manling. We have no interest in you. the effluence of progress staining the earth with its foulness. and we do not understand mercy: when we come for you. ‚Imagine for a moment the dark. from horizon to horizon. That is when we will come for you. I have heard of the Dark Lands. But you know of what I speak – the scars. Your home. for you. yes. and your technology will improve and your industries will grow. ‚It is a good story.‛ The Dwarf slumped back down against the wall. but they are merely unexplored wilderness.. barring the door behind them and leaving the prisoner in darkness again. The Dawi'Zharr do not know defeat. yes. this ‘Empire’. using gold and iron and obsidian and the lives of millions of slaves to build the great tower of Zharr-Naggrund that sits. Well. And we will come for you. but he just shook his head. And claim it we have. of the people who are called.‛ ‚I find your land to be highly dubious. You know of that bleak place in your cities where factories ruin the air and earth. pulsing heart of your Empire.‛ Otto shook his head.‛ ‚Told you. What would you think if you could see that place.‛ Otto scoffed. Your Empire is weak and ruined after this war – but one day you shall recover.‛ ‚And why are they unexplored.. in which your foolish clockwork machines are invented. closing his eyes. All across the Dark Lands the influence of the Dawi'Zharr is felt. Instead. To see it would break your Human mind: shatter it into a thousand thousand pieces. you may be a power worth conquering. The names of your dwellings do not interest me.‛ The Dwarf laughed. that is the word.‛ ‚Yes. Such a waste would appear on every map. Our kingdom is built into a great crater where the dark orb you call Morrslieb smote the hateful land in hopes it would be destroyed forever. Goblin and Hobgoblin bound to our servitude.. you must know the land from which they come. The very earth cries out in agony as we tear it apart with drills and blades. He is insane. What Dwarf could stand to live in a land infested with such creatures?‛ ‚The greenskins are our slaves. and no trees grow.. there is nothing but bare rock. It is a realm that would swallow up your Empire a dozen times and where.. Wordlessly. by the ignorant softlanders. We will come for you. to learn the secrets your engineers will discover.‛ ‚What makes you so sure of that. where no rivers run. stretched over an area a hundred leagues in every direction from our great capital. ‚You wish to know of the Dawi'Zharr. Tribe after tribe of Orc. 15 .‛ He beckoned Otto closer.‛ ‚The scars that our technological advances wreak on the environment are often regrettable. manling?‛ ‚They are rife with tribes of greenskins – another reason you are lying. Archaon’s war will look like an insignificant skirmish compared to the storm the Chaos Dwarfs will unleash upon you. the land beyond your pitiful hills that you call mountains. manling?‛ ‚Why would such a powerful empire.‛ ‚Oh?‛ ‚Yes. green land.. manling. ‚You were right. manling?‛ Otto considered his words. My home. squat and evil. it will be in such force that the very earth and skies will tremble in fear. ‘Chaos Dwarfs’?‛ ‚Yes!‛ ‚To know the Dawi'Zharr. One day.. The scars of industry.. The strange Dwarf had indeed painted a hellish picture. the Dark Lands. and enslave your people and machines to serve our ends. is a place of forests and meadows: a weak. ‚‘Regrettable’? What a mannish thing to say. Captain Gozzadini took the lamp down from the hook and led the way out of the cell.‛ ‚Maybe. yes. It is a realm of wolves and wind. though our true homeland is in the far north of that realm. Every hillock is studded with a chimney belching forth black foulness and every valley is sluiced with thick tar and oil. The greatest city. ‚How convenient.The Dwarf chuckled a dry. glowering at our empire of suffering and hatred.or perhaps Nuln. my homeland is that ruin multiplied untold thousands of times. Captain. and you tell it convincingly. fix in your mind the image of the Empire’s industry: the clouds of smoke and chemicals. spewing forth the raging fury of the world’s molten heart to bubble across the dead ground. not a desolate hellscape as you pretend. is a realm of black earth and dead things. humourless laugh. capable of such intense industry never have been heard of in The Empire? Why have your people not come marauding across the mountains?‛ ‚What need have we of coming to this weak land? You have nothing here that is precious to us. And all this misery sits beneath a pall of black smoke that prevents the light of your precious sun from ever even touching our lands.‛ ‚You are speaking of Altdorf. and where your little workshops and factories produce the children’s toys that you call guns. but there is no truth in – there is no such place as ‘Zharr-Naggrund’ and the Dark Lands are nothing more than an unexplored foreign clime. But still.
but instead a single building that is equal parts fortress. and no realm is harsher than the Dark Lands. It is these features that make the Dark Lands so useful to the Chaos Dwarfs. or just a nameless wandering lump of space debris – and blasted a vast crater in the earth. creating in an instant crystals and ores of immense value. where boiling tar pits. and populated by hundreds of thousands of slaves and Chaos Dwarfs. Doubtless it was further weakened by the ancient impact that created the Plain of Zharr. flowing into every workshop. smelting plants. Rearing thousands of feet into the sky. which was once an ordinary workman's hammer and. their lungs clogged with foul vapours and their eyes never knowing anything but the pallid sunlight that peers wanly through the smoke and the ruddy infernal light of the soul-forges. and then join together before the great southern water-gate. 16 . instead the ground is a fragile skin that covers vast magma ducts beneath. As far as the eye can see. chimneys pump out clouds of multicoloured smog and rivers of tar and ooze snake their way through the maze of stinking industry. THE HAMMER OF ZHARR The true story of the construction of ZharrNaggrund has been lost to the mists of time. a place where nothing can survive for long. A harsh realm breeds a harsh people. it is an immense network of factories. They were left lying there. The seemingly endless waste between the Worlds Edge Mountains and the Mountains of Mourn is unlike any other land. Now. Thousands of years ago. The River Ruin makes its way sluggishly through the Dark Lands after this. The Chaos Dwarfs believe that the Dark Lands' location between two great mountain ranges means that it is a particularly weak point on the world's crust. but it is clear that more mundane methods must have been used. mines. Hence the legend of the Hammer of Zharr. broke the ground when the foundations of Zharr-Naggrund were laid. Whatever the cause. it is said. THE PLAIN OF ZHARR The heart of the Chaos Dwarfs' empire is the Plain of Zharr. Since the coming of the Chaos Dwarfs. exposed mineral seams and rivers of smoking lava pockmark the landscape. as they can easily find the minerals that they covet and plunge mines deep into the bowels of the earth. Slaves in untold millions must live in this hellish warren. out of which they flow.The Chaos Dwarfs are as much a product of their foul homeland as they are their bloody history. They have harnessed both the energies of the earth and the empyrean. making slaves of both fire and Daemons to fuel their awesome engines. chemicals and all the effluence of industry. This holy weapon is given to the Lord of the Immortals as a badge of office. factory and temple. creating arcane machineries. exposed to the uncaring skies for millennia until the ancestors of the Chaos Dwarfs discovered them. the Chaos Dwarfs live and work. Within its red-lit depths. Zharr-Naggrund is not really a city in the way the term is used by Men. the Plain of Zharr has been changed irrevocably. staining its banks with vibrantly-coloured toxins and choking all life that attempts to drink from or live in it until it finally washes into the ocean in the distant south. It is a barren. It rears up like a lonely mountain from the flat blackness of the Plain of Zharr. desiccated realm that takes its name from the omnipresent black soil that covers everything. especially since much of the city is built of magic-resistant obsidian. Its waters are pumped throughout the city. now polluted with tar. a meteorite descended from the sky – perhaps it was a chunk of one of the moons that orbit the Warhammer world. is the obsidian ziggurat of Zharr-Naggrund. utterly singular in a way that warps perspective so that it is not clear until one approaches the enormous gates of beaten gold and iron just how immense it truly is. and that they used magic to build it. The River Ruin flows through Zharr-Naggrund and the Chaos Dwarfs make use of it in their forges and factories. It pulverised the very rock. It is known that the Sorcerers were the ones who ordered its creation. and is currently held by the Banelord Zhatan the Black. the Dark Lands are a region of extreme volcanic activity. and the only true city of the Chaos Dwarfs' empire. THE DARK LANDS ZHARR-NAGGRUND The capital. workshops and forges. There is almost no water beneath the earth.
barracks and slave pens frequently change hands in exchange for slaves. circa IY 2500 .Astragoth . and workshops. factories.A CITY AT WAR Zharr-Naggrund is a city at war with itself. divided as it is between the ambitious Sorcerer Lords of the Temple.Dolzak The Tower of Zharr The Temple of Hashut Sorcerers' quarters The waters of the River Ruin are pumped throughout the city. providing water for the forges and factories Warriors' barracks and armouries Artisans' workshops and laboratories Mines. There has not been open fighting in the streets since the Black Orc rebellion.Brungha .Ghorth . iron and mining rights elsewhere in the Dark Lands.Zakhuun . Disposition of Zharr-Naggrund. gold. Each Sorcerer Lord claims dominion over certain parts of the great ziggurat. The balance of power has mostly remained unchanged though until recent centuries when Ghorth the Cruel's expansionist activities across the Dark Lands have won him such wealth that he has been able to expand his territory so that it now encompasses most of the city. altering the borders between the realms of the Sorcerer Lords. but it is surely only a matter of time until Ghorth begins to use force rather than wealth to acquire the property of those that still oppose him. Chaos Dwarfs are great traders and merchants though. usually held by his Clan since time immemorial. factories and slave pens .
the carcasses of more recently killed monsters are picked clean by degenerate Ghoul tribes who gather on the shores of the Sea of Dread. The Black Orcs rebelled and were driven from the Plain of Zharr. lifeless region was littered with the bones of primeval beasts. they watch over it from the fortress of Uzkulak which sits at the mouth of their great underground canal. Their other fortresses. THE ENCLAVES To the north of the Dark Lands is the windswept plateau known as Zorn Uzkul. stretching from the Falls of Doom to the Sea of Chaos. huge packs of ravening beasts. but the Chaos Dwarfs still allow tribes of them to roam the Dark Lands so that they can be recruited into their armies as mercenaries.THE TOWER OF GORGOTH Though the Chaos Dwarfs only have one city. hold sway. and the Chaos Dwarfs have no settlements there. is the haunted Plain of Bone where an area larger than an Imperial province is carpeted in the bones of mighty dragons from ages past. Their misery contributes to the growth of the Chaos Dwarf empire as endless columns of steam-powered Land Trains carrying the coal and precious minerals that they mine travel across the Dark Lands to the Plain of Zharr. Instead. but by the fires of the earth itself: the great volcano known as Azgorh lies just to the south. Here. Nagash. usually in the service of the Chaos Dwarfs. The Chaos Dwarfs have dug a vast network of mines beneath it and Gorgoth is populated almost entirely by slaves. and in that case they rarely complete their journeys. The Chaos Dwarfs suffer the trade routes to exist because they have a vested interest in keeping their hulking and dim-witted neighbours powerful so that they can trade with them and even use them as slaves. Far to the south. Gorgoth itself is a black tower that pierces the grey skies. the Chaos Dwarf fleet – a mighty armada of ironclad steamships – musters so that it can raid the shores of distant lands in their search for more slaves. However it is not unknown for a caravan from the Old World to run into a slaving band of Chaos Dwarfs. warped by the power of Chaos in ancient times. Across the great moors of the Wolf Lands. Here. an awesome edifice that serves no practical need equidistant between the Plateau of Gorgoth and the Plain of Zharr. It was built in the time of Zhargon the Great as a warning to the greenskin tribes that the Chaos Dwarfs were mighty beyond their reckoning and able to find them wherever they might hide. beyond the Ash Ridge Mountains. Instead. Though the Chaos Dwarfs claim lordship over all the Dark Lands. whose lair is close by. The fleet also cruises the River Ruin. The Blasted Wastes are home to more greenskin tribes and especially Black Orcs who were created by the Chaos Dwarfs as a race of super slaves many centuries ago. Zorn Uzkul is completely without value. exerting control over thousands of leagues of territory as the greenskins capture Men and Dwarfs to sell to their distant masters so they can avoid the fate they so readily thrust upon their helpless captives. They are captured and tamed by tribes of Hobgoblins – a form of steppe Goblin native to the Dark Lands and the lands to the east – who ride them into battle. are havens for their ships and allow them to guard over the Howling Wastes. they have built fortresses throughout the Dark Lands that enable them to keep watch over their realms. who perhaps died in the aftermath of the impact that created the Plain of Zharr. supreme lord of the Undead. it would be impossible for any race to actually govern such a vast tract of land. or the Great Skull Land. clogged with the output not of Chaos Dwarf forges. It was named thus by the ancestors of the Chaos Dwarfs because the barren. Unlike the Plain of Zharr. THE WASTES The Dark Lands are not entirely uninhabited for. which are traversed by caravans seeking trade with the Ogre Kingdoms and distant Cathay. Gorgoth is rich in mineral deposits and the whole plateau is highly volcanic. The way is marked by the Gates of Zharr. the Chaos Dwarfs rule by fear. constantly raiding from their fortresses without warning so that the greenskin tribes always know they may be brought to heel. the ships' metal hulls being the only ones that can resist the corrosive waters. The Chaos Dwarfs extract a tribute of slaves from the tribes that live under their shadow. drawing power from their terrible master. ensuring that the Chaos Dwarfs always make their presence felt to the south. Daemon's Stump and the Black Fortress. there is enough sustenance to support scavenging creatures such as wolves and greenskins. The largest of these is the Tower of Gorgoth in the south. while almost nothing can grow there. 19 .
Even amongst the Hobgoblins. The monsters that plague these dense lands are especially foul. Like the Tower of Gorgoth. their sheer numerousness means they necessarily make up a large amount of the Chaos Dwarfs' slave population. The most stalwart allies of the Chaos Dwarfs are the Ironskin tribe. a natural rock formation around which has formed a permanent campsite of trader caravans. slaves from the Chaos Dwarfs' forges) and equipment. Even Chaos Dwarfs rarely attempt to penetrate the fecund jungle. for they are a race of mercenaries owing loyalty to no single ruler. led by Ghark Ironskin. At the confluence of the major trading routes to the east.e. in the midst of this bleak. but it is little more than a sprawl of decrepit hovels held above the swamps by stilts and willpower. the Sneaky Gitz are reviled as untrustworthy backstabbers. though they can be rich pickings for slaves and war beasts for modification into Daemonic Constructs. stretching untold leagues to the borders of Grand Cathay. THE SOUTH Where the River Ruin sluices into the Sea of Dread. Especially opportunistic Chaos Dwarf warbands will sometimes trek into the depths in search of magical artefacts. No animals except those warped by the power of Chaos live in such foetid climes. and the only inhabitants are tribes of primitive Beastmen and everpresent greenskins. the deepest groves hide lost treasures left behind by the Old Ones. For their part in helping to put down the Black Orc rebellion. The Mountains of Mourn are home to all manner of dangerous creatures. The Sentinels is another vital lynchpin in the road to Cathay. but the only intelligent beings that truly call it home are the Ogres. Ghark has provided Zharr-Naggrund with thousands upon thousands of Gnoblar slaves. The air in this part of the world is thick and cloying. and the growth of the forest is strangely unwholesome. It was quickly overrun by Gnoblars and has remained a foul. black-flecked fronds drooping overhead and huge patches of bloated fungal growth underfoot. Daemonic artefacts and the fearsome "Iron Rhinox". and the huge amounts of stone quarried there contribute to the huge building projects that take place all across the Plain of Zharr. though such a quest is rarely worth the potential danger. and though weaker and more cowardly even than normal Goblins.THE MOUNTAINS OF MOURN To the east of the Dark Lands are the vast. Furthermore. the coastline is choked with thick. Pigbarter still flourishes in its way. These hulking beasts are both the Chaos Dwarfs closest allies and their most bitter foes. for these are the ancient realms of the Lizardmen. In the north of the Mountains of Mourn. forming the only even partially reliable route into the Mountains of Mourn for merchants. This grim and foreboding valley is hundreds of miles long. Chaos Dwarfs also trade there. Around the River Ruin's delta are leagues of marshland and. In exchange for Ogre-sized suits of armour. primeval peaks of the Mountains of Mourn. North of Pigbarter are The Sentinels. This is the largest and most impressive mountain range in the Warhammer world. lies Gash Kadrak: the Vale of Woe. subtropical forest. gnarled branches twisting in all directions to form grotesque shapes. Some Ogre tribes trade freely with the Chaos Dwarfs and even fight in their armies in exchange for food (i. and it is the home of the Sneaky Git tribe of Hobgoblins. including poisonous 20 . stinking monument to Mankind's greed ever since. These diminutive greenskins are a kind of hill Goblin that live in the Dark Lands and occupy the lowest social strata wherever they go – it is no different for these pathetic creatures in the hands of the Chaos Dwarfs. Gash Kadrak is really nothing but a vast slave colony. This foul den of brigands and thieves was founded centuries ago by human traders from the Old World to act as a vital port on the passage to the east. Green Dragons. whose lust for metal goods has led him to form a long-standing agreement with various Chaos Dwarf factions. with thick. seeing the advantages in keeping the passage to the east open. and these coldblooded warriors occasionally raid the coast from the Southlands. the Sneaky Gitz were rewarded with sovereignty over Gash Kadrak and the opportunity to act as overseers of the labour camps that the Chaos Dwarfs built there. the mysterious human empire of the distant east. almost due east of Zharr-Naggrund. fly-choked maze of bogs and waterways is the city of Pigbarter. there is no doubt that they would easily sweep all resistance before them. but should they desire to descend upon these enclaves in their homelands. stinking Wyverns and the repulsive Jabberslythe.
consume them and all of their descendants and. is to symbolise our lordship over all these lands." "You wish me to oversee this project? Do you not think I would be able to serve you better in command of your armies. "I told you earlier what the Tablets of Law say. I have a further task for you. "No. One did not need to be reminded of Lord Zhargon's knowledge of the Tablets of Law. they would need many hundreds of times that number to build what Zhargon had devised." Drakaz nodded and bowed low so that his beard touched the ground. his voice muffled and hollow behind his iron skull-mask. Drakaz. "Is it not written in the Tablets of Law that the Father of Darkness's task will take our lives. vast beyond the imagination of anyone save a Dawi'Zharr. Lord?" "I will be returning to Zharr-Naggrund soon. the heart of the bleakest land on the face of the world." "To what end. "Drakaz.. a dry. though none were in any doubt that the High Priest was amongst them. which was precisely why it had been chosen. with no wall and no gate. We will enslave every greenskin within threethousand miles and put them to work in our service.. as his master said. Massive beyond any obvious need." Drakaz said. Lord.." Zhargon's tone grew dark. they are merely arrogance. These columns will be of such girth. I wish them to be a demonstration of fact.. it will survive as a testament to the power of Hashut for a thousand thousand generations and perhaps beyond. but the way he recited the exact wording and always seemed to know how to use them to answer any doubts chilled the Banelord to his bones." "Yes. Idly. Lord. his voice as quiet and calm as ever." "The purpose of these Gates. nor how long it would take." Drakaz lifted his gaze skyward.The vast expanse of arid land stretched on for a hundred leagues to the north and another hundred leagues to the south. it is not as an overseer that you will serve me. "We have laid the foundation stone. I wish you to take a detachment of Immortals south from here. we will take captive all the creatures of the world for Him and we will make war for Him. Drakaz." "So we enslave so that we may boast of that enslavement?" "Yes. Though there was already a huge pile of blocks ready. "This task may consume generations. his armoured fingers ran across the haft of the Hammer of Zharr that he held close to him at all times." "We require more for this task. He was shrouded in black robes. Hashut has commanded that we labour to His glory until the End of Days. he wondered at the price they would pay for that.. And so much more material required thousands more slaves – the Plain of Zharr would be emptied. his face hidden from his followers. "There is much yet to do. while it would no doubt be an object that inspired terror in lesser races. I wish you to scour the Dark Lands for them and bring them back here in chains." "But that serves no purpose. he could be no one else.. Reclining on a palanquin of black Gromril borne on the broad shoulders of four mighty Immortals. "Think of it.. "Yes. Millions more. Thousands more. He could not begin to image how it could be built. papery sound from within his dark cowl. I will leave at sunrise. We will reap the glory of the earth for Him. trying to envisage the arch that Zhargon described. Lord?" Zhargon chuckled. I wish you to bring all the tribes between here and the Desolation of Azgorh to heel." "But we have slaves already." Zhargon said." 21 . Lord. Lord?" "To take slaves. but even he wondered if Zhargon was descending into madness with this project. Drakaz: an arch of such colossal proportions that it will strike fear into the whole world. but you must remain here. Mountains will fall before the Gates of Zharr even tremble. The slaves that had positioned the first block were driven back to the great pile of stones that were waiting for them." Drakaz continued. the lives of our descendants and the lives of all our clans in perpetuity?" Drakaz shifted his shoulders uncomfortably. This place was nowhere. If we do not have such lordship. So I have commanded. Drakaz. cemented with such materials and constructed with such skill that they may outlive the foundations of the earth. and so shall it be. More gangs of captives toiled to move the blocks onto rollers along with the dozens of other logistical tasks that the construction effort required. was surely madness." "Such a mission. We will do these things to sustain further labour so that all of creation will be consumed by the Dawi'Zharr and remade by our hand and the lives of our slaves into a form more pleasing to the Father of Darkness. To build a huge stone arch in the middle of nowhere. A team of groaning slaves laboriously dragged a block of stone across the desert floor until it was in the marked position.. and so shall it be. He was as devout as any Dawi'Zharr. Surely it would.
The Chaos Dwarfs are not content to simply grow fat on the gold of their allies though. Chaos and the servants of the Dark Gods are just another resource to be exploited. their infrastructure crumbling into ruin. These fearsome machines are often fitted with pens for holding slaves to drag back to the Plain of Zharr. Chaos Dwarf technology is most dangerous when it blends science with dark magic. But though the Skaven are masters of invention. steam-powered devices are becoming commonplace in the Old World while. Black powder weapons have been a feature in the armies of the Empire of Man for hundreds of years. Chaos Dwarfs have many trade routes that criss-cross the Dark Lands. where the Chaos Dwarfs have choked the Plain of Zharr with their rampant mining. armour and machines they manufacture are also sold to anyone who can pay their prices. often within huge armoured Land Trains. For the Chaos Dwarfs. As for the Dwarfs. which they trade to the Warriors of Chaos in the north for gold and even more slaves. These beasts of living 22 . quarrying and manufacture. and they must hold onto what secrets and traditions they can. the Chaos Dwarfs can churn out hundreds of suits of Chaos armour every week. producing standardised equipment. smelting. The Chaos Dwarfs have the resources and the stability to build huge factories in which thousands of slaves labour. and they nearly ripped apart their society with a devastating civil war when denied the opportunity to advance their twisted technology. Through these methods. and they travel many leagues to sell their wares. but they can also be equipped with monstrous artillery batteries or fighting platforms so the trade caravans can defend themselves if attacked. The Chaos Dwarfs are fabulously wealthy because not only do they have total dominance over the mineral-rich Plain of Zharr. their society is too anarchic to support true industry. their realm is in decline. and fear innovation. and in Dwarf throngs for even longer. Mankind is just beginning to industrialise itself and has not yet reached the point where it can mass produce mechanical marvels. For the Chaos Dwarfs this takes the form of mastery over the daemonic. Innovation is part of the character of the Dawi'Zharr. the Warhammer world has been gradually industrialising itself.THE INVENTION OF THE DAWI'ZHARR Over the past few centuries. even as they must experiment to survive. as well as issue to their own troops. The most common recipients of their favour are the Chaos Warriors. driven by powerful steam engines. and they forge Daemons as Men forge iron. A Chaos Dwarf Sorcerer thinks little of enslaving a mighty Daemon and making it part of the mechanism of his latest invention and in this way the Chaos Dwarfs have created whole batteries of monstrous Daemonic Engines. Like the creations of the Skaven. but the weapons. Ogres and savage tribes of Orcs and Goblins. the magicpowered war machines of the Skaven do battle with the runic engines of the Dwarfs. So it is not surprising that the only true industrial power in the world is located in the midst of the Dark Lands. Dwarfs are conservative. beneath the surface of the earth. Already. Similarly.
the Hammer of Hashut was a resounding success as it killed hundreds. and the transmutation of base metals into gold is one of the first cantrips learnt by Acolytes of Hashut. The feared Death Rocket was already an established part of the Chaos Dwarf arsenal. and fortunately there are plenty of slaves remaining. these were almost entirely Goblin slaves living on the edge of the Plain of Zharr itself. The devastation wrought and the ensuing mushroom-shaped cloud was highly impressive though. but which the Chaos Dwarfs have perfected and turned into a weapon that is uniquely theirs. only to emerge from the ground in the midst of a battle like some hideous giant termite. or to instil the ammunition with sentience to make it less likely to veer off course. dating back to the Time of Chaos. and of his intention to guide it with powerful Elven magic to avoid the disaster of the first version. and there seemed to be no reason that the sound principal of a rocket packed with chemical explosives fired into the air could not simply be scaled up to more devastating effect. Some Daemonic Engines are relatively mundane: they may simply use Daemons as a power source. for simple selective breeding would not have produced the desired results – at least not in the available timescales. most terrifyingly of all. ordinary metals are often far more valuable than gold for the technically minded Dawi'Zharr. familiarity with the earth's minerals has brought the Chaos Dwarfs great knowledge of the physical world. They may float on water. it is most frequently the slaves who bear the brunt of the Chaos Dwarfs' more dangerous experiments. their sheer numerousness in the Plain of Zharr means they are inevitably the ones most often killed in industrial accidents. as Men know it. but others are towering behemoths that resemble no war engine that an inhabitant of the Old World would recognise. Rumours abound of a particularly ambitious Sorcerer Lord. who has already begun construction on a second Hammer of Hashut. whether delivered by a Daemonic or Mortal Engine. such as weirdly glowing rocks that appear to have no magical properties and yet leave burns when touched. 23 .iron are unnatural abominations. The Chaos Dwarfs have discovered many unique properties in the substances left over from their myriad production processes. making them even more deadly. the rockets and shells launched by their Daemonic Engines are frequently packed with dangerous chemical explosives that are harvested from the detritus of their industry. These beasts. Indeed. However. Experiments into the unusual nature of these materials are still ongoing. Similarly. as the vast rocket was incredibly unstable and its flight became erratic just a few seconds after launch. Nonetheless. mines and forges. They are masters of the Wind of Chamon. and have caused slaves quarrying them from the slag heaps to sicken and die. are believed to have once been Chaos Dwarfs just like the Bull Centaurs but the careful attention of the Dawi'Zharr has transformed them into vicious fighting beasts which are frequently augmented with mechanical and daemonic parts. The Chaos Dwarfs managed to breed the Black Orcs using a mixture of science and magic. and the Sorcerers have not given up the dreams of a Death Rocket able to fire across continents. Quite apart from the horrific conditions in their factories. The willingness to use Daemons in their experiments of course extends to mortal slaves and though the Chaos Dwarfs will never be able to approach the insanity of the Skaven fleshmoulders of Hell Pit. known to work with the pirate captain Ghuz Slavetaker. flesh melded with metal to create sentient creatures bound into the hulls of fearsome cannon or tanks. further enhancing their weapons of war. fly through the sky on eldritch wings or. Experiments have also been made in other fields. The art of alchemy has not bypassed the Chaos Dwarfs either. tunnel deep below the earth. Such parlour tricks do not amuse the Chaos Dwarfs of course. they have produced impressive results with the mutated denizens of Zorn Uzkul. besides. Technically. belching fire and fury. Blunderbusses are an obvious manifestation of this particular skill: firearms that are known in the Old World. This was a rocket the size of a fortress tower built by the Sorcerers in an attempt to devise a new method of assailing their foes. One memorable experiment was the Hammer of Hashut. for the effort and material costs required to bring about the transmutation is far higher than the amount of gold yielded and.
the Despot Ghorak Firesoul who commanded Uzkulak sent messengers to Zharr-Naggrund asking for a relief force. No Marauder tribe had ever dared to attack the Place of the Skull before. but the Jarl paid proper tribute to the Gods of Chaos. but then found themselves up against the even more formidable defences of Uzkulak's inner keep. raiding the costal realms of the Old World at will. and Ragnar's people were reluctant to join this foolhardy quest. The artillery on the battlements now rained down a constant hail of fire – both mundane and daemonic – and the Norse knew they could not batter their way past a second gate. Ragnar and his húskarls opened up the outer gate from the inside and the Norse army surged through. the Chaos Dwarfs' fleet of ironclad warships sallies forth. Ragnar ordered his warriors back to the shore to make camp and consider their next move. There. Ragnar quickly realised that it was impossible to besiege the fortress because it had direct access to the sea tunnel and hence ZharrNaggrund. From this basalt-walled fortress. but their battles have never been more cataclysmic than in recent centuries. As Ragnar's Marauder horde began to construct earthwork defences and raise a wooden palisade to protect their camp. much of the Chaos Dwarf fleet was occupied far to the south in the Sea of Dread. the news of the great fortress's potential fall was met with a stony silence in the Conclave of Sorcerers. its defensive position. Their frenzied attack succeeded in overwhelming the sparse defenders and they spilled over the outer defences and overran the first level of the fortress. the like of which had never been seen outside of a full Chaos incursion. They landed before the gates of Uzkulak and began their assault.The Chaos Dwarfs have a history of warfare and slavery stretching back for over six thousand years. fighting off Lizardmen raiders from the Southlands. One such tribe lived just a dozen or so leagues up the coast and had suffered slave raids by the Chaos Dwarfs for generations. A LEGACY OF CRUELTY 24 . He left guards on the outer walls of the city though to ensure it could not be easily taken back and so Uzkulak was divided between the Norse and the small number of Chaos Dwarf defenders. visiting their particular brand of savage cruelty upon an unsuspecting world. Ragnar summoned his húskarls. With the fleet still many hundreds of miles away. they hurled themselves at the great walls of Uzkulak. dismayed. but at a tremendous cost in lives. for surely tales of Ragnar's success would spread across Norsca. there was no way to dispatch a relief force that would reach Uzkulak in time. grew tired of this and resolved to take Uzkulak. the Great Skull Land. THE BATTLE OF UZKULAK The great Chaos Dwarf fortress of Uzkulak has long stood guarding the entrance to the sea tunnel that passes below the plateau of Zorn Uzkul. called in ancient oaths from his neighbours. his personal bodyguard of elite warriors. along with the great mass of young men who had flocked to his banner hoping to make a name for themselves. So. and the city would eventually fall. clad in bloody wolf skins. They were known as the berserkjr and. the Chaos God of war – and worked themselves into a savage frenzy before the battle. These warriors had dedicated themselves to the Wolf-God – another of the names attributed to Khorne. attracting more Marauder tribes to his banner. Jarl Ragnar was able to sail up the Sea of Chaos with his horde in dozens of dragon-prowed longships virtually unopposed. brokered alliances by marrying off the daughters of his loyal Thanes and eventually amassed a great army of Norse warriors. It is only in modern times that the Chaos Dwarfs have begun to expand outwards from the Dark Lands. connecting the River Ruin to the icy Sea of Chaos in the north. Sitting as it does in the midst of the northern lands. Their chieftain. As chance would have it. so he determined that only a direct attack would work. high walls and the access it grants to the Dark Lands have been coveted by the Marauder tribesman for centuries. a Norse Jarl named Ragnar Ragnarson.
His firstborn son. hate-filled minds. The two great warriors clashed in the centre of that bloody battlefield. the few remaining Norse gave up the fight and retreated back to the handful of longships that the Hobgoblins had not set alight. Uzkulak had been saved by the timely intervention of a wholly unconventional relief force. as their charge threw up a great cloud of what he assumed was dust. all the fight beaten out of them within minutes. gesturing for his Bull Centaurs to back off. surrounded by charred corpses and Jarl Ragnar. The battle had been over with the first charge of the Bull Centaurs. struck several furious blows upon the Bull Centaur Lord before. meeting this awesome foe in person. The Norse broke and ran. they threw down his palisade. the Death of Worlds himself. Bhaal careered across the desolate plateau at the head of this highly unusual force and. Such a defence was enough to repel even the most determined charge. as they came through the mountain pass. burned his hall to the ground. No such force of these elite shock troops had been gathered in over a thousand years. led by Jarl Ragnar himself. tortured to death all of the remaining warriors and took the women and children as slaves. for they were grown and fighting in far off lands. they scoured the coast and found Ragnar's kingdom.and sword blades. and it was not so much a fight as a bloody and terrible massacre. Jarl Ragnar was a mighty warrior. and the fire turned to blood and gore. There. When the Chaos Dwarf fleet returned. but they would not be enough to break the Norse horde alone.There was only one solution: to amass an army of a kind never before seen fighting in the name of the Dawi'Zharr. Ragnar's force now numbered in the thousands. and no shieldwall could instil anything but outrage in their furious. to his credit. It is said though that the children of Jarl Ragnar survived the slaughter. Then the axes began to fall. he galloped towards the Marauder Chieftain. also called Ulf the Tall and Ulf the Fearless. seeing that the odds were against them. he gave orders to form a shieldwall. Hashut's most favoured sons. but he recognised what was happening even so and. axe raised. but of smoke and flame – Lord Bhaal and the Bull Centaurs crashed into the Norse lines. In his hands was an ancient axe and upon his head a helm in the image of a snarling wolf. Roaring their defiance. a few hundred of the hardened berserkjrs and húskarls. heard of the fate of his father and his people and swore revenge against all Chaos Dwarfs and especially the Bull Centaurs and Lord Bhaal. The treacherous Hobgoblins were already starting to slink away. his barrel-like chest was corded with thick muscles and he bore tattoos and scars to the Wolf-God. for no cavalry mount could be induced to charge towards such an obstacle. The name of Ragnar Ragnarson became a curse amongst the Norse – a byword for foolish endeavour. his axe in his hand. Gorduz Backstabber. These fast moving troops could cross the Great Skull Land and reach Uzkulak in a matter of days. even as the great form of Lord Bhaal thundered towards him. but the eyes of his gods were still firmly upon him and he knew he had to die with honour. the hundreds of Norse Marauders that made up that shieldwall immediately quailed in stark terror as their arms and armour were melted by the blast of heat and their fellows in the front rank were simply burned alive. As the charge hit home. forming an impenetrable barrier of unyielding steel. and only one creature had the will to lead such an army: Lord Bhaal. He raised his huge runeencrusted axe and gave his only order of the battle: "Crush them!" Ragnar saw the Chaos Dwarf relief force high on the rise as a dark smudge of indistinct shapes and. Lord Bhaal did not speak the language of the Norsemen. for what can any man do against such a monster as the Death of Worlds? But Ulf is wiser than his late father. setting fire to their shields as they made contact and scattering them almost instantly. He quickly used his influence to hammer together a loose confederation of Wolf Rider tribes. Taller than even a tall Norseman. and even a well-trained warhorse would shy away at the last moment. charging through their own wall – not of steel. The Norse slammed their shields together and presented a thousand axe. Ragnar knew he was defeated as the Wolf Riders picked off his fleeing men. and he is sharpening his axe and looking at Uzkulak with thoughtful eyes. blessed by the Dark Gods and a veteran of many battles. But these were no mere cavalry: they were Bull Centaurs. Rumour has it that Jarl Ulf Ragnarson has now returned to his homelands. and the Bull Centaurs were only a few hundred. and only the hard core of the barbarian army continued to fight on. Bhaal cleaved him in twain from head to crotch. Ulf Ragnarson. Most laugh at such a hollow threat. but Lord Bhaal cowed them with a single snarled command. The pelt of some mutated hound that Ragnar had slain with his bare hands was across his shoulders and. with a single mighty swing. The Jarl stepped forward and bellowed a challenge in his native tongue. and will not be taken by surprise as he was. 25 . Eldest of the Bull Centaurs. but now that Ragnar had been killed. Ragnar Ragnarson knew no fear. they looked down upon the massed tribes of Chaos waiting in the valley before the gates of Uzkulak. preparing for the final assault. the mercenary chieftain of the Hobgoblins that served the Chaos Dwarfs was summoned. The Bull Centaur charge was like a scythe cutting through wheat. and so they were led by the only troops in the Chaos Dwarf army that would be able to keep pace with them: an awesome phalanx of the mighty Bull Centaurs supported by a few precious Doom Harnesses.
Grimgor prepared to throw himself upon it. He broke free and went on the rampage. Neither side gave any quarter. He chained the Black Orcs in the belly of his warship. Grimgor now at the head of a considerable army of Orcs and Goblins. As the Chaos Dwarf overseers choked on the fumes. and the Orcs fought to the heart of Rykarth's line. to the very edge of the Plain of Zharr. It was during this time that Grimgor seized his armour from a Chaos Dwarf Despot. Water gushed into the boiler room. Grimgor originally hailed from a non-descript Black Orc tribe in the Mountains of Mourn. Under the lashes of his cruel masters he was never allowed to cease work while the ship moved and he grew stronger and tougher by the month. of his terrifying ordeal facing down the Skaven in their own subterranean lairs. and attended by a cadre of elite Black Orcs. only a hard core of Immortals remained but. but then Rykarth lowered his shield and met the warboss's eyes. save in the Plain of Zharr. sensing a growing Waaagh!. Legend has it that it was forged in Daemon blood. the mightiest of all greenskins and the scourge of civilisation. with the ground stained red with blood. In the end. other greenskins began to flock to his ragged banner. 26 . reasoning that their strength and stamina would make them ideal as labourers in the engines. He saw then the culmination of selective breeding. Grimgor prospered through sheer savagery. but even he could not penetrate the heart of the Chaos Dwarf empire. Orcs need combat to survive. His years of toil had made Grimgor truly mighty. in turn. When Grimgor was barely full grown. shrouding the entire cavernous chamber in boiling steam. but this warband was led by Lord Zhurduz the Slavelord. Concerned by the growing power of this new leader. forming an unbreakable wall. of his siege of Karak Kadrin.THE YOUTH OF GRIMGOR IRONHIDE The Old World knows all too well the name of the Black Orc Warboss Grimgor Ironhide. Grimgor. and Grimgor had been denied this in his formative years. They rammed the ship containing Grimgor with one of their ramshackle plague barges and though they were unable to sink the mighty ironclad. a Chaos Dwarf slaving party cruised down the River Ruin in their ironclad ships and made landing near his tribe's camp. Neither side was willing to yield and the Immortals slammed their shields into place. the Conclave of Sorcerers dispatched a force of Immortals led by Rykarth the Unbreakble to destroy him once and for all. Grimgor's burgeoning Waaagh! took him and his growing warband across the Dark Lands. All know his tale. Grimgor personally slaying dozens of the elite warriors. The ship was leaning erratically into one of the banks of the River Ruin as the Skaven bombarded it with warp lightning and Grimgor was able to leap to the shore and make a dash for freedom. He favoured the full-frontal assault. When all of his fellows had died. The Chaos Dwarfs were his first natural targets and he began hunting them through the Howling Wastes. Despite his lack of subtlety. they did open a rent in its hull. chained to a Daemon-powered engine. swinging his axe with a hideous war cry. As he fought and word of his crusade spread. simply charging in. But of his history before he staggered out of the Blasted Wastes. His natural urges had festered away dimly and now he had a lifetime of pent up aggression to unleash. only the Black Orcs survived from Grimgor's army. a vicious Warlord who fervently desired to take captive anyone unfortunate enough to cross his path. fighting his way up the decks with a plundered axe – the very axe that would one day become known as Gitsnik – and was able to slaughter the distracted Chaos Dwarfs single-handedly. where the name of Grimgor Ironhide has been known for far longer than in the west. His opportunity for escape came when Lord Zhurduz and his fleet came under attack by Skaven raiders. the memory of freedom burning like a brand in his mind. catching the Black Orcs unaware and vanquished them easily. piling coal and corpses into the furnace. They attacked by night. Chaos Dwarfs do not often try to enslave Black Orcs. Grimgor lived on. the pinnacle of Orcdom made flesh. Grimgor spent years below decks. The two armies met at last on the edge of the Blasted Wastes. taking them on one small slaving band at a time. The battle was brutal. rose up and strangled them to death with his chains. with his iron constitution. no tales are told. of his invasion of Kislev.
but he was unperturbed and continued to labour in exile. a thin line of Dwarf warriors awaited them. When he saw the carnage the Immortals had wrought he was also impressed enough to take their name for his own bodyguard – those few who survived that nameless battle in the Blasted Wastes would ever after be known as 'Da Immortulz'. Hothgar's bizarre army was made up of only a handful of mortal warriors. which can then take slaves in order to generate income and allow them to buy their way to power. Hothgar and his Daemonic Engines marched through the passes of the Worlds Edge Mountains. which rather defeats the purpose of the exercise. unopposed by the greenskin tribes who fled before it in fear. he appealed to the Guild of Engineers who jumped at the chance to test rediscovered and recently refined technology. Such an endeavour would require the binding of a Daemon so powerful. Grimgor turned west and the rest is a history etched in the blood of Men and Dwarfs. This was Hothgar's latest version of the Kolossus. Hothgar knew his devices would only find their match against the foremost engineers of the Old World – the hated cousins of the Chaos Dwarfs from the Worlds Edge Mountains. Nonetheless. Lord Dobbi was a proud Dwarf. bull-headed monstrosity that shook the earth when it walked. THE WAR OF THE AUTOMATA Hothgar Daemonbane is a Chaos Dwarf Sorcerer of rare creative ambition. that it would take an actual army to subdue them. The greatest of all of these was a vast. even when he was still an outcast. leaving Grimgor and his handful of followers battered and bewildered. but they are most dangerous when Hothgar himself brings them to battle. backed up by masses of slaves from his Daemon forges. in turn. and the largest and most destructive to date. but even he could see that his warriors stood no chance against such an enemy. he realised that his business with them was done. Hothgar has continued to pursue his fevered dream of building the machine he calls 'The Kolossus'. or a multitude of lesser Daemons so numerous. They build or commission machines of war to supplement their armies. Sensing his time in the Dark Lands had come to an end. but 27 . arcane engineering is an end in itself. But for the renegade Hothgar. Hothgar's creations command vast prices in the markets of Zharr-Naggrund. Grimgor had earned the respect of the Chaos Dwarfs that day and. There. for no one knows his war machines quite as well as their insane creator. forbidden machines from the dawn of Dwarf history. Most Sorcerers are concerned only with increasing their own influence within the Temple of Hashut.Grimgor was fated to do more than die on the axes of the Immortals and Rykarth knew that the best he could hope for was to kill him. Hothgar had assembled his entire stable of Daemonic Engines. each one bound with one or more daemonic spirits. said to be imbued with the power of the Ancestor Gods. and usually make war with only this end in mind. This terrifying force of Daemonic Engines made its way across the Dark Lands. So he gave the unthinkable order to retreat. and behind them came towering siege engines. at the cost of more of his warrior's lives. scattering Goblin and Skaven before them. Hothgar's greatest glory came in what was known as the War of the Automata. intending to march west in order to find a worthy foe. They had cannon and Organ Guns. What better to defeat the God-Engines of Chaos than a God-Engine of their own? From the deepest vaults were unearthed the ancient Automata. until they reached Lord Dobbi's territory. finding a home in the fortress of Daemon's Stump. In desperation. It was Hothgar's dream to create a Daemonic Engine of such size and power that it could take on an army by itself. The host climbed its way slowly into the mountains where word of its coming reached the ears of the Dwarf Lord Dobbi Fletchhelm. He was cast out of ZharrNaggrund for his dangerous experimentation. The core of his force were his beloved constructions: in place of flesh and blood troops he had ranks of iron Daemon-Golems. and has created any number of prototypes that dwarf any engine previously constructed by a Daemonsmith.
To his horror. as they reached their hastily-erected barricades. all the Automata were destroyed or their ancient workings seized up. Hothgar was astonished at the appearance of the Dwarf God-Engines. A particularly infamous story in the history of the Dark Elves concerns the fate of the Dreadlord Ai'keneth. THE BATTLE OF THE SLAVE-TAKERS The Chaos Dwarfs rarely trouble the races of the uttermost west. 28 . The Bull's Fury. The Daemonsmiths goaded their charges forward and. A fierce bombardment began. but hulking Chaos Dwarf ironclads. He laughed and ordered his Engines to advance. The Golems came first. but daemonic beasts descended from the turbulent skies: Daemonic Constructs ridden by savage Chaos Dwarf warriors that landed on the decks and set about the Dark Elves with claw and fire. Their raids took them as far as the Sea of Dread where they engaged their hated High Elf cousins near the Tower of the Sun before striking north. They were wheeled marvels. but he was yanked away from any hope of suicide by strong arms and dragged onto the deck of The Bull's Fury. Something primal stirred in the hearts of the cruel Chaos Dwarfs as they set eyes on machines that had been holy to their ancestors. for they both share an attitude of absolute contempt for all other races. huge steam-powered machines crawled up to the surface for the first time in millennia. using their mobility to their advantage. their bladed limbs began to spin and whirl like no creature in nature. but he rallied quickly. Like any good scientist. Hothgar saw the day as a great success. It was the mercenary fleet of Ghuz Slavetaker that Ai'keneth had been unfortunate enough to encounter and he knew he was doomed as he clung to the wreckage.such pitiful devices held no fear for Hothgar. but they had little time to contemplate their fate – there was work to be done. to seize the advantage. In the end. he would glean new knowledge from his mistakes and improve his designs next time. festooned with hammer and cannon and their hulls were mounted with the thunderous images of the Ancestor Gods. and the High Elves broke off almost instantly. They were pursued by High Elf mariners and were just in the process of fending off their latest attack when the sound of an unfamiliar war horn made Ai'keneth turn.. Ai'keneth was a skilled naval raider. These two spiteful peoples have never been known to make an alliance though. With his fleet burning. promising more resources should he ever wish to attempt another assault on the strongholds of the Dwarfs. allowing the Daemons to escape their imprisonment. daring the Daemonic Constructs to attack them and. commanding an army of vicious Corsairs who would attack settlements across the world in the dead of night to take slaves. The Kolossus gave a good account of itself. another fleet was surging out of the north – but not a fleet of graceful. but by that time Hothgar's army too had been almost annihilated and he sounded the retreat. from below. acting with some machine-guided will of their own. As their black hulls burst apart. The Dwarfs stoically held their ground. They tried to escape. laying down a hail of Daemonfire. but their paths occasionally cross those of the Dark Elves of Naggaroth because they often have like cause. but in the end it was undone by its inherent instability. He considered surrendering himself to the waves. their bodies clanking and hissing and their souls calling out in murderous rage. though he wanted to keep him as a pet. belching smoke into the air. he couldn't resist the gold such a prize would fetch in the markets of Zharr-Naggrund. ordering his larger machines into battle. leaving the Dark Elves to their fate. for he learned much from the failed experiment. Furthermore. the Conclave of Sorcerer Lords was so impressed by Hothgar's creations that they welcomed him back into Chaos Dwarf society with open arms. the dim racial memory sowing confusion in their twisted souls. Ghuz laughed to see the bedraggled Elf lord and. sailed Elven ships. their noble spirits at last vanquished. The distraction was enough for the Dwarf Automata. churning the Constructs into scrap metal. The Golems were thrown back and the Daemonsmiths reeled in confusion as. Daemons escaped into the æther. smashing several of the Automata. Ai'keneth brought his ships around. but their Reaper Bolt Throwers were unable to penetrate the iron hulls of the Chaos Dwarfs' ships. but it was a forlorn hope: his fragile skiff was shattered into kindling by the mighty prow of the Chaos Dwarf flagship. narrow pass. a cataclysmic battle was fought. rent apart by a barrage of cannon balls. but this time bound in iron and Gromril. the priceless Aotomata had been reduced to scrap. the ground beneath their feet suddenly gave way. Though Lord Dobbi's army survived the day and counted it a victory. Ai'keneth attempted a desperate ramming manoeuvre. letting out keening calls of triumph. as they picked up speed. It was a bitter irony not lost on the proud Druchii as they laboured in chains deep in some nameless pit below the earth. a mechanical replay of some ancient conflict from the Time of Chaos as Daemon fought God again. So it was that the Dark Elf survivors of that sea battle ended their lives in the same manner to which they had condemned so many others.. In that high.
Chaos Dwarf society has been largely isolated from the events in the Old World throughout its existence. Only rarely has the outside world been unfortunate enough to have contact with the cruel masters of Zarr-Naggrund, but they have left a lasting impression on their enemies, who still curse their names. The Chaos Dwarfs have their own complex dating system, but the Imperial Calendar has been used here for clarity. IC -4500 Events The time of the Ancestor Gods. No written records of these times survive although legend tells of the gradual colonisation of the Worlds Edge Mountains. The most adventurous Dwarfs journey across the barren upland regions north of the mountains which they name ‘Zorn Uzkul', or the Great Skull Land. Contact is lost between Dwarfs of the World's Edge Mountains and Dwarf settlements in Zorn Uzkul. The Dwarfs of the west believe their eastern kin have perished, destroyed by the tides of Chaos from the north. Abandoned by their gods, the Dwarfs of Zorn Uzkul turn to the worship of Hashut, the Father of Darkness. Hashut leads his worshippers to the Plain of Zharr, where they begin to build mines and quarries. The Chaos Dwarfs drive the greenskins from the Plain of Zharr and begin their expansion outwards. The beginning of the First Kingdom period. Lord Khrazathk's host is defeated by a greenskin coalition in the Howling Wastes. Emboldened, the greenskins force them back to the Plain of Zharr and prevent the Chaos Dwarfs from expanding their influence further. The First Kingdom falls. The Chaos Dwarf Sorcerers emerge from their isolation and begin to institute the reforms that will save Chaos Dwarf society. Construction begins on the City of ZharrNaggrund. The industry of the Chaos Dwarfs is increased a hundredfold as the building of the city requires stone and rare minerals. The Second Kingdom period begins. In order to work the new mines and forges, the Chaos Dwarfs begin enslaving the greenskin inhabitants of the Dark Lands. -650 IC -933 -901 Events Zhargon is born. Zhargon enters the Temple of Hashut as an Acolyte. He soon surpasses his teachers. Zhargon is ordained as the High Priest of Hashut. He begins instituting the Caste system. The Gates of Zharr are built. Great Tauruses are first discovered roaming Zorn Uzkul, they are brought to ZharrNaggrund and stabled below the Temple of Hashut. Soon after, the first Lammasu is born. Zhargon goes into isolation, seeking the secrets of immortality. During this time, he first discovers the prophecy of the Everchosen of Chaos. The Chaos Dwarfs begin trading with the Goblins of the Worlds Edge Mountains. Through them, they first encounter their distant western kin, whom they take as slaves. Vorag Bloodytooth unites scattered tribes of Ghouls that lurk below Cripple Peak, becoming the first and only Ghoul King. The Ghoul army all but destroy the Red Cloud Goblin tribe and their Chaos Dwarf allies, the survivors are forced to build Fortress of Vorag to the east of the Plain of Bones. Zhargon re-emerges and assembles a vast host of Chaos Dwarfs to destroy Vorag. They are defeated and return to the Plain of Zharr in disgrace. Continuous uprisings eventually result in Zhargon declaring increasingly draconian laws, restricting even the freedoms of his fellow Sorcerers. The Civil War begins, shaking ZharrNaggrund to its foundations. After over a year of fighting, Zhargon is killed when his devastating spell misfires. The Second Kingdom period ends.
Events The Sorcerers finally succeed in restoring Chaos Dwarf society to its former status. Tens of thousands more slaves are acquired from throughout the Dark Lands. Experiments on captive Orc and Goblin slaves by Chaos Dwarf Sorcerers result in the creation of the Black Orcs. The Black Orcs prove unruly and difficult to control. After leading an armed revolt that ravages the lower levels of Zharr-Naggrund they are purged from the ziggurat when the Hobgoblins turn on the other greenskins. Fleeing Black Orcs escape to the Worlds Edge Mountains and the Mountains of Mourn. Rich volcanic deposits are first mined at Gorgoth. The fortress at Daemon's Stump is constructed. Black Fortress is built to guard against marauding Ogre tribes moving west. The great sea canal is constructed, linking the Falls of Doom with the Sea of Chaos in the north. The fortress of Uzkulak is built on the coast to act as a gathering place for the fleet.
Events A Chaos Dwarf fleet raids the Lustrian coast, taking Lizardmen as slaves. The Chaos Dwarfs find these creatures strong and resilient, but they do not last long as slaves in the bleak Dark Lands. The Banner of Gods is forged from Daemonbone in the depths of Zharr-Naggrund for Lord Gorespyne of Chaos Undivided. The Warpstone War. The Skaven make their first and only attempt to infiltrate the Plain of Zharr. They open a tunnel directly into a subterranean factory, alerting the Chaos Dwarfs to their presence. Over the next decade, the Chaos Dwarfs take the fight to the Skaven, battling them in their warrens. Daemonic Engines and Constructs face down the hideous creations of Clan Moulder and the arcane engines of Clan Skryre in the darkness below the earth. Aekold Hellbrass, Champion of Tzeentch, seeks out the legendary forge known as the Volcano's Heart. His path across the blackened wasteland of the Dark Lands is to this day marked by the trail of unnatural vegetation that sprung up in his wake. Astragoth becomes High Priest of Hashut. Ghorth the Cruel enters the Temple of Hashut as an Acolyte. The Battle of Glacier Peak. The Chaos Dwarfs face down a mass migration from the Ogre Kingdoms in the high passes of the Mountains of Mourn. So much blood is spilled that the heat accelerates a glacier's melting. The Chaos Dwarfs install engines to harness the vast primeval forces of the gargantuan river of ice. Zhatan joins the Immortals where he gains the attention of Ghorth and soon becomes his protégé and bodyguard. Zhatan becomes the Lord of the Immortals. Ghorth's power is unmatched. The Great Hobgobla Khan becomes overlord of the Hobgoblin tribes of the steppes. He sends envoys of friendship to Zharr-Naggrund. The Storm of Chaos erupts. Daemonic Engines along with mountains of arms and armour are sold to Lord Archaon, the Everchosen of Chaos, to fuel his war.
2148 1119 The Trails of Hashut. An expanse of volcanic wasteland to the north of the Plain of Zharr is the target of a warband of Chaos Warriors who attempt to release a Daemon Prince imprisoned below it. They are successful despite the Chaos Dwarfs' opposition and free Abbadon the Destroyer, first Daemon Prince of Khorne. The lava fields dry up, leaving the northern Dark Lands open to attack – and trade. Azgorh, the great volcano in the south of the Dark Lands, enters a phase of activity, spilling ash into the air and covering the Dark Lands in a thick pall of smoke for over three years. The disruption temporarily grounds winged Tauruses, forcing increased reliance on ships to carry messages. Lord Harkoth the Vile attempts to subjugate the Kurgan tribes of the eastern steppes, but is ultimately betrayed by his Hobgoblin allies who poison his blood ale. In reprisal, the Sorcerer Lord Varkhak has a thousand Hobgoblins put to death, but no further serious attempt is made to conquer the Chaos Marauder tribes. 2218
monsters and war machines used in a Chaos Dwarfs army. . heroes. No two Chaos Dwarfs armies need look or play alike. imagery. armoured Warriors march alongside teeming hordes of pitiful Slaves. It provides the background. all supported by towering Daemonic Engines and unusual units like Bull Centaurs and the Altar of Hashut.CHAOS DWARFS BESTIARY The Chaos Dwarfs army contains some of the most unique and diverse troops in the Warhammer world. Blocks of elite. characteristic profiles and rules necessary to use all the elements of the army. from Core troops to Special Characters to the Lore of Hashut. In this section you will find details for all the different troops.
For their part. Units with the Blessing of Hashut rule have a 2+ ward save against Flaming Attacks. Chaos armour grants a 4+ armour save. They will hold their positions until the end. their physiology. DISPEL BONUS All Dwarfs are naturally magic-resistant – being creatures of stone and mountains. any unit with the Bound Daemon rule from this book counts as a Daemon too. and they will follow the orders of their masters no matter how suicidal. The Chaos Dwarfs are rightly known as the blacksmiths of Chaos. as well as their stoic (some would say downright stubborn) temperament. In addition. because Chaos Dwarfs have embraced the dark arts and their leaders saturate themselves in magical energy. body. This should be understood to refer to all models from Warhammer Armies: Daemons of Chaos. should two Chaos Dwarf armies meet in battle! 34 . even if would be tactically wise to press a pursuit or abandon their fortifications. Discs of Tzeentch. they no longer have the same psychological aversion to magic and cannot rely on their natural abilities to protect them from it. When a unit with the Unyielding rule makes a flee or pursuit move. Units that contain at least one model with the Bondage of Hashut rule do not take a Panic test when a unit without the rule is destroyed. the following units from Warhammer Armies: Warriors of Chaos: Daemon Princes. But by far their most important export are the suits of magical Chaos armour. They are owned. each of which is imbued with a portion of the very essence of Chaos. His most powerful followers share his affinity for fire. Chaos Dwarfs are therefore an exception to the rule on page 35 of the Warhammer rulebook that allows Dwarf armies a +2 bonus to dispel attempts. you or to several units in the army. Steeds of Slaanesh. However. Palanquins of Nurgle. Those weaklings who flee deserve no pity: only contempt. BLESSING OF HASHUT The Father of Darkness has as His chief province the infernal energy of the earth: He is the master of molten rock and fire. they subtract 1 from the total roll. Special rules that apply to just one or two units are instead covered in the separate Bestiary entry for those units. refusing to give ground to any creature they think of as a lesser being – which is everyone. Hellecannons and the Verminlord from Warhammer Armies: Skaven. CHAOS ARMOUR BONDAGE OF HASHUT Chaos Dwarf society is completely rigid. mind and soul by their Sorcerer Lords. Daemonic Mounts. These rules are integral to the way that the Chaos Dwarfs army works on the battlefield. UNYIELDING Chaos Dwarfs are completely without mercy. breaks or flees through them. armour and machines of war used by the followers of the Dark Gods. This normally means that they will flee and pursue 2D6-1" instead of 2D6". the Sorcerer Lords and those who serve them directly are completely confident of their own superiority.ARMY will find all of the rules RULES to the entire army SPECIAL that apply either On this and the following page. even if your army does not contain any Wizards. means that only powerful battlefield magic can slow them down for long. revelling in its power thanks to their master's Blessing which makes their flesh proof against the flames. The protection this armour offers is almost unmatched. for they produce much of the arms. DAEMONS Some rules in this section and in the Creations of the Cursed Forges section make reference to 'Daemons'. and a Chaos Dwarf warrior is defined by his position within the strict hierarchy of Zharr-Naggrund. Juggernauts.
bound with heavy rivets. but this was principally an act of simple manufacture. A shape was already starting to coalesce and the inexperienced Acolytes stepped back warily. it was no more arcane than casting the barrel of the cannon or hammering the rivets into place. if a unit which contains at least one model with the Bound Daemon rule is not in combat. Units with the Bound Daemon rule are Immune to Psychology and are subject to the Rampage rule. To Hazkath. if powerful. Hazkath Grimbeard. yes. The proper spells had been spoken long ago. sacrifices to Hashut and as part of their armies. becoming more solid by the second. BOUND DAEMONS Chaos Dwarfs make use of Daemonic entities bound into the hulls of living machines. fell energies began to surge. There was ritual. trembling. "this isn't religious – just spill the blood and we'll capture the thing. take a Leadership test using the highest Leadership value available – you may not use the General's Inspiring Presence rule." Some of the slaves tried to fight back. That would come soon – very soon. It was festooned with spikes and blades. The shape of the Daemon. but its soul-forge was silent. as described below. At the beginning of the turn. the unit may not shoot but gains the Random Movement (2D6) rule. Pivot the unit to face the nearest enemy unit before moving it. If it fails the test. ran a mailed hand down the black iron hull of the machine that now occupied pride of place in his workshop. whirled around. In addition. standard bearers from Disposable units do not confer any additional victory points due to the Last Stand rule or being killed in close combat. As soon as they were clear. 35 . and the assumption is that they will die horribly simply to expend the foe's ammunition and clog up his battle line with bodies. Hazkath simply turned back to the Engine itself and started to plan exactly how he would finish the task. no more worthy of the Daemonsmith's attention than a Goblin. At each point. but their chains made them easy prey and. This was a place of pain and suffering. Off to one side of the workshop was a rune-inscribed chamber. RAMPAGE Bound Daemons constantly strive to break from their bonds. The role of slaves in the army is principally to blunt the enemy's attack – they are driven forward in great herds. "No need to wait any longer. A handful of Acolytes would assist with the ritual and their jagged blades were already unsheathed. In addition. Units with the Disposable rule do not cause Panic in other units due to being destroyed. breaking in combat or fleeing through them. as their hot blood spattered onto the device in the chamber's centre." Hazkath growled. Chaos Dwarfs think little of their mercenaries. Similarly. unless the affected unit also has the Disposable rule. the floor of which was engraved with an ancient eight-pointed star: the symbol of Chaos. If it passes the test. or re-roll the test using the Battle Standard Bearer's Hold Your Ground rule. Hazkath just sighed and beckoned them out of the chamber. The spectral howls of the confined Daemon fell on deaf ears: it was just another slave now. but there were two Humans amongst them and one of the rat-things from below the earth. all of a Bound Daemon's attacks – including any ranged and special attacks it may have – are magical. making them especially dangerous. its glowing eyes going wide as it realised it was trapped. master Daemonsmith of the House of Kath. and many Daemons had been drawn to its evil scent before. for they are a wealthy people and can always afford more hirelings. a bound and hooded slave knelt. These creatures are driven into an unstoppable rage by their confinement. he pulled a rusted chain that hung down from the ceiling and a portcullis carved from a single block of obsidian slammed into place with a groan.DISPOSABLE The Chaos Dwarfs use masses of slaves for labour. Most were Goblins. Disposable units cannot benefit from the Bondage of Hashut. the unit may behave as normal.
Other Sorcerers instead turn their twisted minds to arcane engineering. learn transmutation and harmless pyrotechnics as some of their first cantrips. Bondage of Hashut (Sorcerer Lords only). melting their enemies' weapons in their hands or causing their crude war machines to rust and collapse. a form of magic unique to the followers of the Father of Darkness. Later. and so the most ambitious and destructive Sorcerers rarely remain in power long enough to upset the status quo. This terrifying metamorphosis is known as the Sorcerers' Curse and aged Sorcerers become increasingly immobile and must be carried around by their followers. Chaos Dwarf Sorcerers are powerful magic users. properly called Daemonsmiths. All Sorcerers are incredibly ambitious and they seek to undermine each other at every turn. the youngest members of the Sorcerer Caste. are capable of blending these arts with the summoning of Daemons to produce the fearsome Lore of Hashut. gradually mastering the Winds of Aqshy and Chamon. blasting their foes with eldritch flame and summoning up storms of blazing lava.CHAOS DWARF SORCERERS The Priesthood of Hashut The undisputed rulers of Zharr-Naggrund are the Priests of Hashut. Sorcerers may generate spells from one of the following: the Lore of Fire. toiling away in virtual anonymity to produce Daemonic machines and artefacts for their master. the faster his transformation occurs. the corrupt magic he casts beings to wreak changes on his body. Only the ancient Sorcerer Lords. The more powerful and reckless a Sorcerer. are usually minor members of a Sorcerer Lord's House raised from the Artisan Caste. Once a Sorcerer has become a statue. staring sightlessly down on all who approach. Acolytes of Hashut. They are empowered by the Father of Darkness and have mastery over fire and stone. it is usual for them to favour pyromancy over other forms of magic. more commonly known as Chaos Dwarf Sorcerers. living and ruling from the Temple of Hashut at the peak of the great obsidian city of Zharr-Naggrund. 36 . SPECIAL RULES: Unyielding. In a very real sense. Each Sorcerer Lord rules a part of the city and all the Chaos Dwarfs and slaves who live in those areas. What once was flesh magically transmutes into inanimate grey stone. Nonetheless. While this will eventually immobilise them. Only one thing keeps the relentless power-grabbing of the Sorcerer Lords in check. or the Lore of Metal. it also offers a degree of natural protection. Sorcerers' Curse: As Sorcerers age. They form a Caste unto themselves. until his entire body is consumed and he becomes a lifeless statue. Sorcerer Lords may also use the Lore of Hashut. a grim reminder of the Chaos Dwarfs' dedication to Hashut. These individuals. Sorcerers have 6+ Scaly Skin and Sorcerer Lords have 5+ Scaly Skin. a Sorcerer gradually begins to literally turn to stone. As a Sorcerer grows older. steeped in the dark power of Hashut. as full Sorcerers. M WS BS S 0 4 3 4 3 4 3 3 T W I 5 3 1 4 2 2 A Ld 1 10 1 9 Chaos Dwarf Sorcerer Lord Chaos Dwarf Sorcerer TROOP TYPE: Infantry (Character). their bodies begin to turn to stone. Starting from his feet. Chaos Dwarf society is really just a loose alliance of rival nations each headed up by a powerful Sorcerer Lord. MAGIC: A Chaos Dwarf Sorcerer is a Wizard. he is taken from the Temple of Hashut to the long highway leading to ZharrNaggrund where he is lined up alongside his fellows. but there are some more experienced Sorcerers who have retained their love of dark alchemy and use their skill over metal and stone in their offensive incantations.
the apex of his very existence – and has nothing to prove to anyone. their only objective to sow destruction and take more slaves. they become almost completely autonomous. the Sorcerer will ensure he has a steadfast lieutenant at his side instead of a potential threat to his position. Unlike the Despots who crave greater influence. seeking to capture the attention of their Sorcerer Lord so they can rise in his estimation and become more powerful still. A Warlord is a terrible. A loyal and skilled Warrior can rise up the hierarchy and emerge as a great leader. they can no longer coordinate their forces. scattering the enemy. and the Warlord will begin to set his own agendas. Gifted with artefacts of terrifying power and ancient provenance by their masters – often bound with daemonic spirits enslaved to their will – they are extremely dangerous foes in battle and always lead from the front. when ordered to make a suicidal last stand 37 . leading by example as they plunge to earth on their winged beasts." warlord dhurzhan to tzar petyr at the battle of farside. SPECIAL RULES: Unyielding. there are always renegades. Chaos Dwarf Warlord Chaos Dwarf Despot M WS BS S 3 7 4 4 3 6 4 4 T W I 5 3 4 5 2 3 A Ld 4 10 3 9 TROOP TYPE: Infantry (Character). manling. Eventually. Captains amongst the Dawi'Zharr are known as Despots. Bondage of Hashut.. Supremely arrogant and cruel.. A Sorcerer Lord will recognise such an individual amongst his followers and reward him accordingly before his desire for power begins to make him too ambitious. inscrutable foe. The mightiest Despots eventually ascend to the rank of Warlord. They are the greatest warriors and leaders in Chaos Dwarf society and.CHAOS DWARF WARLORDS Captains of Zharr-Naggrund The Warrior Caste is privileged and influential compared to the lower Castes because they alone have the opportunity to rise to positions of genuine power in Chaos Dwarf society. Warlords often ride mighty daemonic creatures called Great Tauruses. Despots rule with the same iron fists as the Sorcerer Lords. like all of their Caste.and it never was. even in a society as rigid as the Chaos Dwarfs'. Of course. Buying him with titles and honours. they begin to transform into stone and become increasingly feeble. are utterly loyal to the Sorcerer Lord whom they serve. The Sorcerer Lord may succumb to the Curse in his Warlord's absence. and he acts as the commander of his armies. a Warlord has reached the apex of his career – indeed. for they are often the right hands of their masters. Each Sorcerer Lord normally only has one Warlord serving him. spending longer and longer away from Zharr-Naggrund. "do you really want to give up your life for 'the Order of Things'?" "it is not my life to give up. Most obey. and then the Conclave of Priests will summon the errant commander back to the Temple to renew his oaths. enacting their will amongst the common Chaos Dwarfs. and their authority is just as absolute. but there are a few who forsake their duty and remain in the wastes. As Sorcerer Lords age.
Foremost amongst the soldiery are the feared Ironguards. On campaign. obedience to their leaders and conformity to the norms of their society are the most important things in their lives. These heavy axes make Chaos Dwarf Warriors excellent defensive troops. Often. with whom they share ancient bonds of kinship. so that now there are several distinct Warrior Cults that transcend divisions of Clan. WARRIOR CULTS Although deviation from the accepted norms is strictly forbidden in Chaos Dwarf society. broad-bladed axes that can cleave a foe in two. using them in combination with heavy round shields. ornate helms or grotesque skeletal masks forged from blackened iron. A Chaos Dwarf Warrior serves his Sorcerer master with unthinking loyalty. The Warrior Caste are the only Dawi'Zharr permitted to wear the suits of enchanted Chaos armour. and they are usually deployed in large blocks by their masters. the Stormcallers were a Warrior cult of their own. and do not baulk at even suicidal orders. As with all things for the Dawi'Zharr. styles of arms and armour. These include the Embersworn. the feared Blackguard of Uzkulak who crew the mighty Chaos Dwarf warships and the psychotic Infernal Guard of the Black Fortress who are made up of disgraced Warriors driven out of their own Clans. To a Chaos Dwarf. M WS BS S 3 4 3 3 3 4 3 3 T W I 4 1 2 4 1 2 A Ld 1 9 2 9 Chaos Dwarf Warrior Ironguard TROOP TYPE: Infantry. Chaos Dwarf Warriors are not bound together by oaths and camaraderie. 38 . Some they wield in one hand. These disciplined and loyal soldiers are all bound to a particular Sorcerer Lord. Long ago.CHAOS DWARF WARRIORS The bulk of Chaos Dwarf slaving bands are composed of members of the Warrior Caste. A Sorcerer Lord thinks nothing of pouring out the blood of his Warriors like water if it benefits himself. standing shoulder to shoulder. Warriors possessed of particular skill and cruelty. but by unspoken and unbreakable bonds of blood and Caste. they are nothing. Without it. these tendencies have become exaggerated and formalised over the centuries. and others are large enough to be used with two hands. Ironguards ensure obedience to the Order of Things and also lend their considerable abilities to the fighting. Within the Warrior Caste there is a many-layered hierarchy. They are wholly devoted to war and the acquisition of slaves for Dawi'Zharr society. and when they march to war. Chaos Dwarf Warriors carry the traditional armament of their people. and each Warrior in the cohort knows his place and his role. SPECIAL RULES: Unyielding. and to disobey a command from him is utterly inconceivable. this is much harder to enforce outside the confines of Zharr-Naggrund. but over time the popularity of their armament lead to it being adopted by almost all Chaos Dwarf armies. Chosen as much for their loyalty as their experience. they present an unbroken wall of nigh-impenetrable steel. and develop specialities depending on which enemies they face. and the Warriors accept their place without question. Warriors will adopt particular fighting techniques. daring their enemies to charge them. they sport one of the symbols of Chaos Dwarf authority: tall. Unlike their western kin. and they can no longer properly be called a cult. who specialise in hunting and capturing Daemons.
CHAOS DWARF STORMCALLERS
Though Chaos Dwarf society is dominated by tradition and order, it is not beyond them to develop new methods of war that take advantage of their advanced technology and murderous innovation. While most Warriors march into battle with broad shields and wickedly sharp axes, there are those amongst the Warrior Caste who have the honour of being trained with the Chaos Dwarfs' most unique signature armament: the feared blunderbuss. These soldiers are known as Stormcallers because of the thunderous noise made when their weapons are fired. The blunderbuss is an extremely dangerous firearm, with a wide flared end which produces a highly unusual effect when fired. Instead of using solid shot like the primitive guns of the Old World, the Chaos Dwarf blunderbuss fires razorsharp shards of iron that are loaded into the muzzle. The black-powder propels the ammunition at high velocity and the shape of the weapon causes it to spread out, filling the air with spinning pieces of red-hot metal so that even enemy cowering behind defences cannot escape the effect – stone walls are bypassed, whereas lesser fortifications are simply shredded by the devastating blast. Stormcallers thus make excellent assault troops, in contrast to the defensive Warriors, and Stormcaller regiments are frequently made up of some of the most savage members of a Sorcerer's retinue, which is appropriate given the experimental nature of their main weapon. To enhance their ferocious nature, some Stormcaller regiments affix curved, hooked blades to the end of their weapons, enabling them to function as a kind of crude polearm. These blades are an ancient Chaos Dwarf design and are known as sappara. Accuracy is almost irrelevant when firing a blunderbuss; instead weight of fire becomes the most valuable asset. Blunderbusses are long enough that warriors in the rear ranks of a regiment of Stormcallers can push the muzzles of their weapons past their fellows, contributing to the devastation wrought by the volley. Rather like a formation of bowmen, the rear ranks are thus able to shoot too if they take the time to position themselves properly. This advantage also allows Stormcallers to form into blocks just like their Warrior fellows, because the larger the regiment, the more deadly their blunderbusses become. In this fashion, Stormcallers are able to blast advancing foes with their guns and then absorb the charge of any that survive, unsheathing sharp axes and deadly curved swords to defend themselves, or simply cleaving them in twain with their sappara. "hold...hold...hold... "...fire!!!"
Stormguard zaghaz blackheart
M WS BS S T W I Chaos Dwarf Stormcaller 3 4 3 3 4 1 2 Stormguard 3 4 4 3 4 1 2
A Ld 1 9 1 9
TROOP TYPE: Infantry. SPECIAL RULES: Unyielding. EQUIPMENT:
Blunderbuss: This is a weapon unique to the Chaos Dwarfs that uses the following profile: Range 18" Strength 3 Special Rules Armour Piercing, Ignore Hit Modifiers, Volley Fire
Blunderbusses never count bonuses or penalties to hit when shooting, regardless of the source of the modifier. Note that the Volley Fire rule represents the effect of their massed fire; they do not literally fire in an arc. Saparra: Some Stormcallers fit their blunderbusses with these wicked blades. A Stormcaller unit with saparra counts as being armed with halberds.
The Immortals are an elite military formation in Chaos Dwarf society. They are drawn from the Warrior Caste, but do not serve a particular Sorcerer. Instead, veteran Warriors may be volunteered by their Warlords for service in the Immortals. They are taken to the Tower of Zharr, an annex of the Temple of Hashut itself and given more training and better weapons. They are transformed from ordinary soldiers into fearless, faceless figures of awe and dread. Immortals are charged with the defence of the Sorcerer Lords and it is their solemn duty to preserve the leaders of their civilisation. Any Immortal would gladly sacrifice himself to ensure a Sorcerer Lord's survival. Immortals are clad in the same impenetrable blackened Chaos armour as other Warriors, but theirs is more ornate, bedecked in unholy icons and vile totems and they bear monstrous axes that are covered in foul daemonic runes. The Immortals have never been known to take a step backwards, save to bear an injured Sorcerer Lord away from battle, and when they form up around one of their charges they will defiantly stare down any threat, fearlessly ignoring even the most terrible foes. When an Immortal is recruited, he serves in the formation for a fixed period of seven years. Though a Warlord loses a capable Warrior by volunteering him for the Immortals, the price is worth it as the Warrior will gain valuable experience – many Despots and Warlords served in the Immortals during their youth. When an Immortal's service comes to an end, or he dies in battle, he is replaced and his arms and armour given to his replacement. In this manner, the Immortals are always kept at full strength, adding to their dark mystique amongst their enemies. The only exception to this strict rule regarding service length are the mighty Baneguards, who are traditionally Immortals who have survived when the Sorcerer Lord they were protecting has fallen. Such Immortals have failed in their first duty and must serve until death as a penance. They are cast out from their former warband, mourned as if dead, and must bear the awful knowledge of their failure. Their extended service and desire for redemption makes them formidable foes and, though they are considered disgraced by their peers, they are given the honour of leading from the front. Immortals are some of the deadliest troops available to a Chaos Dwarf Warlord and though their numbers are limited, it is a rare Chaos Dwarf warband that does not include some of these formidable warriors. "You are the immortals. You are without pain. You are without fear. You are without death."
M WS BS S 3 5 3 4 3 5 3 4
T W I 4 1 2 4 1 2
A Ld 1 9 2 9
TROOP TYPE: Infantry. SPECIAL RULES: Unyielding, Hatred,
Stubborn. Indomitable Defence: Immortals are excellent defensive troops, presenting their foes with a wall of impenetrable steel. If an Immortal unit did not move in that turn they increase their parry save to 5+ instead of 6+ when using their Cursed Axes and shields. Oathsworn: Immortals are sworn to defend the masters of Zharr-Naggrund to the death. If a Chaos Dwarf Sorcerer Lord joins a unit of Immortals, they are Immune to Psychology.
Cursed Axes: Immortals are armed with a mixture of axes and great axes, all bearing foul daemonic runes. Cursed Axes count as magical hand weapons (including allowing a parry save) and grant Immortals +1 Strength in close combat.
ACOLYTES OF HASHUT
The ability to manipulate the Winds of Magic arises at random, paying no heed to geography or wealth or, in the case of Chaos Dwarfs, Caste. Sorcerers are born to Chaos Dwarf families of all social strata and once their abilities are recognised they are brought to the Temple to begin their training. Eventually, they will become true Priests of Hashut but until that time they will serve in the Household of the Sorcerer Lord to whom they are bound. They are known as Acolytes at this stage in their fledgling careers, and their training is mostly concerned with the religious rites of the Father of Darkness. Gradually, they learn to master their natural skill with magic, first with prayers and later with a form of arrhythmic hymnals known as Dirges. These Dirges are disturbing and chaotic: they make a listener's skin crawl and fill their minds with strange, grotesque images. They are not truly random, but in fact follow a complex mathematical formula connected to the geometry of a ziggurat. This encoded pattern, said to have been handed to the first Sorcerers by Hashut Himself, resonates within the Realm of Chaos, calling up the Winds of Magic to endow those who intone it with daemonic powers. Acolytes take to the battlefield cloaked in heavy robes, their faces obscured by brass skull masks. They march in awful silence, keeping perfect step until the time comes for them to unleash the Dirges of Hashut. At this point they let up a resonant chanting, and the Dirge begins to grow in power, surrounding them with tortured spirits. Soon, magical energy plays in the air around the Acolytes, granting them daemonic boons. Individually, each Acolyte is as yet unable to perform even the simplest cantrip, but together they are capable of considerable magical feats. Once they reach the lines of the foe, they attack with methodical precision, cutting their enemies down with ceremonial glaives, normally used for herding sacrificial slaves into cauldrons of molten gold in the Temple of Hashut. Acolytes who are almost ready to be raised to the status of true Sorcerers are known as Khazn. These dour individuals lead the Dirges, controlling the form that the incantations take. This mastery leads naturally into true spell casting. Khazn are furious fighters, but as they start to use their own magic the Sorcerers' Curse takes hold and their youthful exuberance soon fades.
M WS BS S 3 4 3 3 3 4 3 3 T W I 4 1 2 4 1 2 A Ld 1 9 2 9
Acolyte of Hashut Khazn
TROOP TYPE: Infantry SPECIAL RULES: Unyielding.
Dirges of Hashut: At the start of the Chaos Dwarf Magic phase, Acolytes of Hashut may select one of the following Dirges to sing, the effects of which they benefit from until their next Magic phase: Dirge of Battle: All friendly units within 6", including the Acolytes themselves, cause Fear. Dirge of Defiance: All friendly units within 6", including the Acolytes themselves have Magic Resistance (2). Dirge of Power: The unit adds an additional power dice to the Chaos Dwarf pool in this Magic phase, and an additional dispel dice to the pool in the enemy's next Magic phase. In addition, Acolytes of Hashut units always count as including a musician. Sorcerer Caste: A Chaos Dwarf Sorcerer or Sorcerer Lord in an Acolytes of Hashut unit gains +1 to all channelling attempts.
Dirge of battle
In this manner. mutated from work in the Daemonic forges or even modified and mutilated by their masters for pit fighting. Chaos Dwarf society would not be able to function without its slaves. Lizardmen or cyclopean bogdwellers from the marshes along the coast of the Sea of Dread. The cycle perpetuates endlessly. Some Slaves are of a larger and burlier kind: Chaos Dwarfs disparagingly call these slaves Brutes. SPECIAL RULES: Disposable. They are not forced to perform labour. Chaos Dwarfs found them mildly useful as slaves in ancient times but when they turned on their fellow greenskins during the Black Orc rebellion. They fight in battle with pairs of long. Because the Chaos Dwarfs' empire is constantly expanding. slaves participate in the acquisition of more slaves. Brutes are heavily scared from alchemical accidents. The majority are Orcs captured in battle or bred in the pens. Brutes are ideal for use in battle. 42 . vile and black-hearted traitors who are reviled even amongst their own treacherous kind. Chaos Dwarfs sometimes arm Brutes with weapons as large and unsubtle as themselves. and most of the captives who work under the lash of the Dawi'Zharr are captured in raids and battles. along with brawny human Chaos Marauders from the north. Elf and Dwarf rub shoulder with Man. Beastmen. racial and societal divisions – so vital to Chaos Dwarfs themselves – ignored for their wretched captives. labouring in the forges and factories to sustain the dark industry of the Chaos Dwarfs. a smattering of wretched Dwarfs and a few more unusual creatures like Skaven Stormvermin. These unpleasant greenskins are a kind of tall. and instead enjoy relative freedom. Brutes are able to take out their aggression at their illtreatment on the foes of their masters. serving no purpose but itself: an irony only the broken and defeated slaves can understand. chained individuals. who fuel the evil industry that produces weapons of war to take more slaves. venom-coated knives which they use to stab enemies in the back. usually Goblins and Gnoblars as these are the weakest and most numerous inhabitants of the Dark Lands. Since that time the Chaos Dwarfs have used their Hobgoblin slaves as overseers and warriors in their armies. where resilience and ferocity are more important than malleability. In these disorganised mobs. Orc and Goblin. With such tools. they always need new slaves. When Chaos Dwarfs go to war. Most of the slaves are greenskins.SLAVES The Chaos Dwarfs who inhabit the Plain of Zharr are outnumbered many times over by their wretched slaves who labour in the depths of Zharr-Naggrund. driving them forward with whips in great packs of wailing. such as huge twohanded axes or wickedly hooked flails. the treacherous and conniving Hobgoblins. thoughts of true rebellion long banished from their damaged minds by years of suffering and degradation. as it is their suffering and toil that makes their industry possible. The most well known Hobgoblin tribe are the Sneaky Gitz. they often have Hobgoblin Drivers herd their slaves before them. Hundreds of thousands of these miserable creatures are worked to death by their cruel masters. rangy Goblin native to the eastern steppes. Poisoned Attacks (Hobgoblins only). One race enjoys special favour even as slaves. Hobgoblins even have their own tribes like other greenskins. Slave Brute Hobgoblin Driver M WS BS 4 2 2 4 3 2 4 3 3 4 3 3 S 3 3 3 3 T W I 3 1 2 4 1 2 3 1 2 3 1 2 A Ld 1 5 1 5 1 6 2 6 TROOP TYPE: Infantry. and they are used for the most dangerous and backbreaking tasks. their future was assured. where their superior constitutions ensure they stand a chance of making it to the enemy's lines before being killed.
The Hobgoblins have mastered the giant wolves that are also native to the steppes. not showing up until they're sure their side will win. Hobgoblins have a habit of going missing. It was only later. Fast Cavalry. They are divided into many warring tribes and though the Great Hobgobla Khan claims to lead the entire race. Hobgoblins are naturally treacherous and untrustworthy. This seemingly infinite wasteland is. The Chaos Marauders of the Kurgan and Hung tribes roam the steppes on their horses. SPECIAL RULES: Disposable. as they are universally despised by all other greenskins. presiding over tracts of land that dwarf the human nations of the Old World. Hobgoblins from the east will offer up their services as mercenaries. These beasts. constantly striking south to raid the more civilised lands. tribes will migrate to the Dark Lands en masse and are sometimes enslaved by the Chaos Dwarfs if they begin raiding – Chaos Dwarfs do not suffer such things in their own lands. they enslaved them alongside the other greenskins they found there. the Chaos Dwarfs began trading with the Hobgoblin hegemony across the mountains and formed a lasting alliance with them. They are backstabbing and unreliable troops. raiding and marauding at will. several Hobgoblin tribes migrated across the Mountains of Mourn into the Dark Lands. Poisoned Attacks. However. the Chaos Dwarfs agreed to respect the borders between their two nations and not raid their territory. Up to half the Hobgoblin Wolf Rider units in your army (rounding up) may deploy using the Ambushers rule. Late as Usual!: When scouting for their masters.HOBGOBLIN WOLF RIDERS Beyond the wild peaks of the Mountains of Mourn are the vast windswept steppes that stretch thousands of leagues to the Far Sea on the other side of the world. can grow to gargantuan sizes. On most occasions though. Their hegemony is the dominant force in the region. When the Chaos Dwarfs arrived in the Plain of Zharr. against all probability. 43 . M WS BS 4 3 3 4 3 3 9 3 0 S 3 3 3 T W I 3 1 2 3 1 2 3 1 3 A Ld 1 6 2 6 1 3 Hobgoblin Wolf Rider Wolf Rider Khan Giant Wolf TROOP TYPE: Cavalry. At the same time. In exchange for a tribute of slaves. when the Hobgoblins turned on the Black Orcs. warped in ancient times by the power of Chaos. they are actually just as fractured as all greenskins. assailing them with a barrage of envenomed arrows. putting their considerable skills as light cavalry at the command of the Dawi'Zharr. Whether mercenaries or slaves. but even the smaller specimens ridden by the average Hobgoblin warrior are larger and fiercer than any wolf of the western lands. Often. populated by many different peoples. and there are even foolish merchants and caravans that try to cross the great distances to reach fabled Cathay and Nippon. but they depend on the Chaos Dwarfs to survive when they cross the Mountains of Mourn. Long ago. How Hobgoblins became divided from the other greenskins is lost in the mists of time. that they were given such a relatively privileged position. Characters with this rule may always be held back as Ambushers and may join a Hobgoblin Wolf Rider unit before deployment. but they have grown to be a race apart with their own customs and languages. They often serve as scouts and outriders for Chaos Dwarf armies. Chaos Dwarfs know to expect little from their Hobgoblin allies. there is only one race that is truly native to the steppes: the Hobgoblins. and even mighty Cathay. in which case they are rolled for together. and many a foe expecting to face a force of stalwart Dwarfs has been taken by surprise by mounted greenskins attacking their flanks.
can control the Engine by measuring the amount of corpses they feed it.2 . so that its rage can power the machine. gold and other more esoteric goods. The Chaos Dwarf crew. for Chaos Dwarfs. Terror.DAEMONIC ENGINES The Chaos Dwarfs' ability to work magic is linked to their predilection to enslave Daemons: like all Dwarfs. which they use themselves or sell to Ogres. Why should a Daemon be any different from a Goblin? To the Dawi'Zharr. However. these monsters are instead driven straight into the teeth of the enemy to sow destruction. A Daemonic Engine may not move and fire in the same turn. 44 . They fire different kinds of ammunition.4 3 . it feeds the Daemon inside. Like all Daemons. They may fire with the same effect as a stone thrower. placating it for a short while. they make use of any tool or material they believe will benefit them and. ensuring it does not rage out of control. Stubborn.2 A Ld 3 5 1 9 2 9 Daemonic Engine Chaos Dwarf Daemonsmith TROOP TYPE: Monster. SPECIAL RULES: Bound Daemon. The most common form of the Daemonic Engine is a huge cannon. The most horrific application they have discovered for bound Daemons though is imprisoning them inside great engines of destruction. Daemonic Engines are built by a specialist group of Sorcerers known as Daemonsmiths. Daemonic Engines are extremely dangerous. and the Chaos Dwarfs shovel living captives into the Engine's flesh furnace. No two Daemonic Engines are the same. magic and Daemons are no different from iron or coal. They must be chained into position so that they do not rampage out of control. snarling and snapping. Chaos Dwarfs bind Daemons into many artefacts. M WS BS 6 4 3 . such as obsidian hulls. noxious emissions or razor-sharp barbs to make them more deadly. In this manner. a baroque artillery piece taking up position at the rear of the Chaos Dwarf line. Their mastery over their creations enables them to better control them and ensure they fire more reliably – or. As this horrifying fuel burns. Sometimes the Daemonsmiths take to the field in order to join the crews of the Daemonic Engines. occasionally. the servants of the Chaos Gods are not objects of fear or veneration. huge shells which cause the earth to tremble when they land or bolts of pure hellfire. made up of members of the Labourer and Artisan Castes.. They have many different traits. Living Artillery: Daemonic Engines are living weapons of mass destruction that launch a variety of ammunition into the skies.. the Daemon's infernal energy acts as a power source for machines that would be impossible to build with normal technology.4 3 S 5 3 3 T W I 6 4 1 . goad them into rampaging if it serves their ends. It is also true that Chaos Dwarfs are supremely arrogant and have many thousands of slaves that toil for them in their mines and forges. such as weapons and armour. The Daemon is kept in a state of torment and agitation. But equally common are metal behemoths with scythe-like limbs and maws that belch walls of flame. such as erratic rockets. sometimes it may be advantageous to allow the Engine to break free of its bonds and hurl itself towards the enemy. to slake its thirst for flesh and blood. Rather than acting as artillery. they must be fed souls to survive. firmly staked into place by its crew. Daemonic Engines can take many forms. as each is individually designed and built. Large Target. and sometimes all they have in common is the general method of their manufacture. greenskins and the Warriors of Chaos in exchange for slaves. but another resource to exploit for their own vile ends.
spinning and whirring with a sound like the mountains breaking. Daemonic Upgrades: A Daemonic Engine may take Daemonic Upgrades as described in its army list entry. bowing his head respectfully. All these things. Hothgar hastened to the specially prepared chamber.. Hothgar Daemonbane laughed manically. move the unit as per the Rampage rule described above. machines of metal. was the soul of the creation. Kogan looked into a maw of living drills. Kogan Thundergut looked around in confusion. Initiative and Attacks when they attack. as with living creatures. the model always uses the Movement characteristic of the Engine. As it turned." Hothgar ran a hand down his beard and nodded to his assistant. His Ironguts tensed themselves instinctively.. tearing apart its mechanical cage and killing the crew. The Ogres were thrown backwards. no two Daemonic Engines in the same army may take the same combination of Daemonic Upgrades. The model is destroyed. A Daemonsmith otherwise counts as crew in all respects.. but the horizon was clear. To the eyes of anyone else. Each can attack any opponent that the Engine model is in base contact with. The Engine and its crew are treated as a single model. a new kind of hull compound there – it was all part of the same great task. He could see his latest creation taking shape in fragments around the workshop. A weapon here. When moving. Daemonic Backlash: Whenever a Daemonic Engine misfires. resolve shooting attacks as normal for a ridden monster. Munch! The Daemon lashes out at its own crew. Hothgar cast his gaze over the workshop. but Hothgar saw each project unfolding under the hands of his subordinate lesser Daemonsmiths and Artisans and how they came together to form a whole greater than the sum of their parts. If the Engine is removed as a casualty. A Daemonic Engine is treated as a monster in all other respects. Boom! The Engine fires a spectacular blast. but the Engine may not fire next turn. tuning out the droning of hammers wielded by hand and pistons wielded by machine for a moment. In combat. but a wall of flame had burned him to a crisp before he had taken a step. "Master Hothgar. All hits upon a Daemonic Engine are resolved against the Engine's Toughness and Wounds. It moved like a living thing. That's when the whole world exploded. Rubbing his hands together and with a slow smile creeping across his face. enemy models attacking the Daemonic Engine use the Engine's Weapon Skill when rolling to hit. Rampage! The Daemon goes wild after firing. their Leadership is always used. What mattered. cannons of fire and iron. the Chaos Dwarfs are removed along with it. In addition. However. * * * The first sign was the ground starting to shake. A robed figure approached. He could only watch in stunned horror as it pushed itself onto the surface with insectile legs and then arched its iron-bound back to deploy a cannon mounted like a scorpion's tail. the vast. gobbling them up into the flesh furnace. they were the least of his achievements. red-lit chamber would have appeared completely anarchic. 45 . hitting the Engine on a 1-4 and Hothgar on a 5+. but still nothing happened – the earth beneath them just kept shaking. After resolving the Engine's shot. Now he just had to ensnare its occupant.. Kogan lifted his club and prepared to charge. 2-3 4-5 6 Daemonsmith: A Daemon Engine with a Daemonsmith in its crew may re-roll the Leadership test to determine if it Rampages or not (note that it can re-roll a passed test too). Strength. and what a soul this thing would have! The rituals were ready. roll on the following chart: 1 Destroyed! The Daemon with the Engine breaks free. After half a minute. sure that it had just been a tremor. and the cage was waiting. wrapping their meaty hands firmly around their clubs. The crew are destroyed and their characteristics may no longer be used by the unit.the chamber is prepared. expecting to see some huge monster approaching. the Daemonsmith allows the artillery dice to be re-rolled in the case of a Misfire.Chaos Dwarf Crew: A Daemonic Engine is attended to by a small crew of Artisans and Labourers who constantly feed the flesh furnace that placates the entity within. Kogan straightened. As long as there are any crew alive. All hits from the shot are resolved at Strength 10. but its flesh was blackened iron. He nudged his lieutenant in the gut plate and laughed conspiratorially. If it is used as a mount for Hothgar Daemonbane (see later). From the back of his latest creation. and only he had the vision to see how they were related. The Engine and crew use their own Weapon Skill. to represent the unique nature of these living weapons. and were barely able to stumble up to their feet as a vision from some nightmare burst out of the ground.
treating its unit type as Monster. 46 . A Skycourge has the Hover special rule. with a menacing array of drills and cutting saws mounted on their armoured prows. place the emerging model so it touches the marker. If you roll a misfire. all Impact Hits and Thunderstomp hits inflicted by it in the first round of combat have a +1 Strength bonus. In addition.STRUCTURAL MODIFICATIONS Not all Daemonic Engines take the form of artillery pieces. in inches. as Hellbores surge out from beneath the very feet of the Chaos Dwarfs' terrified foes. fundamentally changing their nature in key ways. even if the Locomotive charges. place a marker anywhere on the battlefield. A Hellbound Locomotive may begin the game with one or more Mortal Engines. SKYSCOURGE A Skycourge is borne aloft on wings or floats using a lighter than air balloon. You may not reattach any Mortal Engines that have been de-coupled in this way. A Hellbore has the Ambusher special rule. A Warbarge has the Sea Creature special rule. used to drive the huge Land Trains. place it 1" away from the closest edge of the unit/terrain. Any of the Mortal Engines can be de-coupled at the beginning of the Chaos Dwarf turn (before Rampage is rolled) – move them so they are 1" apart from the rest of the train. Once the final position of the marker is established. Now it has become something far more terrifying. each in base contact with the Engine in front. interesting ideas that do not offer much advantage on the battlefield. the Engine takes D3 wounds with no saves of any kind possible. the marker stays in place. All Impact Hits and Thunderstomp hits inflicted by a Deathgrinder have a +1 Strength bonus. shown on the artillery dice in the direction shown. They can act as normal in the turn. it cannot declare a charge). moving 3D6" in a random direction and inflicting a Strength 8 hit on any model under its final position. but not in impassable terrain or within 1" of a deployed unit. If the marker is under a unit (friend or foe). some are built to resemble something far more monstrous or bizarre. enabling it to rain death upon unsuspecting foes from high above their heads. coupled behind it in a line like a train. move the marker the number. If you roll an arrow. If you roll a Hit on the scatter dice. but always count as moving. as it is the Remaining Moves subphase. HELLBORE Hellbores are usually designed for tunnelling work deep underground. WARBARGE A Warbarge has been modified to cruise the polluted waters of the River Ruin. The Engine may act normally on the turn it emerges (remember that. allowing it to mercilessly crush anything in its path. the whole train moves at the speed of the Locomotive (even if it Rampages). any obstacle it crosses over the course of its move is destroyed – remove the obstacle model from the table. If the Skyscourge is destroyed it will crash to earth. A Daemonic Engine can take one of the following Structural Modifications: DEATHGRINDER A Deathgrinder has a huge spiked roller fitted to its prow. but does not scatter. HELLBOUND LOCOMOTIVE A Hellbound Locomotive was once a mortal engine of steam and pistons. enabling it to emerge from the water and unleash a devastating barrage or lurch onto the land and deliver a relentless assault. but when it enters the battle in the Remaining Moves sub-phase. the Locomotive and Mortal Engines are treated as separate units – they must be targeted individually by shooting and spells. If the Locomotive charges while it has any Mortal Engines coupled to it. none of them may move away. except by de-coupling as explained below. If any of the Engines in the train are locked in combat. In the Movement Phase. Deploy the whole train at the same time as you deploy war machines. Players should use these rules in the spirit that they are intended – as fun. but do allow for some interesting surprises! In this spirit. and attacked separately in close combat. If it Rampages. A Deathgrinder has the Strider special rule. Designer's Note: The intention of Structural Modifications is to allow players with more esoteric models to field them and to enjoy some benefits for their building efforts. Roll a scatter dice and an artillery dice. impassable terrain or a building. chosen as normal from the army list. Such a design all too easily finds a use on the battlefield. The advance of a Deathgrinder is utterly implacable. it does not move onto the board as reinforcements in the normal way. with the Mortal Engines lined up behind the Locomotive. Instead. players using Structural Modifications should always field appropriate models rather than just using the rules with their 'ordinary' Daemonic Engines. it ignores terrain. In all other respects. facing any direction.
Daemonic Engines may take this Upgrade twice. Cages of obsidian are the favoured method of keeping a Daemon prisoner while the incantations necessary to join its spirit with that of a powerful machine or artefact are performed. but even they must be careful when they barter with the dread spirits of the Dark Gods. the Engine's shots instead follow the rules for a fire thrower. The model has Poisoned Attacks. but many inexperienced Daemonsmiths have found their wards failing under the onslaught of a particularly powerful and furious Daemon. 48 . and not to any Impact Hits. incinerating its foes. where the ancient polar gates of the Old Ones collapsed. but instead belches forth a great gout of flame. If the model Rampages. DAEMONIC BARRAGE The Engine hurls masses of ammunition at the enemy. GREAT HORNS The creation has the likeness of a bull. Stomp. even more difficult. instead the shot scatters 4D6" in the direction indicated by the arrow on the Hit symbol and is resolved there instead. Daemonic Constructs that take this Upgrade gain the Large Target and Terror rules. The shifting nightmare dimension of Daemons holds no fear for the arrogant Dawi'Zharr. but an intelligent creature able to aim its shots at enemy warriors. When the Engine fires. The model has +2 wounds and changes its troop type to Monster if it is not already. Only in the uttermost north of the world. can Daemons freely cross the barrier into reality. COLOSSAL The creation is a towering monstrosity that looms over the battlefield. it has Random Movement (3D6) instead of (2D6). immolating foes on contact and rendering it proof against fire. they and all their followers will be dragged screaming into the Realm of Chaos to be tortured for an eternity. In order to summon them elsewhere. damage from Breath Weapons. extensively. which they call the Empyrean. FOUL EXCRETION As part of the creation's function. if it has one) has Flaming Attacks and the Blessing of Hashut. Chaos Dwarfs are experts in these rites and have researched the Realm of Chaos. FIENDISH BLAST The creation is able to expel a wall of deadly fumes. DOOMFIRE The Engine fires not solid ammunition but pulses of raw daemonfire that rend apart targets with their infernal energy. if anything. drastically increasing the chances of destroying them through sheer weight of fire. Note that this applies only to its normal close combat attacks. increasing the Engine's Wounds characteristic to 8. The model has +2 Attacks and –1 Leadership. etc. it exudes a vile acidic ichor that melts armour and burns flesh. do not roll on the Misfire table. The model (and rider. The model adds +1 to its Strength characteristic.DAEMONIC UPGRADES Certain units in the Chaos Dwarfs army list may take Daemonic Upgrades as described in their Army List entries. FEROCIOUS The Daemon is a barely-restrained. Instead of firing as a stone thrower. The model has a Strength 3 Breath Weapon. The Realm of Chaos Daemons hail from the Realm of Chaos. The Engine may re-roll failed rolls to wound when it uses its stone thrower attack. and binding it once it has been summoned is. DIABOLIC SENTIENCE The Daemon within the engine (or its ammunition) is no mere beast. complete with a mighty set of fearsome horns. If the Engine rolls a Hit and a Misfire while firing. FLAMING HIDE The creation's hull burns with terrific intensity. ERUPTION CANNON The Engine does not blast its ammunition into the skies. causing them to spiral unpredictably through the air. dark rituals must be performed. a parallel dimension of pure energy that is given form by the powerful emotions of mortal creatures. Hits from the Engine's stone thrower shots are resolved at Strength 5 (10). it may re-roll the Scatter dice. flames or ichor which engulfs its foes. DEATH ROCKETS The Engine fires rockets which are controlled by chittering Daemons. When this happens. Capturing a living Daemon is fraught with danger and uncertainty. No damage is done at the original target point. enraged monster that constantly fights against its bonds. It is a testament to the short-sightedness of the Chaos Dwarfs that these occasional mishaps do not discourage their efforts in the slightest. the chosen form of Hashut Himself.
Such items may be wrought from metals found only in the Realm of Chaos. The model (and rider. roll a D6 on the following table for each Hellforged Artefact to determine which Daemonic Upgrade the model benefits from: 1 2 3 4 5 6 Great Horns Ferocious Foul Excretion Smog Immortal Hunger Unnatural Resilience Only mundane weapons. War machines wounded may not move and may only fire on a D6 roll of 4+ in their next turn. partially obscuring it and also choking any foes who try to attack. mental and spiritual ways. The model has a 4+ armour save. invoking His divine protection. A unit that declares a charge must take a Dangerous Terrain test. Any unit hit by the Daemonic Engine's shooting attack (including a Breath Weapon. if it has one) has a 5+ ward save. Models that target it in close combat are at -1 WS. The model has Hatred and. HELLFORGED ARTEFACTS Some wealthy Chaos Dwarfs are able to afford the services of a Daemonsmith Sorcerer to forge them weapons of hellish provenance. scattering foes before it with sheer weight. instead increase the rider's save by +3 rather than +1. If the model is a mount for a character without taking the Colossal Upgrade. if it has one) must take a Panic test with a –1 Leadership penalty. Stomp. RAZOR CLAWS The creation is festooned with wickedly sharp blades and spikes that can cleave a living creature in two with ruthless efficiency. It gorges itself on the living with ravenous delight. The model has Killing Blow. TALISMAN OF HASHUT The creation is etched with runes of the Father of Darkness. UNNATURAL RESILIENCE The power of Chaos is strong in this Bound Daemon. The item retains all of its original rules. he will become more Daemon than Chaos Dwarf. The model has Random Attacks (D6). for they corrupt their bearer in physical. In time. Some Chaos Dwarf characters can upgrade mundane items of equipment to Hellforged Artefacts. is affected in every round of combat. Missile weapons targeted at the model suffer a –1 to hit penalty. giving it Magic Resistance (2). The model has Impact Hits (D6). but now counts as a magic item for the purposes of the Balance of Power rule (so if you upgrade a weapon to a Hellforged Artefact you may not also have a magic weapon. The Engine's ammunition is imbued with the mutating power of Chaos. armour or shields may be upgraded to Hellforged Artefacts – magic items and mounts are already unique and powerful enough! 49 . are dangerous things. as these are called. INFERNAL SHELLS The Engine fires huge shells that cause tremors where they land. damage from Breath Weapons. Hellforged Artefacts are unique and unpredictable in nature: at the start of the game. WARPFIRE OBSIDIAN FLESH The creation has obsidian built into its hull that wards away enemy spells. The model has Magic Resistance (1). furthermore. shaking victims off their feet. after all units have deployed but before the beginning of the first turn. and when it is damaged its iron flesh seems to knit back together before the eyes. warping its victim's bodies and minds as it lands. THUNDEROUS CHARGE The Engine hurls itself into combat with terrifying force. It does not however count against the character's points limit for magic items. Note that this applies only to its normal close combat attacks. for example) and for spells or special rules that affect magic items. Hellforged Artefacts. heated in forges lit by flickering deamonfire or quenched in vats of foul daemonic ichor. etc. One who carries a Hellforged Artefact for long enough develops a dark symbiosis with it. This Upgrade may be taken a second time. The model has Regeneration. and counts as having moved for the purposes of shooting missile weapons. and not to any Impact Hits. Any unit wounded by the Engine's stone thrower attack when it fires may not march in the following Movement phase.IMMORTAL HUNGER The Daemon within the machine is possessed of an unquenchable thirst for blood and flesh. IRONCLAD The creation is bound with mighty iron plates. and begins to take on aspects of the daemonic himself. not just the first. WHIRLING BLADES The creation is bedecked in scything blades mounted on Daemon-powered pistons so that it slices its foes apart in a whirlwind of blackened steel. SMOG The creation belches forth great clouds of foul-smelling fumes. A model with a Hellforged Artefact has the Bound Daemon special rule.
part living creature. Daemonic Upgrades: Daemonic Constructs can be given Daemonic Upgrades as described in their army list entries. Some have hides of scalding iron. or Greater Daemonic Constructs that can be used as mounts for Lord characters.DAEMONIC CONSTRUCTS When the Chaos Dwarfs combine their talents for engineering. SPECIAL RULES: Bound Daemon. but by no means unusual. A Daemonic Construct is a vicious beast. 50 . are horns sprouting from the brow and even hooves. Mutations are most common amongst the Sorcerer and Warrior Castes. TROOP TYPE: Monstrous Beast. and their iron shells were once bound with Ancestor spirits. or are clad in great plates of steel or Gromril to protect them. Winged Taurus: Some Daemonic Constructs are built in the form of a huge. Others breathe out sorcerous fumes that protect them from harmful magic. but have access to different options. Despots or themselves or band these beasts together in packs that are sent hurtling towards the enemy. In ancient times. winged bull. with many different traits. The Bull Centaurs are another manifestation of the mutations inflicted upon the Dawi'Zharr and the Chaos Dwarfs believe that Great Tauruses and the Lammasu are also further evidence of the ancient Chaotic strain in their race. Sometimes. Members of lesser Castes. a hulking. Fear. Daemonic Construct M WS BS S 6 4 0 5 T W I 5 3 3 A Ld 2 8 There are two kinds of Daemonic Construct in the army list – Daemonic Constructs that can be fielded in units or as mounts for some characters. They come in many shapes and sizes. Daemon-binding and flesh-crafting they are able to produce horrific results. and later begat the twisted Lammasu. the Chaos Dwarfs believe that these semi-daemonic creatures are mutated from Hashut's followers. A Winged Taurus can Fly. part Daemon. also occasionally display similar mutations. the Sorcerers create vicious monsters to serve as mounts for Warlords. and their artificial veins pump molten fire around their metal bodies. a breed of monstrous bull known as the Great Taurus emerged from the Time of Chaos alongside the Dawi'Zharr themselves. Less common. The art of creating Golems is truly ancient. but even they were affected by the energies sweeping down from the polar gates. serving as beasts of burden or mere scientific curiosities. The mightiest specimens are borne on sweeping pinions that allow their master to fly high above the battlefield and frequently take the shape of a huge bull. Both follow the same rules. Chaos Dwarf Mutations Dwarfs are naturally resistant to the warping influence of Chaos. Another common type of Daemonic Construct is the fearsome War Golem. Hideous monsters of living iron and brass are caged in the pits of ZharrNaggrund. Along with the Bull Centaurs. These blessed beasts are stabled beneath the Temple of Hashut and selective breeding as well as the liberal use of mechanical enhancements has turned them into enormous and ferocious monsters. particularly those who work with Daemonic artefacts. Not all Contructs are artificially built. and that these creatures' ancestors were Dwarfs like them. but now they have proved a perfect match for the arcane technology of Daemon binding. Dwarf-shaped machine powered by fire and molten metal. with most of them sporting long tusks. part machine. the chosen form of Hashut Himself.
As they pick up speed. Bull Centaurs are extremely arrogant and cruel. but also that they are amongst the mightiest shock troops in the world. their hooves throw up sparks. By the time they reach the enemy lines. They do not involve themselves in the petty squabbles of the Sorcerers. Rarely do the Bull Centaurs leave the confines of the Temple of Hashut. When the Bull Centaurs charge. the Death of Worlds. smoke begins to billow and they are wreathed in flames and steam. Bondage of Hashut. In ancient times. separate from the Castes and other divisions of Zharr-Naggrund. These creatures are terrifying monsters in their own right. weakling: You will not pass these gates. Your accursed. Eldest of the Bull Centaurs: Lord Bhaal. Bull Centaur Bull Centaur Guardian Bull Centaur Elder M WS BS 8 5 3 8 5 3 8 6 3 S 4 4 5 T W I 4 2 3 4 2 3 5 3 4 A Ld 2 9 3 9 4 9 TROOP TYPE: Monstrous Beast. Not while I draw breath. misshapen body not fit to walk beneath this sacred arch. No. and are given the sacred task of guarding His Temple. Bull Centaurs are led into battle by their Guardians. Flaming Attacks. bow to no one but their own leaders. but even they pale in comparison to their ultimate master. They are an elite force. Indeed. Such rebellion would not be tolerated in any other follower. part Dwarf and part ferocious bull. they are capable of breaking the enemies' lines single-handedly. Fear. Immune to Psychology. They instead take responsibility for maintaining the sanctity of the Temple of Hashut and have an important role in some of the darkest rites of the Chaos Dwarfs' twisted god. and they fight only in the name of the Father of Darkness. They march to war only when they believe it is required by Hashut. Above these awesome individuals are the leaders of the Bull Centaurs. indeed. The Bull Centaurs have remained apart from their brethren ever since. the Bull Centaurs are engulfed in raging fire. the Last Guardian.” Bull Centaur Elder Kronos 51 . and they see themselves as living vessels of Hashut's power.BULL CENTAURS The mightiest inhabitants of Zharr-Naggrund are not the Warriors or even the Sorcerers. 6+ Scaly Skin. there may be some truth to their egotism: their hides burn with infernal rage and. but the awesome Chaos Dwarf sub-race known as the Bull Centaurs. and usually keep their own counsel. and the accumulation of slaves holds no interest for them. Bull Centaurs are not bound to any Sorcerer Lord and. SPECIAL RULES: Blessing of Hashut. rearing from great black clouds to strike down the enemies of Hashut. “Enter? Your profane feet are not fit to stand upon these flagstones. some of their number were mutated into a form more pleasing to the Father of Darkness. but the Sorcerers know that not only are the Bull Centaurs blessed by Hashut. blessed by Hashut. when the omens favour them and when they can be spared from their primary duty. the veterans amongst them who personally watch over the gates to the Temple of Hashut. they pay little heed to the orders of the Chaos Dwarf leaders. the equal of any Warlord. forming their own society. when the Chaos Dwarfs were first transformed by the power of Chaos. the Elders. as they march into battle. On the rare occasions when they do take to the field.
. they travel in mechanised caravans made up of huge. shooting them into enemy formations and acting on the same principle as bolt throwers. though they are not often accurate with them. Mortal Engines upgraded to Artillery use the Black Powder War Machine Misfire chart. some Sorcerers cannot resist imbuing their ammunition with bound Daemons or other arcane technology.4 2 2 3 4 3 6 3 2 S 3 3 4 T W I 7 2 3 1 2 4 1 2 4 3 2 A Ld . the Chaos Dwarfs trust their slaves to operate them. Crew use their own Weapon Skill. Also common are bazookas which launch explosive rockets. A mortal engine upgraded to Artillery counts as a stone thrower with a maximum range of 48". and adds 3 to the model's Wounds characteristic. These relatively simple engines make use of physics and chemistry to fire shells and rockets at the enemy. punching through armour as if it were paper. Land Trains are all unique and take many forms. Even relatively slow greenskins such as Orcs or Gnoblars are able to load and fire a bolt thrower. Instead. Because most Mortal Engines are ordinary devices that do not involve Daemons or magic. but it is usual for them to be festooned with batteries of weapons to deter attacks from marauding Ogre and greenskin tribes. Mixed Crew: Mortal Engines often have a crew made up of models with different profiles. Chaos Dwarfs use enslaved Ogres to haul the ammunition.1 5 1 9 3 7 TROOP TYPE: War Machine (Bolt Thrower). 52 . Sometimes Chaos Dwarfs also employ devices like mortars. LAND TRAINS Because the Chaos Dwarfs' outposts are spread so thinly across the vast wastes of the Dark Lands. SPECIAL RULES Mortal Engine: Mortal Engines follow the rules for bolt throwers. When removing casualties. Strength and Attacks characteristics in close combat. Mortal Engine Slave Chaos Dwarf Ogre Loader M WS BS . steam-driven machines that pull along cars loaded with slaves and raw materials to trade. Ogre Loader: Particularly large war engines require more brute strength than goblinoid slaves can provide. always use the highest available. returning to the Plain of Zharr only to trade. Whole clans of Chaos Dwarfs make the Land Train caravans their homes. When a crew member's characteristic values must be used. An Ogre Loader counts as part of the Mortal Engine's crew in all respects. followed by the Ogre Loader and finally any Chaos Dwarfs. travel between them can take weeks or months and even the tireless Dawi'Zharr could not march for that long unaided. The Dark Lands are criss-crossed by a network of ancient trade routes that these Land Trains ply and the sight of the great machines crawling across the barren landscape is a common one. For more complex machines. living and working on the steam-powered behemoths. For heavy guns like these. Sorcerers will trust only Chaos Dwarfs of the Artisan or Labourer Castes. The war machine will not benefit from the Chaos Dwarfs' armour save until only Chaos Dwarf crew are left. While Daemons are not used to power these devices. Slaves are always removed first. The most common Mortal Engines are bolt throwers. braced frames that fire enormous spear-sized bolts into the ranks of the foe.MORTAL ENGINES Not all Chaos Dwarf war machines are powered by enslaved Daemons – there is still a call for mundane cannon and other weapons of death. small cannon that launch shells or petards into the air to fall amongst their terrified targets. Hobgoblins are employed but for anything that involves daemonic forces. Daemonic Upgrades: Mortal Engines upgraded to Artillery may take a single Daemonic Upgrade as described in their army list entry.
or borne by their followers on a Palanquin. it is part Palanquin M WS BS S 4 5 3 4 T W I 4 1 2 A Ld 4 9 TROOP TYPE: Infantry. Magical Attacks. with enchanted cages for captured Daemons and an icon-etched slab of obsidian for grisly ceremonies. Before long. It adds +2 to the rider's armour save instead of +1. in practice there is usually a violent power struggle as the Sorcerers' ambition bubbles to the surface and they each try to ensure that they are the oldest surviving Sorcerer in the Household. Eventually. he may continue to be borne aloft on the shoulders of his followers – Palanquin and all – as a Petrified Sorcerer before finally joining his fellows lining the road to Zharr-Naggrund. When a Sorcerer Lord succumbs to the Sorcerers' Curse. the Sorcerer Lords are able to command their troops and cast their destructive magic. Palanquins are carried by Immortals. but invariably there are lesser Sorcerers who must serve them. fitted with scroll alcoves or bookcases. but most of them are fated to serve like every other Chaos Dwarf. as well as runic emblems particular to his rituals so that his spells can be empowered. armoured thrones. who will thenceforth be the Sorcerer Lord and the master of all his former kinsman's assets – including the Chaos Dwarfs that were bound to him. Iron Bound: A Palanquin is a solid construction of braced iron and is carried by Immortals encased in suits of Chaos armour. either riding on a Daemonic Construct.PALANQUIN As Sorcerers transform to stone. its occupant. they cannot move at all. Daemonsmiths and Acolytes: Chaos Dwarfs born amongst those Dawi'Zharr who belong to him that were discovered to have the ability to manipulate the Winds of Magic. The Sorcerer Lords are the masters of Zharr-Naggrund. so it makes sense for it to be comfortable. From their perch atop the shoulders of these elite warriors. 53 . This is generally achieved by the simple expedient of being the only surviving Sorcerer in the Household. Palanquins are ornate.. they gradually become more and more immobile. and are obliged to find new methods of locomotion. Traditionally. Palanquins have been used by Sorcerer Lords since the time of Zhargon the Great. and will be marked with the personal sigils of his house. of the Order of Things that he will be succeeded by the eldest Sorcerer in his Household. but are nonetheless far more than simple chairs: a Palanquin will be custom built for. When he finally succumbs to the Sorcerers' Curse. As well as serving a practical purpose. It is the dream of all these lesser members of the Sorcerer Caste to one day become a Sorcerer Lord. and slowly the change works its way up their bodies. Their feet are the first parts of their bodies to petrify. SPECIAL RULES: Unyielding. they are also a symbol of high status – wealthy and powerful is the Sorcerer Lord who can rely on the services of four Immortals to bear him aloft on their broad shoulders. and possibly by. Modern Palanquins are rather more sedate than that.. Truly ancient Sorcerer Lords ride in Palanquins that are more like mobile altars. who rode atop an elaborate golden throne carried by dozens of slaves. Each Sorcerer Lord has a Household of Sorcerers. However. a Sorcerer Lord will be so immobile that he will spend most of his time in his Palanquin.
and what emerged from the pits of ZharrNaggrund was indeed a superior kind of Orc. They assailed the lands of the fledgling race of Men in such numbers that only a great hero – Sigmar Heldenhammer – could deliver them from the darkness. Black Orcs have +1 Strength in the first round of each combat. the tide turned at the last moment: the Hobgoblins decided that serving the Chaos Dwarfs was not such a bad idea after all. SPECIAL RULES: Disposable. they'll happily join their raiding parties. the Chaos Dwarfs bred Black Orcs as a grand experiment to create a race of super slaves. They turned on the other greenskins. stronger. one moonless night. they are a natural source of troops for Chaos Dwarf armies. they often amuse themselves with a captured Sneaky Git or Wolf Rider. the mass migration of Orcs and Goblins from the Dark Lands would cause havoc for the rest of the world. M WS BS S 4 4 3 4 4 5 3 4 T W I 4 1 2 4 1 2 A Ld 1 8 2 8 Black Orc Black Orc Boss TROOP TYPE: Infantry. withstand greater punishment. spells and so on. sweeping their captors before them in a tide of blood and fury. Like the Ogres. but they also underestimated the potential of their creations. though no Chaos Dwarf would willingly enslave a Black Orc again. Under such powerful and oddly charismatic leaders. the Black Orcs do not hold a grudge: as long as the Chaos Dwarfs offer them a good fight. seeing just how much he likes being stabbed in the back instead.BLACK ORCS Thousands of years ago. the Orcs and Goblins burned and pillaged at will. These creatures were larger. and their tribes attacked with a new fervour. In the coming years. and in doing so he forged the Empire itself. Black Orcs can chose to fight with a single hand weapon (in case they have shields). magic items. fighting their way up the layers of the city until they reached the very top. “Let bygones be bygones iz wut i say. The robust physiology of greenskins proved a perfect testing ground for all manner of dark experiments. unsheathing poisoned blades and stabbing them in the back even as the Chaos Dwarfs cut them down from the front. especially by the Chaos Dwarfs! At the start of each combat.” Boss Grimskull 54 . However.. they still hold a special hatred for Hobgoblins and. Fool Me Once: Black Orcs always go into battle absurdly overburdened with weaponry of all kinds – they don't intend to be caught unawares twice. when their employers backs are turned. and that was exactly what they got. lift greater loads and understand more complex instructions. The rebellion fell apart almost instantly and the Black Orcs and made a fighting retreat down the ziggurat and out into the Dark Lands. „cept wiv dem hobgoblin gitz. They had a new breed of leader in the form of the Black Orcs. tougher and more intelligent: in every way they were the natural superiors of their forebears. That said. This Strength bonus is in addition to any other bonuses for weapons. It wasn't long until the Black Orcs had 'persuaded' the other greenskins to start a rebellion and. The Chaos Dwarfs had dreamt of creating slaves that could toil for longer. The rebellion nearly destroyed the Chaos Dwarfs.. For their part. Immune to Psychology Choppas: Orc weapons are considerably cruder and heftier than those of other races. the slaves of Zharr-Naggrund rose up en masse. two hand weapons or a great weapon. Many Black Orcs remained in the Dark Lands and the Mountains of Mourn even after they won their freedom.
They are found almost everywhere and frequently hire their services out as mercenaries. service to the Dawi'Zharr represents the first step for Ogres on the road to true Chaos worship. Often. living and working alongside the Chaos Dwarfs. When the Ogre tribes migrate from their homeland. Ogres being such robust creatures. but they possess an insatiable wanderlust that causes them to travel all over the world. making a lavish feast out of the Chaos Dwarfs and their slaves. and there is always a plentiful supply of food around in the form of slaves. trusting to their value as shock troops to break the lines of his foes. destined to join up with a warband of Chaos Warriors or Beastmen. eventually taking them as far as Cathay. Ogres make excellent slaves because of their strength and endurance. Ogres do not enjoy captivity. and employed regiments of the armoured behemoths to cover his flanks. such as working massive engines and dragging war machines into battle. is the most popular patron for Ogres who are seduced by the lure of Chaos. The Chaos Dwarfs find Ogres useful as mercenaries in their armies. Lord Karzagh Stonegaze was known for making heavy use of Ogres in his warbands. There are many Ogres who remain a permanent part of Chaos Dwarf retinues though. Inevitably. Chaos Dwarf territory borders with the realms of the Ogre Kingdoms and. often the Chaos Dwarfs' empire is the first foreign nation they encounter. Ogre Ogre Berserker M WS BS S 6 3 2 4 6 3 2 4 T W I 4 3 2 4 3 2 A Ld 3 7 4 7 TROOP TYPE: Monstrous Infantry. they do not mind the choking smog. When the urge to wander takes them again. the two races frequently trade and fight with one another. where their tribes hold sway. he accumulated more Ogre mercenaries until he was leading an army that was more Ogre than it was Chaos Dwarf. the Chaos Dwarfs have a bounty on the heads of those Ogres. Still other Ogres. monstrous humanoids with an insatiable appetite and a savage temperament. There are many such Ogres in the Plain of Zharr. but they are easy to placate by offering them the opportunity to inflict violence and eat anything they can kill. and the Chaos Dwarfs use them for tasks that require brute force. Karzagh led his army eastwards. and with Chaos Dwarfs it is no different – they may attempt to grow beards which they curl into the same exotic styles as their masters. Ogres come from the Mountains of Mourn. the Great Maw. eating is a religious experience. as such. giving them a taste of the daemonic. On the way. While fighting for the Chaos Dwarfs they sometimes receive suits of Chaos armour. becoming consumed with a frenzied bloodlust in battle. and so it is natural that they offer the Chaos Dwarfs their services in exchange for food and plunder. fighting and eating. vanquished in battle. the focus of their culture and society. Ogres naturally take up the customs of their adopted cultures. making life amongst the Chaos Dwarfs a very viable alternative for Ogres. He saw them as a convenient alternative to Bull Centaurs. which revolves around the worship of their ravenous god. 55 . the Blood God. the Ogres realised that Karzagh needed them more than they needed him and they turned against him. To this day. they head north into the Chaos wastes. Fear. but it is not pursued with much enthusiasm – any Dawi'Zharr who allows his followers to rise against him deserves everything he gets. SPECIAL RULES: Disposable.OGRES Ogres are giant. and some even don the fearsome iron masks or ornate helms that are so characteristic of the Dawi'Zharr. serving as fully integrated members of the warband. For Ogres. and it is not unusual for them to walk down the path of the berserker. are sold to the Chaos Dwarfs by their fellows as slaves. Khorne.
their sightless eyes a haunting reminder of the power of Hashut. In this case. which is perhaps why only the most powerful Chaos Dwarfs benefit from his Blessing. 56 . Lesser servants hold no interest for him. Only when the rest of the unit has been killed does the Petrified Sorcerer start taking wounds. and is always placed in the front rank like a member of the command group (which it will displace if there is no room). Hashut does not bestow his Mark upon favoured followers – He takes a less direct interest in those who worship him. While there are rank and file models left in the unit. they are a grotesque symbol of Chaos Dwarf devotion to the Father of Darkness and enemies baulk when confronted with them. Hashut. like His people. but Acolytes of Hashut are also often given the honour due to their standing as part of the Sorcerer Caste and their magical abilities which are only enhanced by the presence of one of their transformed masters. There have been occasions when an aged Sorcerer Lord on his way to lead his troops into battle succumbs to the Sorcerers' Curse before the fight is joined. 4+ ward save. The Chaos Dwarfs treat these statues with the utmost respect. Chaos Dwarf armies will carry a Petrified Sorcerer into battle. The Petrified Sorcerers are transfixed at the final moment of their horrifying transformation into stone. Petrified Sorcerer M WS BS S 3 * 0 * T W I 4 6 2 A Ld 4 9 TROOP TYPE: Infantry. 4+ Scaly Skin. Any unit with a Petrified Sorcerer has the Blessing of Hashut. Blessing of Hashut. lest it fall into enemy hands. Fear. *Fell Icon: A Petrified Sorcerer is carried aloft in battle by a unit of Immortals or Acolytes of Hashut. another rank and file model steps in). Sometimes. and a miasma of dread and dark energy surrounds the statues. A Petrified Sorcerer uses the Weapon Skill and Strength of the unit carrying it. Petrified Sorcerers are not always taken from the roads leading to Zharr-Naggrund. Here.PETRIFIED SORCERER Once a Sorcerer has succumbed entirely to the Sorcerers' Curse and has become an immobile statue he is placed along the road to Zharr-Naggrund. the petrified Sorcerers retain a portion of the power that they had in life. borne on a dais in a manner not dissimilar to the way in which a Sorcerer's Palanquin is carried while he lives. as a demonstration of devotion to their transformed ancestors. SPECIAL RULES: Bondage of Hashut. and their faces betray their terror – most Petrified Sorcerers have faces frozen into a rictus of pain and dread. However. Immortals commonly carry Petrified Sorcerers in imitation of their role as bearers of the Palanquins of living Sorcerers. serried ranks of lifeless stone Sorcerers stare down at travellers. always remove one in preference to the Petrified Sorcerer taking a wound (it is assumed that if one of the bearers falls. leaving them to be weathered by the elements over the ages. and he cares not if they burn. The Petrified Sorcerer may not leave its unit for the duration of the game. his loyal soldiers will bear his stone corpse both as proof of their dedication and to protect it. Unlike the other Chaos Gods. The Blessing of Hashut The true nature of the Blessing of Hashut is unknown even to the Chaos Dwarfs themselves. even in close combat. As such. follows any movement rules they may use and counts as being armed with the same weapons. is arrogant and contemptuous of the weak.
They may be immersed in molten metal. instead the effect of the summoned Daemons depends on what kind of unit is hit by the template. the Daemons will gravitate towards them. their blood powers the evil magic of the Chaos Dwarfs and the power of Hashut waxes strong. When firing the Altar. the Altar may be 'fired' once if one of the Slaves is removed as a casualty. its purpose is the same: death. But a cunning Sorcerer can use the Daemons to power his own magic. The unit gains magical Flaming Attacks and causes Fear until the next Chaos Dwarf Shooting phase. As for enemies unfortunate enough to be in the path of the enslaved Daemons. etched with twisted runes. their fate is much simpler: they will be rent apart by dozens of ethereal claws and. where they land. the Altar of Hashut was created. the Chaos Dwarf Sorcerers decide that they need more direct access to Hashut's favour and. Note that it is possible for several units to be affected at the same time (particularly if a Wizard is in a unit and both are hit by the template) in which case simply resolve each effect against the appropriate target. It is always a Daemonsmith working exclusively at the Altar who completes the ritual and. If a Misfire is rolled on the artillery dice. Non-Wizard friendly unit Chaos Dwarf Sorcerer or Sorcerer Lord Altar of Hashut Daemonsmith Slave TROOP TYPE: War Machine. simply resolve the effect against the whole unit. Do not worry about how many models the template hits. Resolve the shot following the rules for stone throwers. if they happen to be a Wizard. SPECIAL RULES: 3+ armour save. for this purpose. Like all Chaos magic. and it is always prudent to pay proper obeisance to Hashut by sacrificing a number of slaves before a battle. Any unit hit by the template (friend or foe!) must take a Panic test. it may no longer shoot. Unit hit Non-Wizard enemy unit Enemy Wizard The spectral Daemons let up a hellish cacophony as they fly and. imprisoned within the stomach of a blazing icon of Hashut or simply bludgeoned to death by a burning forge-hammer. When the Altar runs out of Slaves to sacrifice. but instead is used to summon shrieking Daemons that fly across the battlefield to assail foes or grant boons to friends. the Daemonsmith may fight but all attacks are resolved against the Slaves until he is the only crew member left. they are immediately trapped and bound and then sent hurtling across the battlefield by the Daemonsmith. over the course of the battle. Drawn by the bloodshed.. the spells of the Dawi'Zharr must be powered by death. 57 . focusing all their energies on devouring such a bright soul. in the Chaos Dwarf shooting phase. An Altar of Hashut can take many forms – a cauldron of molten lead or gold. This means the Altar will suffer a wound as normal. Note it is perfectly acceptable to nominate a friendly model as the intended target or even to fire at a unit engaged in close combat. Instead.ALTAR OF HASHUT The fell rituals of Father of Darkness that are performed in the Temple of Hashut are unspeakable acts of bloodletting and torture. Whatever form it takes. In the following Chaos Dwarf Magic phase. a towering brass effigy of a bull or an anvil of blackest obsidian. Sacrificial Altar: Throughout the battle. always remove a Slave rather than the Daemonsmith. 4+ ward save. and loyal Chaos Dwarfs who hold their ground will find themselves empowered by daemonic boons. they sow terror. in doing so.2 9 0 5 Effect The unit takes 2D6 Strength 3 hits The model suffers a single Strength 6 hit with Multiple Wounds (D3). they are gruesomely murdered in whatever manner is appropriate to the Altar's form. he summons up daemonic spirits from the Realm of Chaos. However they die. In close combat. ritually murdering slaves that are chained to the Altar.3 4 3 3 2 2 S 3 3 T W I 7 9 4 1 2 3 1 2 A Ld . The Slaves function as part of the Altar's crew but they do not operate it in the conventional sense. do not follow the normal damage rules for stone throwers. the Sorcerer may cast any one of his spells as a Bound Spell with power level 4. Summoned Daemons: The Altar of Hashut does not fire ordinary ammunition. Sometimes though. the shot simply has no effect (but the Slave used to fire it is expended nevertheless). Chained slaves are kept nearby and herded towards the Altar by Chaos Dwarf or Bull Centaur handlers where. M WS BS . When the Altar takes wounds as normal. the Daemonsmith will perform sacrificial rites.
In this way. the wearer of a Doom Harness becomes mentally and physically fused with the machine. as even should the Centaur survive the battle. hitting automatically. more often. they may attack the Doom Harness in their close combat phase. Crash!: Doom Harnesses must take Dangerous Terrain tests if they move over any of the following: Forests. mallets and crushing pistons with which the Doom Harness is festooned. and the Bull Centaurs especially hold such trinkets of steam in contempt. Further double 6s have no additional effect. Any unit attempting to attack a Whirlwind in close combat suffers a -1 Strength penalty.6 T W I 5 4 A Ld * 10 TROOP TYPE: Unique SPECIAL RULES: Immune to Psychology. All Doom Harnesses are unique. but the most common kinds are nicknamed the Whirlwind – so called because of its wheeled mountings that are fitted with dozens of chains that spin around at breakneck pace to entangle enemies – and the Tenderiser – named for the huge mallets and pistons on its prow which deliver blows with crushing force as it crashes into the ranks of the foe. clanking machine of pistons. 3+ armour save *Unstoppable Force: If a Doom Harness's move brings it into contact with another unit. While no Daemonsmith has ever managed to build a Doom Harness in thousands of years. barbs. These vehicles more or less replicate the effect of a Doom Harness. they are able to ensure their precious lives are expended in the sight of the Father of Darkness. the pilot – if such a term can even be used – drives the Harness forward into the ranks of the enemy. *Immovable Object: A Doom Harness cannot be charged (its whirling parts discourage any determined advance upon it!). Models can move into contact with it but any unit that does so immediately takes 2D6 Strength 6 hits (which are both Armour Piercing and magical). If the Doom Harness survives. and will inflict further hits on the same unit if it moves over them. M WS BS S 2D6 . Driven into a berserk rage. whereupon they are sliced into pieces by a variety of hooks. experiments have been made towards the same basic machinery instead mounted on a steam-powered carriage. Remove the Doom Harness as a casualty afterwards. Obstacles or Mystical Monuments. Only a Bull Centaur has the physical and mental fortitude to control the semi-sentient monstrosity. Once a Doom Harness begins moving. Impassable Terrain or off the table edge then it must take a Dangerous Terrain test and will stop 1" short of the obstruction. it will move again in its next turn as normal. Its hits are resolved at Strength 7.BULL CENTAUR DOOM HARNESS A Doom Harness is a hideous. Tenderiser: The Tenderiser has an array of huge. torn apart by their own gears as they go into a blood-fuelled rampage. mechanical mallets on its front. When a Doom Harness moves through a unit (friend or foe) it inflicts 2D6 Strength 6 Armour Piercing hits. Despite the dangers. but even his strength is rarely enough to keep it under control. if a double 6 is rolled then it has been destroyed in a spectacular catastrophe of whirling gears and Daemonic energy! Finish the movement or resolve the hits as normal.. chains. If the unit remains in contact. Etched with foul sigils to attract Daemons and ensnare the Winds of Magic. Doom Harness 58 . Torn Apart: Doom Harnesses are so unstable that they often tear themselves to pieces if they go into overdrive. When rolling for the Doom Harness's Random Movement or to determine the number of hits it inflicts. but they are looked down upon by more traditional members of the Temple. or engaged in combat at all. and his body irreparably damaged by the unnatural energies and crushing pressures of the machine. it is almost impossible to stop. their skin ritually tattooed and branded with the most favoured runes of Hashut. If its move would take it into contact with a Building. crewed by ordinary Chaos Dwarfs (who are much less willing participants than the Bull Centaurs piloting true Doom Harnesses). in the direction it was moving. If its move would end within a unit. Being willing to take on the mantle of a Doom Harness pilot is essentially suicide. doing His great work. UPGRADES: Whirlwind: The Whirlwind is a Doom Harness fitted with wickedly barbed chains that entangle foes. The number of Doom Harnesses is continually decreasing as they are destroyed in battle – either brought down by enemy artillery (one of the few ways to reliably stop them) or. those Bull Centaurs who take the terrible risk are afforded much honour. Random Movement (2D6). wheels and gears that forms a kind of living battle-suit for a Bull Centaur. All hits from a Doom Harness are also magical. Marshland. it ploughs through it – place the Harness 1" beyond the unit. it is likely his already tenuous sanity will be shattered. but any unit damaged by it before it is removed takes an additional D6 hits. it moves straight through instead of stopping.
but doubtless with some aim of their own in mind. It is even rumoured that Krunngar was part of the delegation with Rykarth that brokered the original deal with the Lord of the End Times. The two sons of Blackhand. He was never heard from again. his sons succeeded him and. believing that such creatures.HOUSE BLACKHAND AND THE EMBERSWORN No Household has had such notoriety in recent history as that of Krunngar Blackhand. Krunngar went so far as to provide him with Chaos Dwarf troops and. . These elite Chaos Dwarf Warriors specialise in hunting Daemons. House Blackhand had enjoyed a long and fruitful relationship with Hothgar Daemonbane. Marrog Blackhand is known to harbour the ambition of a true Sorcerer. a dangerous Sorcerer Lord known for his unusual physical vitality and skill with binding Daemons. and it is rumoured that Marrog may possess the spark required to one day become a Sorcerer. The two brothers are currently somewhere at large in the Dark Lands at the head of a band of Embersworn. House Blackhand's lust for fresh Daemons to enslave had for generations led to them contributing their Warriors to the so-called Embersworn Clans. allegedly in the service of Ghorth the Cruel. The Sorcerers of House Blackhand had long preferred to enslave Daemons captured in battle rather than summoned into their hell-forges. already given the taste of blood. joined them too. in what some in Zharr-Naggrund considered a fit of sudden madness. Immortals trained and equipped to destroy Daemons. Many members of the Embersworn go on to serve in the Onyx Guard. and provided many of the Daemons bound into the engines that he constructed and eventually sold to Archaon the Everchosen. though House Blackhand was now without a Sorcerer Lord to lead it. Kromlek and Marrog. prove more vicious and powerful. are both captains of the Embersworn. they had other resources. and seeks to restore House Blackhand to its former glory with the aid of his Daemon hunters. When Archaon marched to war. and that Hothgar Daemonbane has taken a special interest in the son of his old ally. travelling many hundreds of leagues in search of powerful entities to bind in obsidian cages and bring back to Zharr-Naggrund for the Daemonsmiths to use in their dark experiments. However.
the eldest of the Sorcerer Lords. safeguarding his realm and crushing rumours about his potential demise. and that this holds the key to his longevity. holds ultimate sway as he is invariably the mightiest Sorcerer: although age and power do not correlate. blasting his enemies with the infernal magics of Hashut. The High Priest of Hashut. however the spell cannot be exchanged for Steed of Shadows. If those efforts have led to your ruin. lest a rival attempt to overthrow him. SPECIAL RULES: Unyielding. Ghorth is now the keeper of this dangerous text and uses its forbidden knowledge to his advantage. He has 4+ Scaly Skin. He always uses spells from the Lore of Hashut. They point to his bartering with Archaon the Everchosen to supply his hordes with fearsome Daemonic Engines as evidence. Through complex machinations and at times blatant backstabbing. and through his politicking he has come to claim ownership over much of Zharr-Naggrund. and that he goes to great lengths to conceal this. With Zhatan at his side. precocious young Priests burn out all the faster. Roll to determine which spell he may cast at the start of each Chaos Dwarf Magic phase. transforming into stone before they can threaten the status quo. MAGIC ITEMS: The Mask of Zhargon: Talisman. Master of Zharr The balance of power in the Temple of Hashut has been carefully maintained for untold centuries. the Sorcerers' Curse ensuring that no one individual ever becomes too dominant in the affairs of the Priesthood. Lordship belongs to the eldest and most patient Sorcerers. Ghorth is now even more active. this item of dread power offers unparalleled protection from hostile magic. His sponsorship of the savage Zhatan the Black has bought him the loyalty of the Immortals. Zhargon's masterwork was the Book of Hashut. I cannot be held answerable for that. but is also a Large Target. and believe this indicates that Ghorth's attentions have turned westward. and none have the strength to oppose him. Ghorth recovered this mask from the Temple of Hashut's deepest vaults which he believes comes from that very suit of armour. towards the Old World. In the darkest corners of Zharr-Naggrund. The Book of Hashut: Arcane Item. Like a normal Palanquin it has the Iron Bound rule and magical attacks. Zhargon the Great. Ghorth is not immune to the effects of the Sorcerers' Curse though – there are dark whisperings amongst his enemies and even his followers that much of his body has now turned to stone. In what may be the waning days of his domination. and a Sorcerer's strength with the dark arts wanes in later life. Now at the height of his magical power. What is clear is that whatever his physical condition. Sorcerers' Curse: Like all Priests of Hashut. "Let it never be said that I have been lax in my duties as a Priest of Hashut. Bondage of Hashut. a tome in which he recorded all the incantations of the Father of Darkness. There are mutterings too that the mysterious golden mask that came into his possession centuries ago now never leaves his side. MAGIC: Ghorth is a Level 4 Chaos Dwarf Sorcerer Lord. both in arcane lore and over the Chaos Dwarfs' empire. Daemonic Familiar: Enchanted Item.Ghorth the Cruel 60 . Ghorth has Loremaster (Hashut). Now die. Whatever its provenance. staved off the Sorcerers' Curse. The Black Throne causes Fear and grants Ghorth a 5+ ward save. it was rumoured. Zhargon the Great wore a suit of golden Chaos armour that. he has managed to stave off petrification despite his near-reckless abuses of his magical power. Ghorth may cast one random spell from the Lore of Shadow as a Bound Spell with a power level of 4. Ghorth has Magic Resistance (3). All my labours have been towards the glory of the Father of Darkness. Ghorth the Cruel has proven the exception to this rule. rumours have begun to circulate that Ghorth has plans that outstrip the ambitions of even his mighty predecessor. Ghorth is all too ready to demonstrate the depth of his power. he has risen to a position of absolute dominance within the Temple. For some unknown reason. Ghorth the Cruel The Black Throne M WS BS S 0 4 3 4 3 5 3 4 T W I 5 4 1 4 1 2 A Ld 1 10 5 9 TROOP TYPE: Infantry (Special Character).GHORTH THE CRUEL Supreme Lord of the Conclave. he is borne into battle atop a Palanquin bedecked in twisted runes and sigils that assault the eye and the mind. Ghorth is afflicted with the Sorcerers' Curse." . Long ago. The Black Throne: Ghorth rides atop a Palanquin etched with daemonic runes. Ghorth manipulates the Winds of Magic with contemptuous ease. just as if generating a spell as normal.
knocking H'Kul from his Palanquin. Zhatan stepped in to protect the fallen Priest and took on a huge Maneater in single combat. Ghorth reached heights undreamed of. so he may always re-roll misses in close combat. Zhatan. serving as an Immortal from that day onwards. MAGIC ITEMS: The Hammer of Zharr: Magic Weapon. The Hammer of Zharr is a great weapon that ignores armour saves. until the entire warrior elite of Zharr-Naggrund served at the Sorcerer Lord's beck and call. Bondage of Hashut. 61 . his influence becoming greater even than the High Priest Astragoth himself. The Ring of Unmaking negates the power of any magic or runic weapons carried by models in base contact – treat them as nonmagical weapons of their type. Despite his failure in his duty. He is subject to Hatred. soaking his Chaos armour in dark Ogre blood. SPECIAL RULES: Unyielding. He nurtured Zhatan's cruelty. Thanks largely to Zhatan. This ring of smooth obsidian reduces the enchanted weapons made by other races to ordinary steel when contact is made between blade and the black stone. Unfortunately. but continues to be affected after the first round of combat. proved a match for the mighty Ogre and assaulted him with a ferocious savagery unusual in a Chaos Dwarf. Blackened by the fires of the Father of Darkness. M WS BS S 3 8 4 4 T W I 5 4 4 A Ld 4 10 Zhatan the Black TROOP TYPE: Infantry (Special Character). The Ring of Unmaking: Talisman. As Zhatan's reputation grew and he rose to become commander of the Immortals. Across Zhatan's shoulders sits a cloak stitched from the skins of slaves tortured in the Temple of Hashut. he continued to fight with unrelenting fury. so too did Ghorth's power. in his savage frenzy he had forgotten his first duty and the almost totally petrified H'Kul was cut down while trying to stand using his own power. though young and relatively inexperienced. Zhatan became a Baneguard. Zhatan was unrelenting. The Banelord Zhatan the Black was once an ordinary member of the Immortals until one fateful day. This huge two-handed warhammer is a mighty relic of ancient times. ferocious where his fellows were stoic and disciplined. and his gloating laughter as helpless captives were sacrificed to the Father of Darkness in increasingly brutal ways became a familiar sound. The Immortals protecting H'Kul were charged by a ferocious group of Maneaters who barrelled into the Chaos Dwarf lines. Zhatan is renowned for his savage loathing of all non-Chaos Dwarfs. He saw in Zhatan a protégé – not one who could follow him down the path of the Sorcerer. Reckless Hate: Even amongst the Immortals. the balance of power in the Temple of Hashut was changed forever. and singlehandedly reduced the Maneater to a mangled carcass. Zhatan causes Fear. dating back to the founding of the Chaos Dwarf empire. but rather one who could emulate the dark and terrible acts that had brought Ghorth his standing amongst the Conclave of Sorcerer Lords. Such was his dire reputation that he eventually drew the attention of a young Sorcerer Lord named Ghorth the Cruel.ZHATAN THE BLACK Commander of the Tower of Zharr. He was charged with defending the Sorcerer Lord H'Kul Firebreath during the Fourth Battle of Daemon's Stump against a band of marauding Ogres. for Zhatan had no skill with magic. The Black Mantle: Enchanted Item. this terrible object radiates an aura of dread. involving him in the darkest rites of the Temple and his bloodthirst was well satiated by what he saw.
Now. but it is only a matter of time until matters come to a head. bludgeoning enemies into a bloody pulp. There is growing rebellion in the Temple though in the form of Ghorth the Cruel. placed upon him by the Father of Darkness as a symbol of his favour. The Rune of Hashut: Talisman. 62 . mechanical body and all. Astragoth's forehead is marked with a burning Rune of Hashut. Astragoth takes great delight in joining his followers on the battlefield. Astragoth can now take part in battles. The Rod of Obsidian allows any Dispel attempt to be re-rolled. Astragoth still maintains a power base of the more traditional Chaos Dwarfs. He must be carried from place to place by his followers.ASTRAGOTH High Priest of Hashut. In an effort to overcome these disabilities. for Chaos Dwarfs respect age as much as their western kin. Old Rockbeard Astragoth is the current High Priest of Hashut and therefore the oldest living Chaos Dwarf Sorcerer. Where other Sorcerers must rely on the help of their servants and become increasingly feeble. Swiftstride. He has a Strength 3 Breath Weapon. Sorcerers' Curse: Almost all of of Astragoth's body has now succumbed to petrification. His mechanical suit means he is actually somewhat faster than the rest of his army. MAGIC ITEMS: Hammerhand: Magic Weapon. MAGIC: Astragoth is a Level 4 Chaos Dwarf Sorcerer Lord. He may generate spells from the Lore of Fire. blasting the enemy with gouts of boiling steam and cackling madly as he unleashes the dark power of Hashut. he was the most powerful Sorcerer to walk the Plain of Zharr in a thousand years. who has now surpassed Astragoth in power and influence. especially the zealous Acolytes of Hashut who revere him as befits his station. Most Dawi'Zharr consider Astragoth quite mad. M WS BS S 3 4 3 5 T W I 5 3 3 A Ld 2 10 Astragoth TROOP TYPE: Infantry (Special Character). It is often all his bodyguard of Acolytes can do to restrain him before he strides ahead of the main force. During the height of his powers. and his underlings must perform many of the more complex rites of his spells. Astragoth's semimechanical body incorporates a piston-driven hammer which sometimes goes into overdrive. however. Astragoth has Killing Blow. SPECIAL RULES: Bondage of Hashut. his petrified body can no longer master magic as it once did. for Astragoth has almost entirely turned to stone. Astragoth ordered the creation of a special device blending sorcery and technology: a mechanical body grafted to his stone limbs that enables him to move and cast spells. lending his considerable magical talent to Chaos Dwarf slaving parties. He has 3+ Scaly Skin. as well as using his mechanical might to physically pummel his enemies. This short volcanic glass staff forces the Winds of Magic to bend to the will of its holder. The Rod of Obsidian: Arcane Item. the Lore of Metal or the Lore of Hashut. but he may not use this if he has moved that turn. but while he lives he is still the High Priest of Hashut and they must accept him. Steam Attack: Astragoth can switch the pistons that drive his limbs around and blast his enemies with a gout of scalding steam. Astragoth has the Blessing of Hashut and a 5+ ward save.
and none would dare raise a hand against Lord Bhaal were he to take exception to a Priest and cast him into the cauldrons with the slaves. Terror. and wide horns sprout from his brow. MAGIC ITEMS: Dread Axe: Magic Weapon. plunging them into the scalding depths where their screams are swallowed by liquid metal. he has a vital role to play in the rites of the Father of Darkness. Lord Bhaal M WS BS S 8 7 3 5 T W I 5 4 5 A Ld 5 10 TROOP TYPE: Monstrous Beast (Special Character). He is subject to Frenzy and extends this to any Bull Centaur unit he has joined. Because the heat does not affect Bull Centaurs. encrusted with ancient and terrible Chaos runes. Half Chaos Dwarf. half bull. glowering beast. As the Eldest of the Bull Centaurs.LORD BHAAL Last Guardian. speed and ferocity of a Bull Centaur. this is the terrifying monstrosity known as Bhaal. and kneels to no one. In his hands. the mighty Guardians and awesome Elders able to single-handedly break a battle line and slay great heroes and ferocious monsters. which fills their lungs and hastens their demise. because to cross him means certain death: a Sorcerer Lord may be more powerful than any other Chaos Dwarf in Zharr-Naggrund. Flaming Attacks. He is utterly contemptuous of non-Bull Centaurs. Immune to Psychology. On the occasions when Lord Bhaal does take to the field of battle. His flesh burns with terrific intensity. they are some of the most feared shock troops in the Warhammer world. Fury of Hashut: Lord Bhaal is a furious. who takes particular delight in the suffering of lesser races. he carries a huge daemonic axe. The Priests have little choice but to allow Bhaal to do as he wishes. personally casting captives into cauldrons of molten gold or iron. but the strain of ancient mutation is especially strong in him. Devastating Charge. Lord Bhaal bears the Dread Axe. Bull Centaurs become more powerful and skilled as they age. Bhaal leaves the Temple of Hashut very rarely. Currently. Bondage of Hashut. glowing with the heat so his hindquarters resemble a living furnace. and so the title of Lord of the Bull Centaurs is given to the oldest and therefore most awe-inspiring specimen of their race. “CRUSH THEM!” Lord Bhaal at the battle of uzkulak 63 . a weapon of ancient and terrible provenance that is covered in vile Chaos runes. Eldest of the Bull Centaurs. they are necessary to ensure the slaves are fully immersed. he shows little regard for any plan a Warlord or Sorcerer Lord may have devised. unstoppable force. Lord Bhaal is as fierce and arrogant as any of his race. The Dread Axe is a great weapon that wounds automatically. SPECIAL RULES: Blessing of Hashut. Their commanders are even more dangerous. Like other Dwarfs. 6+ Scaly Skin. but the Bull Centaurs are the chosen creatures of Hashut. Armour saves are modified by Bhaal's Strength as normal. The Death of Worlds Few creatures can match the strength. He is a huge. Above these horrific screams can be heard the gloating laughter of Lord Bhaal.
the ward save is increased to 3+. if Hothgar is in the army. Hothgar Daemonbane M WS BS S 3 4 3 3 T W I 4 2 2 A Ld 2 9 TROOP TYPE: Infantry (Special Character). just as if it upgraded one of its crew to a Daemonsmith. before that. The Rod of Daemon Binding grants Hothgar Killing Blow. Each day. representing Hothgar binding new Daemons into the shattered hulls of ruined Constucts. Hothgar wears a suit of rune-encrusted Chaos armour that is specially warded against the attacks of Daemons. but he has chosen to use his abilities to perfect his daemonic machines. Hothgar's body is partially turned to stone. In addition to his other spells. Against close combat attacks inflicted by Daemons. It is especially powerful against Daemons and other creatures of magic. He is accomplished enough in the magical arts to be a Sorcerer in his own right. who knows well the value of having powerful Daemonic Engines. it grants Heroic Killing Blow. SPECIAL RULES: Unyielding. Some of his experiments have caused large scale destruction and many casualties. bull-shaped machine called the Kolossus which proved too unstable to be useful. MAGIC ITEMS: Rod of Daemon Binding: Magic Weapon. Soul Armour: Magic Armour. Scourge of the Empyrean. Bind Daemon can restore slain models from the unit. 64 . He always uses spells from the Lore of Metal. This arcane staff that is bound with enchantments designed to suck the souls from living creatures. He serves no Sorcerer Lord – the products of his soul-forges being valuable enough that he can play members of the Conclave against each other – but most of his work is done at the behest of Ghorth the Cruel. Hothgar has a 4+ armour save and a 5+ ward save. leading to his brief exile from ZharrNaggrund. The affected unit immediately recovers D3+1 Wounds lost earlier in the battle. although he has avoided the worst effects by using Daemonic thralls to do his bidding. Bind Daemon is an augment spell which can be used on a friendly unit with the Bound Daemon rule within 18" of Hothgar. but his long-standing dream is to recreate it in an even grander and more spectacularly destructive form. Hothgar built the Hellcannons that were eventually sold to Archaon the Everchosen and.HOTHGAR DAEMONBANE Sorcerer of the Forge. Bind Daemon Cast on 8+ Hothgar is uniquely talented in the dark art of binding Daemons into his arcane machines and is even able to muster the requisite concentration on the battlefield in order to bind escaping Daemons into their iron prisons. you may add or subtract 1 from the result of the dice roll to determine the effects of any Hellforged Artefacts. constructed the Doom Engines for Lord Mortkin. MAGIC: Hothgar is a Level 2 Chaos Dwarf Sorcerer. When used against a Daemon. Hothgar's greatest invention was a huge. Hothgar always knows the Bind Daemon spell. The Soul Slaver The most talented and powerful Daemonsmith of the current generation is Hothgar Daemonbane. In addition. Hothgar is a dangerous and driven individual. Sorcerer of the Forge: If Hothgar is mounted on a Daemonic Engine. Hothgar has 6+ Scaly Skin. Sorcerers' Curse: Like all Chaos Dwarf Sorcerers. He has pushed the boundaries of Chaos Dwarf science almost to breaking point in his efforts to create larger and more dangerous machines of war. he nears his demented goal. it benefits from the Daemonsmith special rule.
The Cursed Rune Axe is a larger version of the Immortals' Cursed Axes. Hatred. He was lauded throughout the Plain of Zharr as an exemplar of Chaos Dwarf toughness and stoicism. Rykarth alone was able to meet his infernal gaze.RYKARTH THE UNBREAKABLE Captain of the Granite Guard. and Ghorth grows ever more pleased with his young protégé. Rykarth's tenure with the Immortals was extended indefinitely. Rykarth leads his own unit of Immortals. Bondage of Hashut. specialising in unyielding defence. even though he was not a Baneguard. SPECIAL RULES: Unyielding. He was on course to become the youngest Despot in history when a directive came down from a mysterious source in the Temple of Hashut: Rykarth became the first Warrior ever to be commanded by the Conclave of Priests to join the Immortals. Rykarth must set up with this unit and may not leave it. known as Guards. Rykarth continued to excel. he was responsible for some of the great victories in Warlord Ulzuth's scourging of the Blasted Wastes. It is a great weapon with Armour Piercing. sending him on missions that benefited himself and recruiting him for secretive tasks. No other character may join the unit. Rykarth prepared to return to his warband but the Conclave intervened again: they requested that Rykarth remain with the Immortals as a captain within their ranks. The Hand of Ghorth Rykarth the Unbreakable is a prodigy of the Warrior Caste. There is a fierce rivalry between the different Guards. After seven years had passed. though Zhatan was the Sorcerer Lord's most trusted bodyguard. As a young Chaos Dwarf. As an Immortal. each housed in a different barracks within the Tower of Zharr and each having a different area of responsibility and expertise. leading as only he could. commanding absolute obedience from them. but they also play them against each other for their own benefit. for he was unflinchingly loyal to his masters. His prowess grows by the year. 65 . Unbreakable. Rykarth never questioned his orders. MAGIC ITEMS: Cursed Rune Axe: Magic Weapon. but Zhatan the Black marked well how Ghorth took an interest in the young Immortal. giving him more and more authority and autonomy. He was elevated to the rank of Ironguard before he even came of age and proved an inspirational leader to his troops. it was Rykarth who was most often seen enacting his will outside the Temple. but other units include the Obsidian Guard who hunt enemy mages and the Basalt Guard who are masters of siege warfare. grooming him to perhaps become his Warlord. with each seeking to outdo the others and gain the most glory. Rykarth became known as the Hand of Ghorth for. an elite formation known as the Granite Guard. In time. Different Sorcerer Lords favour different Guards. His Lord had no choice but to agree and. It was Rykarth who brokered the deal with Archaon the Everchosen to supply him with batteries of Hellcannons and it is said that when the Lord of the End Times visited the hellforges below Zharr-Naggrund. never failing in his duties and possessing courage in excess even of that usually demanded by the Immortals. Granite Guard: The Granite Guard are a unit of Immortals with the Unbreakable special rule. a position he has always left unfilled. Guards of the Tower The Immortals are divided into a number of different formations. Rykarth's Granite Guard are paragons of the Immortals' fighting style. M WS BS S Rykarth the Unbreakable 3 6 4 4 T W I 5 2 3 A Ld 3 9 TROOP TYPE: Infantry (Special Character).
Amethyst is naturally conductive to magic. If Volgar ever miscasts. Lorgar the Foul. which is often called Amethyst magic for that very reason. as the crystals worked their way into his brain. SPECIAL RULES: Unyielding. There was also a strange side effect to Volgar's bizarre transformation. Volgar had become a hideous grotesque. he will become subject to Frenzy in addition to any other effects. to which Volgar the Mad belongs and of which his distant cousin. The Living Conduit All Chaos Dwarf Sorcerers seek a way to halt the effects of the Sorcerers' Curse. charging across the battlefield. blasting his foes with eldritch bolts. The natural growth of the crystals actually accelerated the process of the Sorcerers' Curse. causing Volgar to transform even faster – though now it was into amethyst rather than ordinary rock. allowing him to draw power through his own body. Volgar is not exactly stable. M WS BS S 3 4 3 3 T W I 4 2 2 A Ld 1 9 Volgar the Mad TROOP TYPE: Infantry (Special Character). Ironically. is also theoretically a member. He has 5+ Scaly Skin. He benefits from both Lore Attributes as appropriate to the spell being cast.VOLGAR THE MAD Shattermind. causing agonising pain. his final experiment horribly backfired: the stone parts of his body were indeed transmuted. MAGIC: Volgar is a Level 2 Chaos Dwarf Sorcerer. going into paroxysms of madness. Living Conduit: Being a walking magic conductor. but they turned into amethyst crystals rather than living flesh. Hothgar Daemonbane. Thrungar the Unlucky. has seen his realm diminish to less than a quarter the size it was under his predecessor. Volgar reasoned that if it were possible to transform base metals into gold. © Dwarf Tales 66 . most focused around alchemical transmutation. is cursed. the saturation of magic along with the changes being wrought on his tortured body have sent Volgar quite mad. Crystal Resonance: Volgar's crystals are attuned to the Winds of Magic. The more magic he uses. he was able to see the Wind of Shyish and manipulate it as easily as a warrior wields an axe. He has a +1 bonus to all channelling attempts. and considered by scholars to be the polar opposite to obsidian in that regard. Before long. He is unique in that he can use spells from multiple Lores in the same battle. the more likely he is to be driven into a fit of madness. it may also be possible to transform stone into flesh. It is particularly attuned to the mysterious Wind of Shyish. Of course. Unfortunately for Volgar. He spent years researching different possible solutions. Its current Sorcerer Lord. who had no test subject save himself. his flesh rent by crystal growths that pushed their way through his skin. or take a spell from each. Volgar found that his body had become a living conductor for Death magic and that. When you pick your army. or Death magic. but it is exactly this that will eventually lead to his death. If he draws in too much power he will temporarily be overcome by horrifying visions. you must decide whether he will use one Lore exclusively. but Volgar was more obsessed than most. Volgar has a unique mastery over magic. Volgar can use both the Lore of Metal and the Lore of Death. The House of Gar Many say that the House of Gar. Perhaps this is due to no less than two promising young Sorcerers following their own paths rather than working towards increasing the influence of the Household. Sorcerers' Curse: Much of Volgar's body has been turned into amethyst.
they nonetheless have an infamous history of naval warfare. serving in exchange for gold and slaves.GHUZ SLAVETAKER Plague of the Seas. its soul magically torn in half and split between the guns. No other character may join the unit. Quick to Fire. Ghuz's ships' need is so much more immediate – after a particularly bloody sea battle. and the great sea tunnel they carved centuries ago between the Falls of Doom and Uzkulak that gives them access to the Sea of Chaos. For this reason. Flaming Attacks 67 . They grant Ghuz the Extra Attack and Flaming Attacks rules in close combat. The Bull's Fury. boisterous and rude. The Bull's Fury. Their fearsome ironclad warships are able to ply the seas of the Warhammer world thanks to the polluted River Ruin that runs through their realm and sluices into the Sea of Dread. gesticulating wildly and bellowing angrily at his crew and slaves to bring him to the enemy faster. SPECIAL RULES: Unyielding. but any unit caught in this manner is worth double victory points. and may not benefit from the General's Inspiring Presence or the Battle Standard's Hold Your Ground! abilities. The Crew of The Bull's Fury are a unit of Chaos Dwarf Warriors armed with a brace of pistols. Slavetaker: Ghuz's hunger for slaves is unusual even in a Chaos Dwarf. one name stands out: that of Ghuz Slavetaker. and Ghuz will need to replace them with new slaves taken from the vanquished foe right away. he has carved out influence of his own as a mercenary captain. Ghuz is everything a Chaos Dwarf could ever wish to be if liberated from the strict bonds of their society. many of the slaves who toil in the bowels of his vessels will have drowned. face hung with piercings. In short. Ghuz is unique in that he is bound to no single Sorcerer Lord. a vile. As much as Zharr-Naggrund needs slaves to power its foul industry. a band of ruthless sea dogs. and he and his crew of rogues will always try to capture the enemy instead of simply cutting them down. so ruthless and so completely coldblooded in his dealings. He is short-sighted. M WS BS S 3 6 4 4 T W I 5 2 3 A Ld 3 9 Ghuz Slavetaker Crew of The Bull's Fury: Ghuz always fights alongside the crew of his flagship. By such means they are able to travel across oceans and capture slaves from nations that have never even heard the name of the Dawi'Zharr. They may not take any other equipment options except a magic standard. Ghuz is an exemplar of the Chaos Dwarf ideals of greed. But amongst the many pirate captains that serve the Sorcerer Lords of Zharr-Naggrund. who is most often found at the prow of his flagship. He has been allowed to continue to live outside Chaos Dwarf society because he is so successful. and have the following profile when shooting: Range Strength 12" 5 Special Rules Armour Piercing. consumption and the need for instant gratification. flesh embedded with runic talismans. TROOP TYPE: Infantry (Special Character). Instead. Multiple Shots (2). Ghuz must set up with this unit and may not leave it. Captain of The Bull's Fury Though the Chaos Dwarfs' empire is essentially landlocked. black-hearted pirate covered in ritual brands and tattoos. Ghuz and his unit pursue only 1D6" after winning a close combat as they stop to subdue and bind the fallen foe. Ghuz carries a pair of matched pistols that contain the bound essence of a Daemon. MAGIC ITEMS: Daemonscourge Pistols: Magic Weapon.
. The Black Bow is unerringly accurate as if guided by some animalistic sentience.. taken from one of the savage Great Wolves that roam the Dark Lands. There. this does not lead to him being despised. and thinks nothing of betraying his fellow Hobgoblins to his masters in exchange for their favouritism – hence his epitaph. In a race that has evolved a bony hump on their shoulders due to their predilection for clandestine assassinations. Git: Fated. Sneakiest Git Hobgoblins occupy a relatively privileged position amongst the hordes of slaves that serve the Chaos Dwarfs. an' swords an' spears. the vilest and most loathsome of all the Hobgoblins. Gorduz carries a bow that was a gift from his Chaos Dwarf masters after his service at the Battle of Uzkulak. he is as likely to be mysteriously absent from the battlefield as any Hobgoblin.. These beasts were warped by the power of Chaos in ancient times and possess unnatural resilience.. Stick 'em quick and stick 'em where it 'urts. Gorduz wears a thick wolf pelt across his shoulders. Naturally servile and cowardly creatures. millions of lesser slaves toil under the cruel whips of the Sneaky Gitz. Late as Usual! (see page 39). Gorduz stands as a paragon of those dubious Hobgoblin values. When Gorduz is reduced to his last Wound. But most of all. they are largely incapable of making use of the even the meagre advantages the Chaos Dwarfs give them. The Black Bow counts as a bow and grants Gorduz the Sniper special rule. Gorduz has the Inspiring Presence rule." Gorduz backstabber 68 . he gains a 4+ ward save. Stick 'em wiv knives. Gorduz has a +1 armour save bonus against shooting attacks. MAGIC ITEMS: Black Bow: Magic Weapon. Any model hit by the Black Bow must re-roll successful armour saves. "Stick 'em wiv arrers.. but when he does finally show up. The arrows are tipped with shards of obsidian and the bow itself is fashioned from Daemon-bone. the Vale of Woe. Gorduz is a traitorous as all his kin. SPECIAL RULES: Disposable. Fast Cavalry. Wolf Pelt: Magic Armour. there is one Hobgoblin who has risen to a position of power – or at least notoriety – in the armies of the Dawi'Zharr. but in fact admired and respected by other Hobgoblins. where they oversee the great quarries that provide stone for the Chaos Dwarfs' building projects. They are allowed to keep their own customs.sneaky: call it what you will. his good fortune and sly cunning mean he has a habit of turning the tide.GORDUZ BACKSTABBER Hobgoblin Chieftain. it is rare indeed for a Hobgoblin to achieve a rank of any influence in the armies of his masters. and its shots can hammer through almost any armour. Poisoned Attacks.. their own tribes and their own leaders. but Gorduz has an unnatural instinct for survival that has allowed him to emerge unscathed from multiple assassination attempts by his rivals. These treacherous greenskins inhabit Gash Kadrak. M WS BS S 4 5 3 4 9 3 0 3 T W I 4 2 3 3 1 3 A Ld 3 7 1 3 Gorduz Backstabber Giant Wolf TROOP TYPE: Cavalry (Special Character). Nonetheless. Gorduz Backstabber has the dubious honour of being the Chieftain of the Sneaky Git tribe. but it may only be used by Hobgoblins and Hobgoblin Wolf Riders. Hobgoblin Chieftain: Gorduz is the chieftain of the Sneaky Git tribe of Hobgoblins. However. When called upon by his Chaos Dwarf masters.stick 'em when they's lookin' the uvver way.lucky. Unlike in almost any other species.
for it was already a halfremembered tale when the Elves and the Dwarfs ruled the Old World together in peace. long ago. the towering Ancestor Golem of ThaggA-Durz may be the Chaos Dwarf's ultimate weapon – the rest of the world can only be thankful that just one has thus far been rediscovered. The name is remembered by the Dawi'Zharr too. abandoned during or after the Time of Chaos. 69 . As long as the Ancestor Golem continues to break or destroy units. Rage: If the Ancestor Golem charges into combat and the enemy unit subsequently fails its Break Test or is completely destroyed. it is capable of ploughing through entire regiments of enemies and after long centuries defending Thagg-A-Durz from greenskins. but they know enough to recall that it was one of their earliest settlements in Zorn Uzkul. it will remain enraged. If this myth is based on a true story. Flaming Attacks. Unbreakable. invulnerable to most weapons. but it will revert to normal at the start of the next turn if it doesn't. It is slow to be roused. unless it manages to break or destroy another enemy unit during the same turn. but once it begins moving it is all but unstoppable. These Ancestor Golems were the earliest precursors of the Daemonic Constructs of the modern age. Stupidity. Terror. but the sanctity of its inner keep was preserved by the ancient automatons of the Dawi'Zharr's ancestors. Kromlek Blackhand. Unstable. with molten iron instead of blood and a heart of burning flame. The Golem will remain in this enraged state until the end of the next Chaos Dwarf turn. Whether these Dwarfs had given themselves over to Chaos at this time is not known. Invulnerable: The Ancestor Golem is proof against almost all attacks. In the darkness beneath the earth they found shadow and flame. Skaven and even the living dead. it was a battle fought long before the Goblin Wars or even the War of the Beard. Inured to fear and pain. it will immediately gain the Frenzy and Swiftstride special rules and is no longer affected by Stupidity.The most ancient tales of the western Dwarfs tell of the dark citadel of Thagg-A-Durz and of a terrible siege fought around its gates. They record no battle against their cousins there – indeed. The Ancestor Golem is a god-machine of living metal. Only one Chaos Dwarf has been foolhardy enough to make a serious attempt to find and explore the ruins of Thagg-A-Durz. aided by his Daemonsmith brother Marrog. it has a special hatred for Goblins. but it was the spirits of their dead that they bound to their Gromril guardians. it was many centuries later that they first encountered the western Dwarfs again after their sundering – but they do know it was lost to Chaos and the earth's rage long. With its mighty fists wreathed in flame. and can only be harmed by magical attacks and spells. It has a 1+ armour save. and the secrets they unearthed may yet have the power to shake Chaos Dwarf society to its foundations. The Embersworn brought one of these monstrous machines up to the surface and rumour has it that Marrog has discovered how to operate it and that it now fights at the behest of House Blackhand. Hatred (Goblins). capable of understanding only simple commands. overrun by Goblins. dared to lead their Embersworn Daemon-Hunters into the unexplored depths in search of the means to return their House to prominence. Magical Attacks. THE ANCESTOR GOLEM OF THAGG-A-DURZ Ancestor Golem M WS BS S 6 4 0 6 T W I 6 6 1 A Ld 4 10 TROOP TYPE: Monster (Special Character) SPECIAL RULES: Large Target. Impact Hits (D3+1). conceptually similar but fundamentally different in many important ways. Thagg-A-Durz was long buried.
Fury of the Empyrean is a magical vortex that uses the small round template. The entire unit immediately makes a move using the Fly special rule as if it were the Remaining Moves sub-phase. the template moves 3D6" in a random direction. Soul Reavers is a magic missile spell with a range of 24" that causes 2D6 Strength 4 hits with no armour saves allowed. Bullroar is an augment spell.THE LORE OF HASHUT Chaos Dwarf Sorcerer Lords may choose to generate spells from the Lore of Hashut as described in the Warhammer rulebook. so abruptly have they been torn from the Empyrean. the casting value is increased to 25+. in which case the Strength of the hits is increased to 5. If he does so. If he does so. dragging Daemons directly from their home dimension to do their evil bidding. Storm of Ash Cast on 5+ The Sorcerer Lord summons forth a roiling cloud of ash that enshrouds his enemies. Shadows of Hashut is a direct damage spell. Fury of the Empyrean Cast on 15+ 2. Any unit that suffers any Wounds from a Lore of Hashut spell (including Flames of Azgorh) must take a Panic test regardless of the number of casualties caused. Azgorh. If three 6s are ever rolled for the template's movement or hits. If there are no enemy units within 18". All Chaos Dwarfs that hear the sound are filled with the fear of Hashut and His fiery wrath. 6. HELLSHRIEK (Lore Attribute) Chaos Dwarf Sorcerer Lords dare to contend with the Realm of Chaos. Soul Reavers Cast on 10+ The Sorcerer Lord reaches into the Realm of Chaos and drags forth a gaggle of screeching Daemons which fly towards the enemy and attack with their spectral claws. Units which contain at least one Daemon are unaffected. 3. Magma Pool is an augment spell that is cast on the Sorcerer Lord's own unit. The Sorcerer Lord may tear a larger warp rift so that it uses the large round template instead. The target unit cannot march in their following turn and reduces their Weapon Skill and Initiative characteristics by 1 until the start of the caster's next magic phase. All fleeing friendly units within 18" immediately rally. The Sorcerer Lord may summon a more powerful spectral bull by increasing the casting value to 13+. opening a gateway into the Realm of Chaos itself. If he does so. the spell has no effect. Flames of Azgorh is an augment spell cast on the Sorcerer Lord himself. only to coalesce elsewhere on the battlefield. the casting value is increased to 8+. Such Daemons manifest as screeching spectres. Shadows of Hashut Cast on 10+ The Sorcerer Lord calls up the terrifying form of a daemonic bull which charges towards the closest enemy. The Sorcerer Lord tears a rift in the very fabric of reality. Flames of Azgorh. The Sorcerer Lord can choose to emit a louder and more powerful version of this spell that affects all friendly fleeing units within 24". the Sorcerer Lord nominates the direction in which it will move. Storm of Ash is a hex spell with a range of 18". the casting value is increased to 13+. 4. Any unit under or passed over by the template is assailed by ravening Daemons and suffers 3D6 Strength 4 hits with no armour saves allowed. in which case the second rank of the target unit is affected as well. Every model in the front rank of the nearest enemy unit to the caster within 18" suffers a Strength 4 hit. the casting value is increased to 10+. The Sorcerer Lord unleashes a furious bellow that reverberates through the Realm of Chaos like the Dirges of Hashut. the rift collapses – all units within 12" must take a Panic test as the wailing Daemons are sent flying in all directions and the spell ends. causing them to choke and stumble as the searing dust fills their eyes and lungs. The Sorcerer Lord can choose to expand the cloud and have it affect all enemy units within 18" instead. Once the template is placed. Flames of Azgorh (Signature Spell) Cast on 4+ The Sorcerer Lord expels a wall of daemonic flames that engulf his foes in the volcanic fury of the great mountain of fire. If he does so. In subsequent turns. He has a Strength 4 flaming breath weapon for the remainder of the turn. Bullroar Cast on 13+ 1. 70 . 5. the casting value is increased to 18+. If he does so. Magma Pool Cast on 9+ The bodies of the Sorcerer Lord and his followers transmute into molten rock and seep into the ground. goring them with horns of pure shadow. The Sorcerer Lord can increase the breath weapon's Strength to 5. Roll 3D6 to determine how many inches the template will move. Daemons surge from the crackling vortex to sow destruction and the pulsing hellmouth moves erratically as the material world warps around it. They can swap one spell for their signature spell. The Sorcerer Lord can summon more powerful Daemons.
the Taurus stables and the Tower of Zharr itself and we will march across the mountains. was entirely white.‛ ‚His failure casts shame upon the name of the Dawi’Zharr. The Hellcannons were but our first tendrils. He beheld a grim scene within the long hall. curled into rings in the fashion of Zharr-Naggrund. Master. ‚I come only when I am bidden.disappoints me.‛ ‚Master.‛ 71 . and Acrhaon has failed. However. ‚Even those who seek the mantle are doomed to destroy themselves. The time of our coming approaches. and no tall helm adorned his wrinkled brow. He caressed a golden object in his lap. Our pens are full. ‚You intend to march upon the west in force?‛ ‚You object?‛ ‚I do not see what the lands of the Manlings offer us. The time is ripe. bowing his head low. They burn brightly. it has not been enough. who are not seduced by its promise. Master. Even now. Rykarth. but who see its real worth. represented in stone relief. Tzeentch.. watched him with sightless eyes as he passed beneath their awesome gaze. Nurgle and Slaanesh is the rallying cry of Hashut. The routing of Khorne. moving slowly and carefully. forlorn and forgotten on the flagstones.‛ ‚Iron of any quality can be put to good use. are willing to wait. You have kept a keen watch over the forges. I will empty the slave pens.‛ Rykarth shifted uncomfortably in his heavy armour. Their flesh will feed the many more slaves that we will take for. They are content to remain in the shadows. staining the heavens with their industry..‛ ‚No indeed. Master. No one could harm the one who presided over this empty court.The doors to the chamber were opened by attendants. A thousand thousand warriors swear fealty to me and me alone. snarling tusks protruded from his lower lip. were lined by great statues of ancient heroes. Greenskins in endless numbers still roam the wastes. ‚And yet. not least in brokering such a favourable deal with the Everchosen. though the Manlings have been hurt by Archaon’s war. but at last I have almost total control over Zharr-Naggrund.‛ Ghorth picked up the object in his lap and held it before him. My armies will make Archaon’s storm look like a passing rain cloud. ‚when we descend upon the West. Rykarth tried not to look at the Sorcerer's feet. The visitor dropped down to one knee before the occupant of the throne. Long have I prepared my machines and my armies for my greatest task. more Daemonic Engines are being built in the forges and we will sell them to more Lords of Chaos in time. their gold cut into useless discs and their people are so battered by war that they will be good for little more than fodder. This. the ancient Priest cast aside the object – a golden mask – dropping it to the floor with a clatter. Their iron is soft and impure. and the warrior walked in.. At the end of the room was a throne carved from a single block of obsidian by the most talented slaves. It does. Already I have heard from emissaries I dispatched to the Hobgoblin Hegemony and they have promised ten thousand spears for our armies.‛ ‚Yes. there are those in their lands that thrive on battle. Slowly. but not for long. unperturbed by the massive weight of his Chaos armour. My slaving bands scour the Dark Lands for more captives for our armies. the Warrior’s barracks. illuminated by guttering torches.‛ ‚All?‛ ‚Rykarth. His beard.‛ Ghorth leant forward in his throne. All will be taken as slaves. but far grander and with a massive hammer in place of Rykarth’s less ornate axe. he stood. It has pleased me to aid his endeavours.‛ Contemptuously. but not for their forgotten brother.‛ a hoarse voice bade him. He wore black robes. and are not discouraged by the failures of their agents. His eyes blazed fiery red. The former Lords of the Immortals. You have proved yourself valuable to me many times.. dressed in the same manner.‛ ‚The soft lands of the west have suffered under his onslaught. Watching him was a second figure standing beside the throne.‛ Ghorth said.‛ Ghorth nodded. framing his long. scored by evil designs and foul runes that caused he who sat upon it to be protected by magical wards.‛ ‚As it should be. Your reports have been prompt and concise. our forges glow brightly. Rykarth the Unbreakable. followers and beasts of Chaos still haunt the forests. hooked nose. all his attention was occupied by the shrunken figure who watched him from the throne. The walls. Their country still stands. ‚It is long since you have graced my court. So often the Everchosen overreach themselves. The great Empire of Men has withstood his assault. Gold can be melted down. ‚Those who truly know what power is. Archaon’s defeat was a failure for the Four Gods.‛ ‚It could not be otherwise. Even with the help of our mighty Hellcannons. it has not been enough. nothing will survive..?‛ ‚The Empire of Men has trembled at the sound of our voice – at the bull-roar of mighty Hashut – and so they will again. Long. It lay to one side.. It has taken decades. ‚Rise. which had been transformed into dark grey stone. But this is only the beginning.
the To Wound score is always equal to the unmodified armour save of the target. place the small blast template anywhere in contact with the bearer. Initially a blazing inferno. The Armour of the Furnace grants a 3+ armour save. it burns with terrific intensity and. a model with light armour and shield (5+ armour save) would be wounded on a 5+. on turn 2 Strength 5. ARMOUR OF THE FURNACE Magic Armour 50 points The ensorcelled iron of this ancient suit of Chaos armour has been further tempered by the infernal breath of Great Tauruses. the save is 2+. for the Daemon Prince's fate is inextricably intertwined with that of the Dawi'Zharr. For example. Instead of attacking normally. The Amulet of Azgorh grants a ward save which decreases with each turn of the game. AMULET OF AZGORH Talisman 50 points Forged in the heart of the great volcano of Azgorh. any Flammable model that successfully hits the wearer of the Amulet of Azgorh in close combat will take an automatic hit. A skilled Daemonsmith is required to locate and bind Dra'heth'k'negh again. When attacking with the Black Hammer of Hashut. The Armour of the Furnace is thus proof against even the fiercest flame.CREATIONS OF THE CURSED FORGES This section contains the rules and background for some of the most infamous. Instead. In turn 1. in turn 3 4+ and so on until it drops to 6+. 100 points BLACK HAMMER OF HASHUT Magic Weapon 50 points The Black Hammer of Hashut is a weapon blessed by the Father of Darkness Himself. can heat metal to melting point almost instantly. The Dark Mace of Death counts as a hand weapon. a 5+ ward save and the Blessing of Hashut special rule. this ruby-red amulet generates a flickering aura of fire which surrounds the bearer. powerful and iconic sorcerous items crafted by the dark magic of the Dawi'Zharr. Furthermore. and it is always possible to lure him back. up to a maximum of 2+ and a minimum of 6+. whereupon he will lash out at anything within range before returning to the Realm of Chaos. 72 . the bearer's Strength is ignored. DARK MACE OF DEATH Magic Weapon The Dark Mace of Death contains the bound essence of the mighty Daemon Prince Dra'heth'k'negh. Finally. the bearer also has Flaming Attacks. the Dark Mace of Death counts as destroyed and may no longer be used during the game. In addition. the Strength of which is also determined by the game turn: on turn 1 it is Strength 6. on turn 3 Strength 4 and so on down to Strength 1 where it remains for the rest of the game. but once per game you may release the bound Daemon in a devastating magical attack. where it remains until the game ends. These may be used in addition to the magic items found in the Warhammer rulebook. After this. One who knows the secrets of the weapon may unleash the enraged Daemon. Armour is no defence against the Black Hammer and only makes the wearer more vulnerable to its scalding touch. the protective miasma from the Amulet gradually cools to a cinder over time. attacks from the Black Hammer ignore armour saves and count as Flaming Attacks. Shaped in the form of a smith's hammer. All models beneath the template suffer an automatic Strength 5 hit with no armour saves possible. captured centuries ago. in turn 2 it is 3+.
Any friendly units with the Disposable rule within 12" of the Banner of Obeisance may re-roll any failed Fear. but some sorcerous items they used have survived. When it is planted in the earth and the right incantations spoken over it. Chaos Dwarf units on the ziggurat also have the Bondage of Hashut rule. in addition. Their enchantments have been lost to the ages. To the ears of those who still serve the Chaos Dwarfs. any Daemon unit that the unit destroys completely in close combat or runs down in a pursuit is worth double victory points. but before the armies have been deployed. so there are whole chambers full of Acolytes within the Temple of Hashut who spend pointless hours inventing new numbers in a vain effort to sustain this arbitrary system. it sounds as if the disembodied voices of the dead constantly whisper details of their horrific fates. The Chaos Dwarfs have developed their own system of numbers based on the geometry of a ziggurat. all enemy units within 12" of them reduce their Leadership by 1. you may not use the Ziggurat Foundation Stone. The unit carrying it causes Fear and. Their sightless eyes still stare out from its rippling surface and etched into their flesh are dark runes of Hashut. In addition. BANNER OF OBEISANCE Magic Standard 50 points This fell banner is sewn together from the skins of slaves tortured to death within the Temple of Hashut. All attacks (including ranged attacks) made by a unit with the Embersworn Banner count as both magical and Flaming and the unit is Immune to Fear. If you do not have a suitable ziggurat model to place. This Standard may only be taken by an Immortals unit. a creation of the Sorcerer Krunngar Blackhand that has bound Daemons woven into its very fabric. but the Immortals have never known defeat when gathered en masse. a mighty obsidian ziggurat will burst from the ground. place a ziggurat in your deployment zone. and it is their duty to catch and bind Daemons in battle. The ziggurat counts as a hill. the Chaos Dwarf Sorcerers used magic to raise Zharr-Naggrund in the midst of the Plain of Zharr. After deployment zones have been agreed. Terror or Panic tests. ZIGGURAT FOUNDATION STONE 50 points Enchanted Item Thousands of years ago. After each battle is won. but any unit positioned on it benefits from Magic Resistance (1). This only occurs once every few centuries.BANNER OF ZHARR Magic Standard 50 points This mighty banner is the standard of the Immortals. but none more so than the Embersworn Banner. the Banner of Zharr is soaked in the blood of those the Immortals have slain so that now it exudes an aura of pure fear. These fell entities suffuse the attacks of the Daemon hunters who march beneath it with shadow and flame. usually kept secure within the Tower of Zharr unless sufficient numbers of Immortals take to the field at one time. To this end they are given equipment that makes them dangerous to Daemons and other entities of magic. forming a strongpoint around which a stalwart defence can be mounted. such as this simple block of obsidian. 73 . EMBERSWORN BANNER Magic Standard 35 points The Embersworn Clans are the servants of the Daemonsmiths. It is unwieldy and almost impossible to use.
with huge opportunities for creating unique models. It is an inspirational guide for those starting. Those looking to amass their own Chaos Dwarfs force should be prepared to face a unique challenge. This section presents a showcase of some of the fantastic miniatures in the Chaos Dwarfs range. their own Dawi'Zharr collections. with many different models available. It is a varied and interesting force. Chaos Dwarfs are a highly diverse army.AMASS THE COHORT The sight of a well-painted army arrayed for battle on the tabletop inspires any Warhammer player or collector. but they truly reach their full potential in the hands of a skilled and imaginative convertor. . or adding to.
High Priest of Hashut. By Baggronor Sorcerer on Winged Taurus with Colossal and Obsidian Flesh. By Thomas Hunt. Volgar the Mad. By Kubasa Chaos Dwarf Sorcerer. 76 . Chaos Dwarf Sorcerer. By M3lvin. By Hammerhand.Astragoth.
By Ishkur Cinderhat. Ferocious. Fiendish Blast. By Kris Aubin Chaos Dwarf Warlord. Zhatan the Black. Chaos Dwarf Warlord. Battle standard bearer. By Malcolm Neill. By Adam Benesz.Chaos Dwarf Warlord on Winged Taurus with Colossal. Flaming Hide and Great Horns. By Snotling. 77 .
78 . By Ishkur Cinderhat.Chaos Dwarf Warriors. By Bassman. By Snotling. Chaos Dwarf Warrior. Chaos Dwarf Warriors. By Exquisite Evil. Chaos Dwarf Ironguard.
By Ishkur Cinderhat. By Baggronor. 79 . By Snotling. Stormcaller. By Grimstonefire. Standard bearer.Chaos Dwarf Stormcallers. Chaos Dwarf Stormcallers. By Bassman. By Tjub. By Skink. Stormcaller. Stormcaller. Stormcaller.
By Tjub. By Snotling. 80 .Slaves. Slaves can be anything from greenskins (above) to these twisted. tottering Daemon-Dolls (below). These Slaves demonstrate some of the variety possible for your own Slave units. Slaves.
Hobgoblins. By Xander.Brutes. 81 . By Arekarkadiusz. By Bassman. Hobgoblins. Hobgoblin. Hobgoblin. By Ghost. By Warh.
By AngryBoy2K.Rykarth the Unbreakable. By Baggronor. Immortals. Immortals. Immortals. Immortal standard bearer. By Grimstonefire. 82 . By Slim. By Malcolm Neill.
By Tjub. 83 . Bull Centaur Elder.Bull Centaurs. By Ishkur Cinderhat. Bull Centaurs. By Bassman.
showing exactly what kind of ally he is. Hobgoblin Wolf Rider. Hobgoblin Wolf Riders. Gorduz's banner.The Black Bow. By Ishkur Cinderhat. Wolf Rider standard bearer. By Bassman. By Ishkur Cinderhat. 84 . By Ishkur Cinderhat. Gorduz Backstabber.
Black Orc Boss.Ogres. By Ubertechie. Black Orcs. 85 . By Veski. Ogre. By Spiky James. Black Orcs. By bas_2312. By Kendert.
Mortal Engine with Death Rockets.Chaos Dwarf crewman. By Bassman. Mortal Engine with Eruption Cannon. Mortal Engine. By Obsidian. Mortal Engine with Death Rockets. 86 . By Tjub. By Ghrask Dragh. By Ishkur Cinderhat.
into which unfortunate slaves are cast. 87 .Molten gold. By Baggronor. Altar of Hashut. Bull Centaur Attendant. A terrifying effigy of the Father of Darkness Himself.
By Warh. By Skink. By GeOrc. 88 . By Dino. By Tjub.Daemonic Construct with Ironclad and Razor Claws. Daemonic Engine with Infernal Shells and Warpfire. Daemonsmith. Daemonsmith. Daemonic Engine with Doomfire. By Thomas Hunt. By Warh. Daemonsmith. By Snotling. Daemonic Construct with Ironclad and Fiendish Blast. Daemonsmith.
89 .Daemonic Engine with Infernal Shells. This Daemonic Engine has additional Chaos Dwarf crew armed with blunderbusses. Daemonic Engine with Ironclad and Thunderous Charge. By Bassman. By M3lvin. By Borka. Hothgar Daemonbane.
By Ishkur Cinderhat. Daemonic Engine with Daemonic Barrage and Doomfire. By Xander. 90 .Daemonic Engine with Infernal Shells.
Ferocious. Great Horns and Thunderous Charge. Fiendish Blast. Ironclad.Daemonic Engine with two levels of Colossal. By Ishkur Cinderhat 91 .
Here.CHAOS DWARFS ARMY LIST The Chaos Dwarfs need no encouragement to gather together in preparation for a slave raid to gather more unfortunates to labour in their forges and mines. As a commander of a Chaos Dwarfs army. . This section of the book helps you to do just that. you'll no doubt be keen to get your twisted legions into battle as soon as possible. you'll learn how to turn your collection of miniatures into an army of cruel Dawi'Zharr ready for tabletop battle.
...........10 points Upgrade one Chaos Dwarf Warrior to a standard bearer ......... maximum size... Some units may carry a magic banner or take magic items at a further points cost.. these are also given.................May take a pistol ............... which is the smallest Troop Type.......... what options are available to them........ Core Units........... 1 UNIT CATEGORIES As described in the Warhammer rulebook.......... This specifies the minimum size for each unit. standard bearer or musician.......... 5 Unit Size... Where several profiles are the mighty Ghorth the Cruel costs 500 required...2 points Upgrade one Chaos Dwarf Warrior to a musician ........ wears Chaos armour and costs 11 points...... The Chaos Dwarf on the right also has a great weapon. 4 6 Special Rules..................... Equipment: This is a list of the standard weapons and armour for that unit... Many unit entries include the option to upgrade a unit member to a champion..........1 point per model 1 Name.. Over the following pages you will find an entry for each of the models in your army.. a Chaos the model(s) in each unit are provided as Dwarf Warrior costs 10 points. Many troops have special rules that are fully described earlier in this book or in the Warhammer rulebook.50 points The entire unit may take great weapons ........... Options.............. Special Units and Rare Units................... unit.............. 2 3 Points value...... and wears Chaos armour........... Each entry specifies the number of models needed to form that unit type of its models (e..USING THE ARMY LIST The army list is used alongside the 'Choosing Your Army' section of the Warhammer rulebook to pick a force ready for battle........ Every miniature in the 7 Warhammer range costs an amount of points that reflects how effective it is on Profiles........................ He costs 12 points.... The characteristic profiles for the battlefield........... The names of these rules are listed here as a reminder.. 'infantry'. although in close combat he will be on equal footing because he must use his great weapon..May have a magic standard worth up to ........ As you can see from the profile above............ These entries give you all of the gaming information that you need to shape your collection of models into the units that form your army.... The Chaos Dwarf Warrior on the left is armed with a hand weapon and shield.................1 point per model The entire unit may take shields ............. he will cost 11 points to include in your army..... while a reminder............. The Chaos Dwarf on the left is armed with a great weapon.......... A unit of ten Warriors armed like this would therefore cost 110 points........................... magic items and other upgrades for units and characters.......... but carries a shield in addition to his Chaos armour... paying extra for his increased armour save...... for example).. and their points costs..... using the following format: CHAOS DWARF WARRIORS Profile Chaos Dwarf Warrior Ironguard M WS BS 2 3 4 3 3 4 3 8 Options: 4 10 points per model S 3 3 T W I 4 1 2 4 1 2 A Ld 1 9 2 9 3 Troop Type Infantry Infantry 5 Unit Size: 10+ 6 Equipment: Hand weapon Chaos armour 7 Special Rules: Unyielding Upgrade one Chaos Dwarf Warrior to an Ironguard ............... they will tell you what your models are equipped with...... Amongst other things............. mounts.......10 points ...... The cost of these items is included in the basic points value.............. The name by which the unit or character is identified..... even if points! they are optional (such as unit 8 champions......... the units in the army list are organised into five categories: Lords...10 points ... In some cases units also have a 'cavalry' and so on)... A list of optional weapons and armour.... Heroes.....................................g.. ARMY LIST ENTRIES Each army list entry contains all the information you need to choose and field the unit at a glance............................. 94 ... For example.............. including the points cost for each particular option......
HIGH PRIEST OF HASHUT Profile Astragoth M WS BS S T W I A Ld 3 4 3 5 5 3 3 2 10 Equipment: Hammerhand Rod of Obsidian Rune of Hashut 440 points Troop Type Infantry (Special Character) Special Rules: Bondage of Hashut Swiftstride Sorcerers' Curse Steam Attack Note: If Astragoth is taken. ZHATAN THE BLACK Profile Zhatan the Black M WS BS S T W I A Ld 3 8 4 4 5 4 4 4 10 Equipment: Chaos armour Hammer of Zharr Ring of Unmaking Black Mantle 320 points Troop Type Infantry (Special Character) Special Rules: Unyielding Bondage of Hashut Reckless Hate ASTRAGOTH.LORDS GHORTH THE CRUEL Profile Ghorth the Cruel Black Throne M WS BS S T W I A Ld 0 4 3 4 5 4 1 1 10 3 5 3 4 4 1 2 5 9 Equipment: Mask of Zhargon Daemonic Familiar Book of Hashut 500 points Troop Type Infantry (Special Character) Infantry Special Rules: Unyielding Bondage of Hashut Sorcerers' Curse The Black Throne Magic: Ghorth is a level 4 Sorcerer Lord. the Lore of Metal or the Lore of Hashut. Acolytes of Hashut are Core Units instead of Special Units. He may generate spells from the Lore of Fire. Magic: Astragoth is a level 4 Sorcerer Lord. LORD BHAAL Profile Lord Bhaal Equipment: Chaos armour Dread Axe M WS BS S T W I A Ld 8 7 3 5 5 4 5 5 10 Special Rules: Blessing of Hashut Bondage of Hashut Devastating Charge Flaming Attacks 400 points Troop Type Monstrous Beast (Special Character) Immune to Psychology 6+ Scaly Skin Terror Fury of Hashut 95 . He uses spells from the Lore of Hashut.
.................................................3 points May be mounted on a Greater Daemonic Construct ..............6 points .............10 points ....................Obsidian Flesh .......................20 points ..........15 points ...25 points ...............................................................................20 points ..................... CHAOS DWARF WARLORD Profile Chaos Dwarf Warlord Equipment: Hand weapon Chaos armour Special Rules: Unyielding Bondage of Hashut M WS BS S T W I A Ld 3 7 4 4 5 3 4 4 10 Troop Type Infantry (Character) 145 points Options: May be armed with one of the following: .....Fiendish Blast ..................................Whirling Blades ......Great weapon ...........................................................50 points May upgrade one piece of equipment to a Hellforged Artefact ........50 points May take Magic Items up to a total of ....................Talisman of Hashut .................50 points May upgrade one piece of equipment to a Hellforged Artefact ........................................................................................Colossal .......50 points ..............................................100 points GREATER DAEMONIC CONSTRUCT Profile Daemonic Construct Special Rules: Bound Daemon Fear M WS BS S T W I A Ld 6 4 0 5 5 3 3 2 8 Troop Type Monstrous Beast Options: Upgrade to a Winged Taurus ..................Brace of Pistols ...Greater Daemonic Construct .......Foul Excretion ..20 points May take a shield .......................................................................20 points ...............Smog ..............Ferocious ...30 points ..............20 points .......15 points ..........10 points ...................................................................................................................................50 points May have any of the following Daemonic Upgrades up to a total value of 100 points: ..Flaming Hide ..........................................................................Additional hand weapon .............Razor Claws .....................................6 points ..............................100 points NB.................... the Lore of Metal or the Lore of Hashut.. He may generate spells from the Lore of Fire.......50 points May take Magic Items up to a total of .........Ironclad ........................................10 points ................25 points ................ A Palanquin is mounted on a 40 x 60 mm base................................................25 points 96 ....................Pistol ....20 points ................................Unnatural Resilience 50 points ..............................Palanquin ...........LORDS CHAOS DWARF SORCERER LORD Profile Chaos Dwarf Sorcerer Lord Palanquin Magic: A Chaos Dwarf Sorcerer Lord is a level 3 Wizard....................... M WS BS S T W I A Ld 0 4 3 4 5 3 1 1 10 3 5 3 4 4 1 2 4 9 Troop Type Infantry (Character) Infantry 190 points Equipment: Hand weapon Special Rules: Unyielding Bondage of Hashut Sorcerers' Curse Iron Bound (Palanquin Only) Magical attacks (Palanquin Only) Options: May upgrade to a Level 4 Wizard ...............................Great Horns .................Immortal Hunger ............35 points May be mounted on one of the following: ......
M WS BS S T W I A Ld 3 4 3 3 4 2 2 1 9 Equipment: Hand weapon.HEROES RYKARTH THE UNBREAKABLE Profile Rykarth the Unbreakable Equipment: Cursed Rune Axe Chaos armour M WS BS S T W I A Ld 3 6 4 4 5 2 3 3 9 135 points Troop Type Infantry (Special Character) Special Rules: Unyielding Hatred Unbreakable Granite Guard Note: If Rykarth the Unbreakable is taken. Hobgoblin Wolf Riders are Core Units instead of Special Units. 97 . Special Rules: Unyielding Sorcerers' Curse Crystal Resonance Living Conduit 180 points Troop Type Infantry (Special Character) GORDUZ BACKSTABBER Profile Gorduz Backstabber Giant Wolf Equipment: Hand weapon Light armour Shield Black Bow Wolf Pelt Mount: Giant Wolf M WS BS S T W I A Ld 4 5 3 4 4 2 3 3 7 9 3 0 3 3 1 3 1 3 Special Rules: Disposable Late as Usual! Fast Cavalry Poisoned Attacks Git Hobgoblin Chieftain 135 points Troop Type Cavalry (Special Character) Note: If Gorduz Backstabber is taken. HOTHGAR DAEMONBANE Profile Hothgar Daemonbane Magic: Hothgar is a Level 2 Sorcerer. VOLGAR THE MAD Profile Volgar the Mad Magic: Volgar is a Level 2 Sorcerer. chosen at additional cost from the Special Units section of the army list. Hothgar knows Bind Daemon as well as his other spells. This unit must be upgraded to the Granite Guard (the cost of the upgrade is included in Rykarth's points value). then you must include a unit of Immortals in the army. but count the cost against your allowance for Heroes rather than Rare choices). He may generate spells from the Lore of Metal. Options: May be mounted on a Daemonic Engine (see page 103 for points and options. You may still take other Immortals in your army if you wish. the Lore of Death or have one spell from each of those Lores. He uses spells from the Lore of Metal. Daemonic Constructs are Core Units instead of Special Units. You may also take Daemonic Engines with up to 50 points of Daemonic Upgrades as Special Units rather than Rare Units. Additionally. M WS BS S T W I A Ld 3 4 3 3 4 2 2 2 9 Equipment: Rod of Daemon Binding Soul Armour Special Rules: Unyielding Sorcerers' Curse Sorcerer of the Forge 220 points Troop Type Infantry (Special Character) Note: If Hothgar Daemonbane is taken.
..................................2 points May be mounted on a Daemonic Construct (see page 102 for points and options...........................................Additional hand weapon ..............................4 points May upgrade one piece of equipment to a Hellforged Artefact 50 points May take Magic Items up to a total of ................................................. You may still take other Chaos Dwarf Warriors in your army if you wish.............................................Great weapon .................50 points BATTLE STANDARD BEARER One Chaos Dwarf Despot or Bull Centaur Elder can carry the Battle Standard for +25 points...................... but if he carries a Magic Standard he may not choose any other magic items............ May upgrade one piece of equipment to a Hellforged Artefact ..7 points ........4 points ................................................ but count the cost against your allowance for Heroes).................4 points May take throwing axes .................................................................................. M WS BS S T W I A Ld 3 4 3 3 4 2 2 1 9 Equipment: Hand weapon Special Rules: Unyielding Sorcerer's Curse Troop Type Infantry (Character) 80 points Options: May upgrade to a Level 2 Wizard ................HEROES GHUZ SLAVETAKER Profile Ghuz Slavetaker Equipment: Hand weapon Chaos armour Daemonscourge Pistols M WS BS S 3 6 4 4 Special Rules: Unyielding Crew of The Bull's Fury Slavetaker T W I 5 2 3 A Ld 3 9 130 points Troop Type Infantry (Special Character) Note: If Ghuz Slavetaker is taken..10 points .................14 points May take a shield ................................................................. but count the cost against your allowance for Heroes)................................................................... He may carry a magic standard (no points limit).................................... He may generate spells from the Lore of Fire or the Lore of Metal.......4 points ...... chosen at additional cost from the Core Units section of the army list.50 points May take Magic Items up to a total of .................... May upgrade one piece of equipment to a Hellforged Artefact 50 points May take Magic Items up to a total of ...50 points CHAOS DWARF DESPOT Profile Chaos Dwarf Despot Equipment: Hand weapon Chaos armour Special Rules: Unyielding Bondage of Hashut M WS BS S T W I A Ld 3 6 4 4 5 2 3 3 9 Troop Type Infantry (Character) 70 points Options: May be armed with one of the following: ...................Great weapon ............................Additional hand weapon .................................. This unit must be upgraded to the Crew of The Bull's Fury (the cost of the upgrade is included in Ghuz's points value)......................................................... then you must include a unit of Chaos Dwarf Warriors in the army.................................................................................................. 98 .................50 points BULL CENTAUR ELDER Profile Bull Centaur Elder Equipment: Hand weapon Chaos armour M WS BS S T W I A Ld 8 6 3 5 5 3 4 4 9 Special Rules: Blessing of Hashut Bondage of Hashut Flaming Attacks Immune to Psychology Fear 6+ Scaly Skin 80 points Troop Type Monstrous Beast (Character) Options: May be armed with one of the following: ....................................Pistol . CHAOS DWARF SORCERER Profile Chaos Dwarf Sorcerer Magic: A Chaos Dwarf Sorcerer is a level 1 Wizard...............................................Brace of Pistols ............35 points May be mounted on a Daemonic Construct (see page 102 for points and options...............................................................5 points May take a shield ...............................................
................................................May take a pistol .........10 points Upgrade one Chaos Dwarf Warrior to a standard bearer ..........................................................Great weapons (Brutes only) .............. 99 ...........................2 points per model ..................................................................................................................................................................................1 point per model ......10 points ............1 point per model SLAVES Profile Slave Brute Hobgoblin Driver Unit Size: 10+ Equipment: Hand weapon Special Rules: Disposable Poisoned Attacks (Hobgoblins only) M WS BS S T W 4 2 2 3 3 1 4 3 2 3 4 1 4 3 3 3 3 1 4 3 3 3 3 1 I A Ld 2 1 5 2 1 5 3 1 6 3 2 6 Troop Type Infantry Infantry Infantry Infantry 2 points per model Options: Upgrade the entire unit to Brutes ...............................................May have a magic standard worth up to ...............................................May have a magic standard worth up to ................................10 points Upgrade one model to a standard bearer ......................................10 points Upgrade one model to a musician .........1 point per model CHAOS DWARF STORMCALLERS Profile Chaos Dwarf Stormcaller Stormguard Unit Size: 10+ Equipment: Hand weapon Chaos armour Blunderbuss Special Rules: Unyielding M WS BS S T W I A Ld 3 4 3 3 4 1 2 1 9 3 4 4 3 4 1 2 1 9 Troop Type Infantry Infantry 13 points per model Options: Upgrade one Chaos Dwarf Stormcaller to a Stormguard ...........................CORE UNITS CHAOS DWARF WARRIORS Profile Chaos Dwarf Warrior Ironguard Unit Size: 10+ Equipment: Hand weapon Chaos armour Special Rules: Unyielding M WS BS S T W I A Ld 3 4 3 3 4 1 2 1 9 3 4 3 3 4 1 2 2 9 Troop Type Infantry Infantry 10 points per model Options: Upgrade one Chaos Dwarf Warrior to an Ironguard ...10 points The entire unit may take one of the following: ........................................1 point per model ..10 points ..............................½ point per model ..........................................................10 points .....................................................................................2 points Upgrade one Chaos Dwarf Warrior to a musician ...................................................................Bows ..............................2 points per model Upgrade one model to a Driver .10 points ..............................................................................................................50 points The entire unit may take great weapons ..50 points The entire unit may take sappara .......................................2 points per model Upgrade the entire unit to Hobgoblins .......................................................................................................10 points Upgrade one Chaos Dwarf Stormcaller to a standard bearer ...................Spears ...............................................................................................................................................May take a pistol ..........................................................Flails (Brutes only) ............................................................................... Slaves do not count towards the minimum Core choices of the army..........................................................................................................................1 point per model The entire unit may take shields .............Additional hand weapon (Brutes and Hobgoblins only) .............................1 point per model The entire unit may take shields ........................................................2 points Upgrade one Chaos Dwarf Stormcaller to a musician .........................................................................................................................................................................................................................1 point per model The entire unit may take shields ...................................................½ point per model NB...........
....25 points Upgrade one Immortal to a musician .... 100 ............10 points ......May take a magic item worth up to .......................................................50 points A single unit in the army may include a Petrified Sorcerer ...........100 points ACOLYTES OF HASHUT Profile Acolyte of Hashut Khazn Unit Size: 10+ Equipment: Ceremonial glaive (counts as halberd) Heavy armour M WS BS S T W I A Ld 3 4 3 3 4 1 2 1 9 3 4 3 3 4 1 2 2 9 Special Rules: Unyielding Dirges of Hashut Sorcerer Caste Troop Type Infantry Infantry 13 points per model Options: Upgrade one Acolyte of Hashut to a Khazn ....................100 points PETRIFIED SORCERER Profile Petrified Sorcerer Special Rules: Bondage of Hashut Blessing of Hashut M WS BS S T W I A Ld 3 * 0 * 4 6 2 4 9 Troop Type Infantry 4+ Scaly Skin 4+ ward save *Fell Icon Fear NB............................................May have a magic standard worth up to .............10 points Upgrade one Acolyte of Hashut to a standard bearer ....50 points A single unit in the army may include a Petrified Sorcerer ......... A Petrified Sorcerer is mounted on a 40 x 60 mm base and counts as part of its unit in all respects...............................10 points Upgrade one Immortal to a standard bearer .............SPECIAL UNITS IMMORTALS Profile Immortal Baneguard Unit Size: 10+ Equipment: Cursed Axes Chaos armour Shield Special Rules: Unyielding Hatred Stubborn Indomitable Defence Oathsworn M WS BS S T W I A Ld 3 5 3 4 4 1 2 1 9 3 5 3 4 4 1 2 2 9 Troop Type Infantry Infantry 15 points per model Options: Upgrade one Immortal to a Baneguard ....May have a magic standard worth up to ..... You may only include one Petrified Sorcerer in the army.........................10 points ......10 points ......
.........................................................................................2 points per model ........10 points Upgrade one Ogre to a standard bearer .............10 points The entire unit may take shields ..........................5 points per model ..........................................10 points Upgrade one Wolf Rider to a standard bearer .......................5 points per model BLACK ORCS Profile Black Orc Black Orc Boss Unit Size: 10+ Equipment: Heavy armour A huge array of weapons M WS BS S T W I A Ld 4 4 3 4 4 1 2 1 8 4 5 3 4 4 1 2 2 8 Special Rules: Disposable Fool Me Once Choppas Immune to Psychology Troop Type Infantry Infantry 12 points per model Options: Upgrade one Black Orc to a Black Orc Boss ........................................10 points The entire unit may take one of the following: ..............................................................................10 points per model The entire unit may take Chaos armour .............10 points The entire unit may take any of the following: .................................Great weapons ................Additional hand weapons .....10 points Upgrade one Wolf Rider to a musician ........................................................1 point per model OGRES Profile Ogre Ogre Berserker Unit Size: 3+ Equipment: Hand weapon Heavy armour Special Rules: Disposable Fear M WS BS S T W I A Ld 6 3 2 4 4 3 2 3 7 6 3 2 4 4 3 2 4 7 35 points per model Troop Type Monstrous Infantry Monstrous Infantry Options: Upgrade one Ogre to an Ogre Berserker ......................10 points Upgrade one Black Orc to a standard bearer ..Spears .................................SPECIAL UNITS HOBGOBLIN WOLF RIDERS Profile Hobgoblin Wolf Rider Hobgoblin Wolf Rider Khan Giant Wolf Unit Size: 5+ Equipment: Hand weapon Light armour M WS BS S T W 4 3 3 3 3 1 4 3 3 3 3 1 9 3 0 3 3 1 I A Ld 3 1 6 3 2 6 3 1 3 Troop Type Cavalry Cavalry - 13 points per model Special Rules: Disposable Fast Cavalry Poisoned Attacks Late as Usual! Options: Upgrade one Wolf Rider to a Wolf Rider Khan ...............................................Bows .........................10 points Upgrade one Ogre to a Musician ..1 point per model .................................1 point per model 101 ......Shields ..........................15 points Upgrade one Black Orc to a musician ..........
.Unnatural Resilience ...........................Foul Excretion ........10 points only) ... growing in size and becoming more decorative to denote a Sorcerer's allegiance or speciality........................................... but some traditionalist Dawi'Zharr still wear them..................... In time they became fashionable throughout Chaos Dwarf society until Zhargon made their wearing compulsory........................................................... The wearing of a tall helmet in battle is largely down to the personal taste of the warband's commander – some Sorcerer Lords insist on it............................ quite logical.........Diabolic Sentience .... 102 ....10 points per model be fielded as a single model....2 1 5 2 1 9 2 3 7 25 points per model Troop Type War Machine (Bolt Thrower) - Options: Include an additional Chaos Dwarf crewman ....15 points per model of 1 or more models unless they are taken as a .................................. wishing to make their newfound dominance clear........................SPECIAL UNITS DAEMONIC CONSTRUCTS Profile Daemonic Construct Unit Size: 1+ M WS BS S T W I A Ld 6 4 0 5 5 3 3 2 8 Special Rules: Bound Daemon Fear 50 points per model Troop Type Monstrous Beast Options: The entire unit may take any of the following Daemonic Upgrades Equipment: up to a total value of 50 points per model: Daemonic claws ... The history of the infamous helmets is convoluted but...................................... to the ritualobsessed Chaos dwarfs.........................Whirling Blades ...........Immortal Hunger .... particularly those who come from ZharrNaggrund itself..10 points Crew: 2 Slaves Upgrade to Artillery .............10 points per model NB.................... the helmets fell out of favour.........10 points Upgrade Slaves to Chaos Dwarfs ....7 2 4 2 2 3 3 1 3 4 3 3 4 1 6 3 2 4 4 3 Special Rules: Mortal Engine Mixed Crew I A Ld .....Ferocious ..25 points ................... even before the Caste system was formalised.....10 points per model ........................ namely their large and elaborate helmets that in some extreme cases actually double the height of the Dwarf wearing them.......20 points per model (hand weapon) ..............5 points per model ................Fiendish Blast ............. in which case they must always ...........Death Rockets ...30 points Unit choice allowed in your army as long as they are not upgraded to Artillery......Infernal Shells ......Ironclad ............................................Flaming Hide ....................................... After the end of the Second Kingdom.... The Immortals in particular almost never wear them......................................Smog .............................................Razor Claws ........... The helmets soon took on a life of their own.... At the beginning of the Second Kingdom period the Warriors had already established themselves as a distinct population.................Daemonic Barrage ..... save as part of their dress uniform in the Tower of Zharr.......................10 points per model character mount..........................5 points You may take 2 Mortal Engines for each Special .......20 points per model .........35 points Hand weapon Artillery may take one of the following Daemonic Upgrades: Heavy armour . and they were noticeably larger...............................25 points per model MORTAL ENGINE Profile Mortal Engine Slave Chaos Dwarf Ogre Loader Unit Size: 1 Mortal Engine M WS BS S T W ............................................ The Sorcerers........35 points Equipment: Artillery may include an Ogre Loader ................................... ........25 points (Chaos Dwarfs ..20 points per model . donned tall helmets in order to disguise their diminutive stature beside their followers.... while more practical Warlords eschew them entirely because they are cumbersome in combat.Eruption Cannon ................ CHAOS DWARF HELMETS Chaos Dwarfs are notorious for their unusual headgear................Obsidian Flesh (may be taken twice) ..........................................................15 points per model ....................................................... Daemonic Constructs can be taken in units ........... These strange items of apparel have earned Chaos Dwarfs the derisive nickname 'big hats' amongst their enemies............................................... stronger and fiercer in appearance than their fellows.....................
....................25 points ....................................................................................Ferocious ................20 points ......................................................................................................................30 points .................Eruption Cannon .............................................................30 points ..............................................................Daemonic Barrage ..................10 points ..Death Rockets ..........Hellbore ......................................................................................................................................................................................................Talisman of Hashut ......RARE UNITS THE ANCESTOR GOLEM OF THAGG-A-DURZ Profile Ancestor Golem Unit Size: 1 M WS BS S T W I A Ld 6 4 0 6 6 6 1 4 10 Special Rules: Large Target Terror Stupidity Unbreakable Unstable Hatred (Goblins) 300 points Troop Type Monster (Special Character) Impact Hits (D3+1) Flaming Attacks Magical Attacks Invulnerable Rage DAEMONIC ENGINE Profile Daemonic Engine Chaos Dwarf Daemonsmith Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew Equipment (Chaos Dwarfs and Daemonsmith only): Hand weapon Special Rules: Bound Daemon Terror Large Target Stubborn Living Artillery Chaos Dwarf Crew Daemonic Backlash M WS BS S T W 6 4 3 5 6 4 .......................20 points ...............................Colossal (may be taken twice) ..5 points ......Doomfire .................................................................................................30 points 103 ..........10 points May take one of the following Daemonic Upgrades: .................Infernal Shells .............................15 points .....................................................................All Chaos Dwarf crew may take blunderbusses ........................................................................3 points per model May be upgraded to one of the following: ...............................Obsidian Flesh (may be taken twice) .............................Smog ............Great Horns .....................Deathgrinder ...........................................................................................Ironclad ......................................30 points .......4 3 3 ...............20 points ...........................................................................................................................................................................................................25 points .......................................................Flaming Hide ...50 points .......................................................................................4 3 3 ..........................................................................................................................................30 points ....Hellbound Locomotive .............................................Whirling Blades .............25 points ................Foul Excretion ..............................Warbarge ...........25 points ................................................Skyscourge .30 points .......................................................................................................................................................................10 points per model ................................Diabolic Sentience ..........................................................................................................10 points .......Warpfire ...............................50 points ..............................................25 points .............................................................................................................................................................................................................................................15 points May take any of the following Daemonic Upgrades: ...........................Unnatural Resilience ...............................................................................................................10 points ......................................................................................................................................................................Immortal Hunger ..I A Ld 1 3 5 2 1 9 2 2 9 Troop Type Monster - 155 points Options: Upgrade one Chaos Dwarf to a Daemonsmith ......25 points ................................................................20 points .....................................................................................................................60 points May take up to five additional Chaos Dwarf crew .......................................Razor Claws .................................................................................................................15 points .....................................................................30 points ..........Fiendish Blast .............Thunderous Charge ....................
......75 points The entire unit must have one of the following: ................2 points per model ALTAR OF HASHUT Profile Altar of Hashut Daemonsmith Slave M WS BS S T W ....................2 2 9 2 0 5 Troop Type War Machine - 170 points Unit Size: 1 Altar of Equipment (crew): Hashut Hand weapon Heavy armour Crew: 1 (Daemonsmith only) Daemonsmith and 8 Slaves Special Rules: 3+ armour save 4+ ward save Sacrificial Altar Summoned Daemons BULL CENTAUR DOOM HARNESS Profile Bull Centaur Doom Harness Unit Size: 1 M WS BS S T W I 2D6 ...........................................May have a magic standard worth up to .. A Bull Centaur Doom Harness is mounted on a 50 x 100 mm base.................5 points per model ........15 points NB................. 104 .........25 points Upgrade to a Tenderiser ....Great weapons .....7 9 3 4 3 3 4 1 4 2 2 3 3 1 I A Ld ....................RARE UNITS BULL CENTAURS Profile Bull Centaur Bull Centaur Guardian Unit Size: 3+ Equipment: Hand weapon Shield Chaos armour M WS BS S T W I A Ld 8 5 3 4 4 2 3 2 9 8 5 3 4 4 2 3 2 9 Special Rules: Blessing of Hashut Bondage of Hashut Flaming Attacks Immune to Psychology Fear 6+ Scaly Skin 40 points per model Troop Type Monstrous Beast Monstrous Beast Options: Upgrade one Bull Centaur to a Bull Centaur Guardian .........10 points ..............Additional hand weapons .....................................6 5 4 A Ld * 10 Troop Type Unique 175 points Special Rules: Immune to Psychology Random Movement (2D6) 3+ armour save *Unstoppable Force *Immovable Object Torn Apart Crash! Options: Upgrade to a Whirlwind ..10 points ......................5 points per model The entire unit may have throwing axes ..............................25 points Upgrade one Bull Centaur to a musician .....10 points Upgrade one Bull Centaur to a standard bearer ............................................May take a magic item worth up to ...............................
with the actual Upgrades and other options used to create the unit explained below. we have complied some ideas for units you can create with the rules for Daemonic Upgrades. M WS BS 6 4 0 Special Rules: Bound Daemon (3D6 Rampage) Fly Large Target S 6 T W I 5 5 3 A Ld 4 7 Troop Type Monster 200 points Terror 4+ Scaly Skin S3 Flaming Breath Weapon Blessing of Hashut Flaming Attacks LAMMASU Profile Lammasu A Lammasu may be taken as a mount for a Chaos Dwarf Sorcerer Lord or Warlord. They believe that the Great Taurus is the Father of Darkness's sacred creature. these can be used as they appear below. The Chaos Dwarf Sorcerers believe the Lammasu is a throwback to the Great Taurus's Dwarf origin and though it doesn't burn like a living furnace. others are inspired by some descriptions earlier in this book and a few are completely new. also called the Red Bull of Hashut. and that it was mutated from Chaos Dwarfs in the Time of Chaos. membranous wings and is capable of breathing a gout of flame like a Dragon. but the Lammasu has a leering. While this allows Chaos Dwarfs players an unparalleled opportunity for customisation. and two levels of the Obsidian Flesh Daemonic Upgrades. Each unit is presented as a full Army List entry like those above. it just benefits from a similar effect. The Great Taurus is such a fierce and dangerous creature that it is only usually used a mount for very influential Warlords. Some of them are 'classic' units and creatures from older versions of the Chaos Dwarfs. but is now bred only by the Chaos Dwarfs who stable it beneath the Temple of Hashut. it can be quite daunting for newcomers! In this section of Warhammer: Chaos Dwarfs. it has a sorcerous exhalation that protects it from enemy magic. humanoid face with a beard like a Chaos Dwarf as well as foreclaws that resemble hands more than hooves. The Great Taurus. M WS BS 6 4 0 Special Rules: Bound Daemon Fly Large Target S 5 T W I 5 5 3 A Ld 2 8 Troop Type Monster 150 points Terror Magic Resistance (2) The Great Taurus is an awesome monster that was once native to Zorn Uzkul. It can soar through the air on its vast. and can be used exactly as they appear. or provide inspiration for your own foul creations. GREAT TAURUS Profile Great Taurus A Great Taurus may be taken as a mount for a Chaos Dwarf Sorcerer Lord or Warlord. Flaming Hide. In game terms this is represented by the Ironclad Daemonic Upgrade. For this reason. The Great Taurus is a Greater Daemonic Construct upgraded to a Winged Taurus with the Colossal. Fiendish Blast. Most of the other units below contain something similar. This demonstrates that players do not have to take Daemonic Upgrades literally – you can easily use the rules to 'count as' something else. it is a favoured mount for Chaos Dwarf Sorcerers. the Great Taurus has a fiery hide that deflects attacks. The Lammasu is a Greater Daemonic Construct upgraded to a Winged Taurus with the Colossal. Like the Great Taurus. The Lammasu is a naturally occurring mutation of the Great Taurus that is occasionally born. and because the Lammasu is quite intelligent. its hooves spark lightning and flames wreath its entire body. so players needn't feel constrained by the descriptions in the Daemonic Upgrades rules.APPENDIX: THE DAEMONSMITHS' ART The Chaos Dwarfs army list contains several units that have the option of being given Daemonic Upgrades. 105 . it is a huge monster with great leathery wings. is a towering monstrosity in the shape of a massive bull blazing with infernal power. When it charges. but the Great Taurus is not necessarily covered in armour plates. Ferocious. Great Horns and Ironclad Daemonic Upgrades. For instance.
BRASS BULL Profile Brass Bull A Brass Bull may be taken as a mount for a Chaos Dwarf Sorcerer or Despot. An Obsidian Bull is a Daemonic Construct with the Ironclad and Obsidian Flesh Daemonic Upgrades. Ironclad and Smog Daemonic Upgrades. A Battle Carriage is a clanking. From his seat atop the bouncing vehicle. allowing them to decapitate an enemy warrior with a single flick of their great metal heads. A Battle Carriage is a Daemonic Construct with the Fiendish Blast. it serves as an excellent mount for a Sorcerer or Despot. Magic Resistance (1) Ironclad BATTLE CARRIAGE Profile Battle Carriage A Battle Carriage may be taken as a mount for a Chaos Dwarf Sorcerer or Despot. wickedly sharp horns. hissing machine that uses Daemons as a power source in place of the more traditional steam and is constantly shrouded in a pall of black smoke. M WS BS 6 4 0 Special Rules: Bound Daemon Fear S 6 T W I 5 3 3 A Ld 2 8 Troop Type Monstrous Beast 75 points Killing Blow Ironclad OBSIDIAN BULL Profile Obsidian Bull M WS BS 6 4 0 S 5 T W I 5 3 3 A Ld 2 8 Troop Type Monstrous Beast 70 points An Obsidian Bull may Special Rules: be taken as a mount for Bound Daemon a Chaos Dwarf Fear Sorcerer or Despot. as well as use the cockpit-mounted cannon which projects a torrent of Daemonic ichor at enemies. suitably broken by captivity of sufficient length. 106 . A Brass Bull is a Daemonic Construct with the Great Horns. Ironclad and Razor Claws Daemonic Upgrades. as the name suggests. it provides it with a degree of protection from offensive magic. Brass Bulls have broad. The Obsidian Bull is a variation of the Brass Bull that replaces its brass-bound hull with heavy obsidian cladding. Though this makes the beast less dangerous in combat. M WS BS 6 4 0 Special Rules: Bound Daemon Fear S3 Breath Weapon S 5 T W I 5 3 3 A Ld 2 8 Troop Type Monstrous Beast 90 points Ironclad Smog Brass Bulls are relatively simple Daemonic Constructs – mechanical beasts constructed from gears and pistons and clad in heavy brass plates. A ferocious Daemon is imprisoned inside this machine and. a Despot or Sorcerer can benefit from the increased protection its thick hull provides.
They are methodical and dangerous in combat. Iron Dervishes are Daemonic Constructs with the Ferocious and Whirling Blades Daemonic Upgrades. M WS BS 6 4 0 Special Rules: Bound Daemon Fear S 5 T W I 5 3 3 A Ld 2 8 70 points per model Troop Type Monstrous Beast Magic Resistance (2) War Golems are some of the most common Daemonic Constructs – squat. War Golems are Daemonic Constructs with the Flaming Hide and Ironclad Daemonic Upgrades. Shedu are Daemonic Constructs with two levels of the Obsidian Flesh Daemonic Upgrade. Iron Dervishes are strange creations that resemble a series of nested rings. ragged wings and flesh marred by deep. In this agitated state. and make for effective war beasts. the weird devices roll and spin across the battlefield before colliding with the foes whereupon they slice them to shreds with their razor-sharp spinning edges. the rings begin to spin around at such a rapid pace that the Dervish looks like a rippling silver sphere. 107 . all of which burn with sorcerous flames. M WS BS 6 4 0 Special Rules: Bound Daemon Fear Blessing of Hashut S 5 T W I 5 3 3 A Ld 2 8 65 points per model Troop Type Monstrous Beast Flaming Attacks 4+ armour save IRON DERVISHES Profile Iron Dervish Iron Dervishes may be taken in units of 1 or more models as a Special Unit choice. slicking their mottled black hides with the very stuff of the Empyrean. powerful machines in the shape of armoured Dwarfs. Even though they are racked by constant pain. half-blind with useless. maces and oversized axes. the Lammasu is not entirely stable. rounded metal disc. but when the Daemons bound to its many surfaces by etched runes are awakened. fitted with many blades and barbs. driving them forward in screaming. dangerous creatures despite their deformities. These deformed infants. Like all Chaos mutations. M WS BS 6 4 0 Special Rules: Bound Daemon (3D6 Rampage) S 5 T W I A Ld 5 3 3 D6+2 7 95 points per model Troop Type Monstrous Beast Fear Random Attacks (D6+2) SHEDU Profile Shedu Shedu may be taken in units of 1 or more models as a Special Unit choice. hammering the enemy with claws. confused mobs. the cruel Chaos Dwarfs will not put Shedu out of their misery and instead use them in battle. but they are strong. an Iron Dervish resembles a thick. mutating them even further. which the Chaos Dwarfs call Shedu. Not all of the Great Taurus offspring that carry the traits of the Lammasu develop properly – some unfortunate creatures are born stunted and malformed. inhabited by fierce Fire Daemons.WAR GOLEMS Profile War Golem War Golems may be taken in units of 1 or more models as a Special Unit choice. cannot breathe out the Lammasu's powerful anti-magic vapour. The Shedu are destined to die on the swords of the enemy. and instead their sorcerous power literally leaks from their bodies. At rest. painful fissures. fists.
The Bilecannon is a disgusting variant of the Hellcannon. exude a disgusting poisoned ooze and their corrupted ammunition has the power to mutate and disfigure anything it doesn't kill in the initial blast.HELLCANNON Profile Hellcannon Chaos Dwarfs Daemonsmith A Hellcannon may be taken as a Rare Unit choice.. which replaces the enslaved fire Daemon with a foul servant of Nurgle.. Bilecannons are still built by some determined Daemonsmiths and they are formidable engines of destruction. Indeed. Only a truly perverse Sorcerer would build or use a Daemonic Engine so capable of corrupting its surroundings. as the remains of victims that have been shovelled into the flesh furnace at its rear are projected out in a jet of rancid gore and bone. lest it be turned against them some day.. Despite this. bound with the essence of a mighty fire Daemon. A Bilecannon is a Daemonic Engine with the Foul Excretion. It was said that Dorgor was finally defeated when one of his Bilecannons exploded.. Doomfire. releasing the Nurgle Daemon inside and triggering a full scale Daemonic incursion. Ferocious. It belches warping daemonfire into the sky and some are also able to project a stream of Daemonic ichor – a side effect of the machine's ravenous lust for souls. Ironclad and Warpfire Daemonic Upgrades. Smog and Warpfire Daemonic Upgrades. A Hellcannon is a heaving monstrosity of brass and iron. The Chaos Dwarfs are happy to take the Chaos Warriors' gold and slaves in exchange for such a boon. 108 .2 A Ld 5 4 1 9 2 9 Troop Type Monster 285 points Special Rules: Bound Daemon (3D6 Rampage) Terror Large Target Stubborn Living Artillery Chaos Dwarf Crew Daemonic Backlash Doomfire S3 Breath Weapon 4+ armour save Warpfire BILECANNON Profile Bilecannon Chaos Dwarfs Daemonsmith A Bilecannon may be taken as a Rare Unit choice. A Hellcannon is often the centrepiece of a Chaos Dwarf assault on a fortified position.. anything and everything around a Bilecannon soon begins to rot into a foetid mulch. So impressed have the Warriors of Chaos been with the power of the Hellcannon that they often purchase one or more of the terrifying engines for their armies.2 . The only Sorcerer Lord insane enough to use Bilecannons in any numbers was Dorgor the Twisted whose army of masked Warriors and mutated Slaves carved a swathe across the Eastern Steppes some centuries ago.60 points S 5 3 3 T W I 6 4 1 . and even the Chaos Dwarfs who crew it bear foul lesions and other disfigurements... A Hellcannon is a Daemonic Engine with the Colossal...2 A Ld 3 5 1 9 2 9 Troop Type Monster 220 points Special Rules: Bound Daemon Terror Large Target Stubborn Living Artillery Chaos Dwarf Crew Daemonic Backlash Poisoned Attacks Smog Warpfire The fearsome Hellcannons are one of the most common kinds of Daemonic Engine. Fiendish Blast... Bilecannons are constantly surrounded by a miasma of diseased smog and flies. although each is unique and those produced by different Daemonsmiths have subtle differences. and their reputation has travelled far beyond Zharr-Naggrund because of this. the Chaos God of plague and decay. but they always ensure they send a crew of Chaos Dwarfs to work the Hellcannon.. Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew M WS BS 6 4 3 4 3 4 3 Equipment (Chaos Dwarfs and Daemonsmith only): Hand weapon Options: May upgrade one Chaos Dwarf to a Daemonsmith ..2 .60 points S 5 3 3 T W I 6 6 1 . Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew M WS BS 6 4 3 4 3 4 3 Equipment (Chaos Dwarfs and Daemonsmith only): Hand weapon Options: May upgrade one Chaos Dwarf to a Daemonsmith ..
and rumour has it that it will put even The Shatterbeast to shame. and it took the efforts of three Slave Giants to bring it crashing to the ground whereupon it was overwhelmed by a tide of thieving Gnoblars who swiftly stripped it off all valuable metal. The Shatterbeast is a Daemonic Engine with two levels of the Colossal. the Daemons generate sufficient energy to power not one but three spasming barrels.. and Horgus's army tore itself apart several weeks later..60 points S 6 3 3 T W I 6 8 1 . The barrels are fitted to a huge wheel towards the back of the machine which spins around so that the Daemonhammer's blasts saturate a huge area with a barrage of magical flames. However. Unit Size: 1 Daemonic Engine and 6 Chaos Dwarf crew M WS BS 6 4 3 4 3 4 3 Equipment (Chaos Dwarfs and Daemonsmith only): Hand weapon Options: May upgrade one Chaos Dwarf to a Daemonsmith ..2 A Ld 5 4 1 9 2 9 Troop Type Monster 370 points Special Rules: Bound Daemon (3D6 Rampage) Terror Large Target Stubborn Living Artillery Chaos Dwarf Crew Daemonic Backlash S3 Breath Weapon 4+ armour save 5+ ward save Impact Hits (D6) The Sorcerer Lord Xandor Bloodbreath ordered the creation of the mighty Daemonhammer Tri-Cannon by his Daemonsmiths... It also has three additional Chaos Dwarf crew. fighting each other over scraps of now worthless metal.. Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew M WS BS 6 4 3 4 3 4 3 S 5 3 3 T W I 6 6 1 . Talisman of Hashut and Thunderous Charge Daemonic Upgrades.. The Shatterbeast is a massive and terrifying Daemonic Engine that came out of the twisted imagination of the Sorcerer-Artisan Ishkur Cinderhat..2 . Great Horns.DAEMONHAMMER TRI-CANNON Profile Daemonhammer Tri-Cannon Chaos Dwarfs Daemonsmith The Daemonhammer Tri-Cannon may be taken as a Rare Unit choice. 109 . This devastating machine is a highly unstable creation bound with the warring spirits of three Daemons. Ishkur Cinderhat now plans his latest hideous invention.60 points Special Rules: Bound Daemon Terror Large Target Stubborn Living Artillery Chaos Dwarf Crew Daemonic Backlash Daemonic Barrage Doomfire SHATTERBEAST Profile Shatterbeast Chaos Dwarfs Daemonsmith The Shatterbeast may be taken as a Rare Unit choice. Daemonic Barrage and Doomfire Daemonic Upgrades. Ferocious. which hurl Daemonic fire across the battlefield.. much to the delight of Ogre Tyrant Horgus Stonegut....2 A Ld 3 5 1 9 2 9 Troop Type Monster 240 points Equipment (Chaos Dwarfs and Daemonsmith only): Hand weapon Options: May upgrade one Chaos Dwarf to a Daemonsmith . a towering bullshaped Engine that shook the ground as it walked and crashed into the ranks of the enemy with the force of an avalanche. Ironclad. Kept in a perpetual state of agitation by their confinement alongside their rivals. Ishkur would have the last laugh as the corrupted iron induced a sense of unnatural avarice in the Ogres and their servants. Ishkur sought to create a machine even larger and more dangerous than the famous Kolossus – The Shatterbeast was the result.. The Shatterbeast was eventually destroyed at the Battle of Rhinox Pass. The Daemonhammer Tri-Cannon is a Daemon Engine with the Colossal. Fiendish Blast.. A rival of Hothgar Daemonbane. In his laboratory.2 .
the hellishly imbued ammunition of the Thunderfire Rocket Battery is not powered by an enslaved entity.SKULLCRACKER Profile Skullcracker Chaos Dwarfs Daemonsmith The Skullcracker may be taken as a Rare Unit choice.2 A Ld 3 5 1 9 2 9 Troop Type Monster 215 points Equipment (Chaos Dwarfs and Daemonsmith only): Hand weapon Options: May upgrade one Chaos Dwarf to a Daemonsmith . These Daemons are willingly imprisoned.60 points S 5 3 3 T W I A Ld 6 6 1 D6+2 5 . Unlike most Daemonic Engines. Eruption Cannon. drills and spikes that pulverise the ranks of the foe.. as well as a monstrous Eruption Cannon that saturates victims with Daemonfire. Of course. each as large as a Hellcannon's barrel and bound with a Daemon that guides its flight.. and that they can then return to the Realm of Chaos. Ironclad. The front of a Skullcracker is fitted with a fearsome array of hammers.... but they are primarily machines of industry and commerce and not manoeuvrable enough for use on campaign by Chaos Dwarf warbands. A Thunderfire Rocket Battery is a Daemonic Engine with the Daemonic Barrage. Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew M WS BS 6 4 3 4 3 4 3 Equipment (Chaos Dwarfs and Daemonsmith only): Hand weapon Options: May upgrade one Chaos Dwarf to a Daemonsmith .. but by one induced to inhabit the rocket by bribes and pacts.2 2 9 Troop Type Monster 280 points Special Rules: Bound Daemon (3D6 Rampage) Terror Large Target Stubborn Living Artillery Chaos Dwarf Crew Hellbound Locomotive Daemonic Backlash Eruption Cannon Random Attacks (D6+2) Impact Hits (D6) 4+ armour save THUNDERFIRE ROCKET BATTERY Profile Thunderfire Rocket Battery Chaos Dwarfs Daemonsmith The Thunderfire Rocket Battery may be taken as a Rare Unit choice. A Skullcracker is a Daemonic Engine upgraded to an Infernal Locomotive with the Colossal.60 points Special Rules: Bound Daemon Terror Large Target Stubborn Living Artillery Chaos Dwarf Crew Daemonic Backlash Daemonic Barrage Diabolic Sentience Death Rockets The Land Trains that snake their way across the Dark Lands carrying goods and slaves between the far-flung enclaves of the Chaos Dwarfs see plenty of combat and must be well armed in order to fend off raids from greenskins and Ogres. Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew M WS BS 6 4 3 4 3 4 3 S 5 3 3 T W I 6 4 1 . Thunderous Charge and Whirling Blades Daemonic Upgrades.. Thunderfire Rocket Batteries are popular armaments for Chaos Dwarf battlebarges where they frequently take up the entire foredeck of even a large ironclad ship.2 1 9 . Essentially the front locomotive car of a Land Train. Thundefire Rocket Batteries are massive platforms fitted with several rows of Death Rockets.. gorged on suffering and death. knowing that their destructive steeds will cause untold horror when they land. a Skullcracker is powered by Daemonic energy in order to both increase its speed and remove the logistical problem of having a ready supply of coal to keep it functioning. as a Skullcracker is as likely to suffer a catastrophic magical backlash as any other Daemonic Engine. 110 . Death Rockets and Diabolic Sentience Daemonic Upgrades.. many Warlords have sought to capture the raw power of the Land Trains' steam engines for a machine of war and the Skullcracker is the result of this. the sacrifice is reliability.. Nonetheless.. Ferocious..2 ...
2 .. The Death Zepplin is a Daemonic Engine upgraded to a Skyscourge and with two levels of the Colossal.. This fearsome Deathgrinder makes a mockery of any fortifications placed around a castle and is equally effective at crushing enemy troops in its path. the Death Zeppelin is very much a prototype and has yet to prove itself in war. The closest they have come is the so-called Death Zepplin. The design for the Daemon Tower has arguably been perfected by Hothgar Daemonbane who built two awesome edifices he called Doom Engines for Lord Mortkin's Chaos horde during his brief exile. which is made possible by the huge spiked roller mounted on the front of the Tower. Chaos Dwarfs have no shortage of captives to haul a siege tower into place of course.2 A Ld 5 5 1 9 2 9 Troop Type Monster 354 points The Death Zeppelin Equipment (Chaos Special Rules: may be taken as a Rare Dwarfs and Daemonsmith Bound Daemon Unit choice. The western Dwarfs have made similar strides in airship technology. They are a simple concept: a siege tower driven by a Daemon-powered engine rather than needing to be pushed by soldiers or slaves. only): Terror Hand weapon Large Target Unit Size: 1 Daemonic Blunderbuss (Chaos Stubborn Engine and 8 Chaos Dwarfs only) Living Artillery Dwarf crew Chaos Dwarf Crew Options: May upgrade one Chaos Dwarf to a Daemonsmith .2 . the Chaos Dwarfs' Death Zeppelin is less liable to crash or burst into flames. It also has five additional Chaos Dwarf crew.2 A Ld 5 5 1 9 2 9 Troop Type Monster 330 points The Daemon Tower Equipment (Chaos Special Rules: may be taken as a Rare Dwarfs and Daemonsmith Bound Daemon Unit choice. Infernal Shells and Ironclad Daemonic Upgrades. Ironclad and Thunderous Charge Daemonic Upgrades. Along with Hellcannons. These huge machines were taller than most fortress towers and although relatively primitive so that they could be operated by their human owners they nonetheless proved extremely decisive weapons in Mortkin's invasion of Ostland.. but these have proven unstable. Daemon Towers are amongst the most commonly seen Daemonic Engines. as their enemies learned to neutralise the labouring slaves and leave the towers stranded in the open. an airship that levitates with the aid of a lighter-than-air balloon. Chaos Dwarfs use Daemon Towers to storm enemy fortresses and they mount a mortar to hammer fortifications during their inexorable advance. Daemonic Barrage. but with the usual caveat that daemonic technology carries its own unique risks..57 points Daemonic Backlash Daemonic Barrage Infernal Shells 4+ armour save Skyscourge DAEMON TOWER Profile Daemon Tower Chaos Dwarfs Daemonsmith M WS BS 6 4 3 4 3 4 3 S 5 3 3 T W I 6 8 1 . The Daemon Tower is a Daemonic Engine upgraded to a Deathgrinder and with two levels of the Colossal. It also has five additional Chaos Dwarf crew armed with blunderbusses.DEATH ZEPPELIN Profile Death Zeppelin Chaos Dwarfs Daemonsmith M WS BS 6 4 3 4 3 4 3 S 5 3 3 T W I 6 8 1 .. 111 ... With the help of Daemon-forged materials.. but experience demonstrated that this made them too vulnerable. only): Terror Hand weapon Large Target Unit Size: 1 Daemonic Stubborn Engine and 8 Chaos Options: Living Artillery Dwarf crew May upgrade one Chaos Dwarf to a Daemonsmith .. Even so.. but the dream is to create a machine of sufficient size and power to transport warriors to the battlefield or to mount an artillery piece. It carries a crew of Stormcallers who provide close-range fire to protect the Zeppelin and a massive payload of heavy shells to rain down destruction on unsuspecting enemies.60 points Chaos Dwarf Crew Daemonic Backlash Deathgrinder 4+ armour save Impact Hits (D6) The Chaos Dwarfs have made many experiments with creating flying machines to supplement the abilities of Great Tauruses and other Daemonic Constructs.....
Mo = Monster.Giant Wolf Hothgar Daemonbane Rykarth Sorcerer Volgar the Mad CORE Warrior . WM = War Machine DAEMONIC UPGRADES SUMMARY Colossal: +2 Wounds. MI = Monstrous Infantry. Smog: Enemies have -1 to hit with missiles and -1 WS when in close combat.Giant Wolf Petrified Sorcerer Black Orc . Great Horns: +1 Strength.Black Orc Boss Ogre .Ogre Berserker Daemonic Construct Mortal Engine . Razor Claws: Killing Blow.Khan . Diabolic Sentience: Can re-roll scatter dice. Ferocious: +2 Attacks.Ironguard Stormcaller . Unnatural Resilience: Regeneration Warpfire: Units hit by stone thrower attack take Panic test with -1 penalty.Palanquin Warlord Zhatan the Black HEROES Bull Centaur Elder Despot Ghuz Slavetaker Gorduz .Stormguard Slave Brute Hobgoblin .Khazn Wolf Rider . Talisman of Hashut: 5+ ward save. Immortal Hunger: Hatred in every combat round. Foul Excretion: Poisoned Attacks. MB = Monstrous Beast. SW = Swarm. Has Random Movement (3D6) when Rampaging. Thunderous Charge: Impact Hits (D6). Flaming Hide: Flaming Attacks and Blessing of Hashut. Terror. Ca = Cavalry.Daemonsmith M 3 3 3 3 4 4 9 3 4 4 6 6 6 4 3 6 M 3 4 6 8 8 2D6 6 WS 5 5 4 4 3 3 3 * 4 5 3 3 4 2 4 4 WS 4 2 4 5 5 4 4 4 BS 3 3 3 3 3 3 0 0 3 3 2 2 0 2 3 2 BS 3 2 0 3 3 0 3 3 3 S 4 4 3 3 3 3 3 * 4 4 4 4 5 3 3 4 S 3 3 6 4 4 6 5 3 3 T 4 4 4 4 3 3 3 4 4 4 4 4 5 7 3 4 4 T 7 4 3 6 4 4 5 6 W 1 1 1 1 1 1 1 6 1 1 3 3 3 2 1 1 3 W 9 1 1 6 2 2 4 3 I 2 2 2 2 2 2 3 2 2 2 2 2 3 2 2 2 I 2 2 1 3 3 1 2 2 A 1 2 1 2 1 2 1 4 1 2 3 4 2 1 1 3 A 1 1 4 3 4 * 3 1 2 Ld 9 9 9 9 6 6 3 9 8 8 7 7 8 5 9 7 Ld 9 5 10 9 9 10 5 9 9 Type In In In In Ca Ca In In In MI MI MB WM Type WM Mo MB MB Un Mo Page 40 41 43 56 54 55 50 52 Page 57 69 51 58 44 Troop Type Key: In = Infantry.Slave . 112 .Slave Ancestor Golem Bull Centaur . Doomfire: Stone thrower shots are Strength 5(10). Eruption Cannon: Shoots as fire thrower instead of stone thrower. WB = War Beast. Ironclad: 4+ armour save.Daemonsmith .Baneguard Acolyte . -1 Leadership.Chaos Dwarf . Un = Unique. Whirling Blades: Random Attacks (D6). Obsidian Flesh: Magic Resistance (1). Infernal Shells: Stone thrower shots gain movement disruption effect. Large Target.Driver M 3 0 3 8 0 3 3 3 M 8 3 3 4 9 3 3 3 3 M 3 3 3 3 4 4 4 4 WS 4 4 5 7 4 5 7 8 WS 6 6 6 5 3 4 6 4 4 WS 4 4 4 4 2 3 3 3 BS 3 3 3 3 3 3 4 4 BS 3 4 4 3 0 3 4 3 3 BS 3 3 3 4 2 2 3 3 S 5 4 4 5 4 4 4 4 S 5 4 4 4 3 3 4 3 3 S 3 3 3 3 3 3 3 3 T 5 5 4 5 5 4 5 5 T 5 5 5 4 3 4 5 4 4 T 4 4 4 4 3 4 3 3 W 3 4 1 4 3 1 3 4 W 3 2 2 2 1 2 2 2 2 W 1 1 1 1 1 1 1 1 I 3 1 2 5 1 2 4 4 I 4 3 3 3 3 2 3 2 2 I 2 2 2 2 2 2 2 2 A 2 1 5 5 1 4 4 4 A 4 3 3 3 1 2 3 1 1 A 1 2 1 1 1 1 1 2 Ld 10 10 9 10 10 9 10 10 Ld 9 9 9 7 3 9 9 9 9 Ld 9 9 9 9 5 5 6 6 Type In(SC) In(SC) MB(SC) In In In In Type MB In In (SC) Ca(SC) In (SC) In(SC) In In (SC) Type In In In In In In In In Page 62 60 63 36 51 37 61 Page 51 37 67 68 64 65 36 66 Page 38 39 42 SPECIAL Immortal . MC = Monstrous Cavalry.Chaos Dwarf .Guardian Doom Harness Daemonic Engine .Black Throne Lord Bhaal Sorcerer Lord . Ch = Chariot. Death Rockets: Stone thrower shots scatter 4D6" if a hit & misfire is rolled. or +3 armour save for ridden Daemonic Construct without Colossal. SC = Special Character.Ogre Loader RARE Altar of Hashut . Daemonic Barrage: Stone thrower hits may re-roll failed rolls to wound. troop type becomes Monster. Fiendish Blast: Strength 3 Breath Weapon.SUMMARY LORDS Astragoth Ghorth the Cruel .
com chaos-dwarfs. Each book in the series describes in detail an army.com . Inside you will find: A bestiary describing every unit. An army list to arrange you collection of miniatures into a battle-ready force. A showcase of the expertly painted range of Chaos Dwarfs miniatures. its history and its heroes. hero and war machine in the army. From their foul and polluted realm in the Dark Lands they plot the eventual overthrow of the Old World using their legions of heavily armed and armoured soldiers. Warhammer: Chaos Dwarfs is one of a series of supplements for Warhammer. games-workshop. the Chaos Dwarfs are a threat – and a challenge – like no other.CHAOS DWARFS The Chaos Dwarfs are slavers and industrialists without compare. monster. Combining the unyielding character and cunning artifice of the Dwarfs with evil sorcery and numerous expendable troops. A Warhammer Armies supplement for ENGLISH LANGUAGE 6 5316266 443210 > The Game of Fantasy Battles You will need a copy of Warhammer to use the contents of this book. their hordes of wretched greenskin slaves and their half-sentient Daemonically possessed war machines.