[eng - 6th] warhammer chaos dwarfs
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[ENG - 6th] Warhammer Chaos DwarfsTRANSCRIPT
CHAOS DWARFS
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 the 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.
www.games-workshop.com www.chaos-dwarfs.com
CONTENTS
2
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, but they also
have their own evil ambitions. Demented Sorcerers brood in citadels of black obsidian while
their warriors make war in the name of their evil god, Hashut: the Father of Darkness.
WHY COLLECT A CHAOS DWARFS
ARMY? Chaos Dwarfs are as vile and black hearted a race as
any in the Warhammer world. No other army holds the
rest of the world in quite the same contempt, and so
Chaos Dwarfs will appeal to anyone who likes to play a
true villain. There is almost nothing admirable about the
evil Chaos Dwarfs – their society is built on misery and
cruelty, kept afloat only by the slavery of thousands of
innocents.
A Chaos Dwarf army is unlike any other in
Warhammer. Not only do they possess huge blocks of
elite infantry in the form of Warriors, Stormcallers and
Immortals, but also more unusual troop types like Bull
Centaurs and Hobgoblin Wolf Riders. But the real
strength of the Chaos Dwarfs lies in their mastery of the
arcane, for they can field hideous monstrous troops in
the form of Daemonic Constructs as well as terrifying
Daemonic Engines.
HOW THIS BOOK WORKS Warhammer Armies books are split into sections, each
of which deals with a different aspect of the army.
Warhammer: Chaos Dwarfs contains:
The Chaos Dwarfs. This section describes the history
of the Chaos Dwarfs – their twisted society, the blasted
hellscape of the Dark Lands in which they make their
home, their most notorious leaders and the cataclysmic
wars they have fought.
Chaos Dwarfs Bestiary. Each and every unit type in
the army is examined here, with a full description of
each entry, alongside its complete rules. This section
also contains the unique magical artefacts available to
Chaos Dwarfs and the powerful Lore of Hashut.
Amass the Cohort. Here you will see photographs of
the range of miniatures available for the Chaos Dwarfs army, gloriously painted and converted by passionate
gamers from across the world.
Chaos Dwarfs Army list. The army list takes all of the
troop types, war machines and infamous Dawi'Zharr
individuals presented in the previous section and
arranges them so you can choose an army for your
games. Units are classed as either Characters (Lords or
Heroes), Core, Special or Rare, and can be taken in
different quantities depending on the size of game you
are playing.
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, there are always more tactics to
use, different battles to fight and painting ideas to try
out. 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.chaos-dwarfs.com
INTRODUCTION
3
THE CHAOS
DWARFS A pall of acrid smoke hangs
over the bleak realm of the
Dark Lands where, in the
depths of the ruinous Plain
of Zharr, far from the
knowledge of Men, the
Chaos Dwarfs make their
home.
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, the
brooding might of the
terrifying half-sentient
Daemonic Engines.
For centuries they have been
content to wait out the ages,
but these are the End Times
and as the Realm of Chaos
waxes strong and vomits
forth its fell legions, the
Blacksmiths of Chaos have
come to make war. Ruin and
hatred is their birthright
and, holding all other
creatures in contempt, they
will not baulk at reducing
the entire world to desolation
and slavery.
The wind howled across the bleak, featureless expanse of wasteland. From horizon to horizon there was nothing but barren steppe, relieved only by the occasional patch of
scrubland. For the men of Captain Grüber's expeditionary force, this was surely the end of the line. Their supplies were almost exhausted, their horses near death and they had become
hopelessly lost several days ago. Here in the Dark Lands, there was no way to gauge the passage of time, no landmarks to help them navigate out of the wastes. This foolish
adventure had ended in disaster.
All Grüber had been searching for was a passage to the east that avoided the heavy levies the masters of Pigbarter extracted, but what he would find was a slow death from exhaustion or
starvation beneath the leaden, polluted skies.
But worse was to come.
Sergeant Heldvelk was the first to hear the distant sound of drums. Captain Grüber was quick to form up his ragged line, presenting whatever enemy came out of the wastes with a wall of halberds. The brave men of The Empire, alone and far from home, prepared to die bravely
against this new terror.
But this new horror did not come to take their lives. It came to take them, for nothing happens in the Dark Lands that goes unnoticed by its masters. A dark smudge on the horizon
soon resolved itself into rank upon rank of black-armoured warriors. They marched in silence, only the rhythmic beating of the drums marking their steady progress. Grüber's men
steeled themselves anew, but when the attack came, it was not from the front. Dozens of greenskins mounted on howling wolves came hurtling from the flank, whooping and
sneering. The soldiers held, but the sudden attack had shaken them, and they were not prepared when the armoured might of the Chaos Dwarfs crashed into them.
They held bravely. They fought like Sigmar Himself. But it was not enough. The Chaos
Dwarfs pushed forward, cutting them down like wheat in a field, slicing with daemonic axes and smashing with hammers alight with burning fury. Grüber fell back, forming a ring of steel with his best men, but then a beast of flesh and iron plummeted from the skies with a feral roar. It landed in amongst the Imperial soldiers, belching fire and slashing with rune-
etched claws as long as a man's arm.
It was a rout, but the casualties amongst Grüber's men were surprisingly light. The Chaos Dwarfs had not come to slaughter: they had come to enslave. Those unlucky ones that
survived awoke in chains. Their fate was more horrific than they could have imagined for, in the Dark Lands, there are always fools who dare to stand against the Dawi'Zharr. There is no shortage of unfortunates to labour in the soul forges of the Chaos Dwarf slavemasters, and so
the lives of those pitiful captives are always short and painful.
You see, they do not want your land. They do not want your gold. All they want is you.
And they don't stop. Ever.
6
The Chaos Dwarfs are a cruel and industrious people. Like their kin in the Worlds Edge
Mountains, they respect age, wealth and invention. But unlike them, they are a bitter and
twisted race, their values a mockery of the respect that Dwarfs have for ancestry and artifice.
Their history is a holocaust of suffering and destruction, and it has warped them into a vile and
demented society, paradoxically obsessed with both order and anarchy. Once, the Chaos Dwarfs were just like their cousins
who make their homes in the Worlds Edge Mountains,
and the two peoples share much in common despite
their ancient sundering. Both respect wealth, age and
prowess in battle, and both lust for the mineral wealth
of the earth. Both races are masters of cunning artifice
and engineering, producing machines that seem
wondrous to less skilled peoples, such as Men and Orcs.
However, this is where the similarity ends, 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, 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. The Chaos Dwarfs – or Dawi'Zharr
as they call themselves, meaning ‘Dwarfs of Fire' – are
utterly evil, and despise all other living things. It is
fortunate for the rest of the Warhammer world that they
live in the Dark Lands, surrounded on all sides by
desolate wastes and towering mountain ranges, and
their desire to conquer and subjugate all other races is mediated by the presence of vast mineral wealth in their
own lands.
The origin of the Chaos Dwarfs lies in the same place
as their kin, for once they were a single people. The
Dwarfs rose in the Southlands when the Old Ones still walked the world, and slowly migrated north along the
Worlds Edge Mountains, becoming a hardy people with
a great love of mining and craft. In these early times the
Dwarfs were guided to their eventual homelands by the
Ancestor Gods, 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 fought against the Orc and Goblin tribes that
infested the caverns and they became the mortal
enemies of these creatures, but they never posed a
serious threat to the intelligent and powerful Dwarfs in those days. For the Dwarfs, this would always be
remembered as a golden age, a time of unsurpassed
glory and wealth, before the terrible and destructive
wars of later ages.
THE EXODUS Though the Dwarfs had travelled far and fought hard
for their new homelands, there were still those among
them who were not satisfied. These brave – some would
say foolhardy – individuals argued that the Ancestor
Gods had led them this far, yes, but why stop here?
They broke from their kin and journeyed north, passing beyond the Worlds Edge Mountains and onto a vast and
desolate northern plateau. This land was barren and
cold, lashed by bitter winds that prevented anything but
sickly, stunted thorns from growing. The bones of
primordial monsters that littered this region caused the
Dwarf explorers to name it ‘Zorn Uzkul' – the Great
Skull Land. The explorers kept in contact with their kin
in the Worlds Edge Mountains all this time, but years
began to pass as they crossed Zorn Uzkul, surviving as
best they could, and eventually it became impractical to
send messengers so far. The explorers began to build their own settlements, making the best they could of the
poor land, but it was a meagre and hard existence, and
they became an increasingly tough and embittered
people. But all this hardship was as nothing compared
to what would follow.
THE COMING OF CHAOS Unbeknownst to the lesser races, the polar gates of the
Old Ones were about to collapse, enshrouding the world
in the tides of Chaos. No one knows what caused this
cataclysm, but it altered the Warhammer world
completely, forever polluting it with the unnatural taint
of Chaos. 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. Many creatures
were mutated and warped by the power of Chaos, and it
was during this time that many strange beasts such as Chimera, Griffons, Beastmen and Skaven were created.
The Dwarfs proved resistant to the taint of Chaos and
remained secure in their mountain homes, waiting out
the storm of magical energy. However the Dwarfs of
Zorn Uzkul were not so fortunate: exposed on the great
plateau, they had nowhere to hide from the warping
tides, and Chaos began to visit terrible changes on
them. The unfortunate Dwarfs were mutated, slowly at
first, but then more and more, until fully a tenth of their
number sported some example of the curse of Chaos.
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. Most of the
HISTORY OF THE CHAOS DWARFS
8
Dwarfs of Zorn Uzkul simply tried to survive.
Abandoned by the Ancestor Gods, whose voices were
silenced by the tides of Chaos, they called out for
salvation, praying for some deity or hero to save them
from the mutations and the daemonic attacks.
HASHUT Their call was answered. What Man, Dwarf or Elf can
say who Hashut truly is? Tales abound in ancient
tomes; some say he was once a Bloodthirster of Khorne
who rebelled against his master, and grew in power in
his prison below the earth, mastering fire and rock.
Others say that he is the spirit of a mighty volcano,
given life by the power of Chaos. 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 truth will most likely never be
known, all that is certain is that, in their time of need, Hashut came to the Dwarfs of Zorn Uzkul and offered
them an alternative to death and suffering. Hashut is a
god of fire and darkness, 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,
but his promises were their only hope of salvation. No
one knows the true nature of that terrible bargain, and
what the Dwarf explorers had to sacrifice in the name of
their new god, but when the Time of Chaos ended they
were changed forever: their mutations had stabilised,
but they still bore the taint of Chaos on their bodies. Many of the Dwarfs bore long, snarling tusks, and their
overall complexion and demeanour was more dark and
glowering. Their beards, previously lustrous and
brightly coloured, were now bristling and black. Some
of their number sported small vestigial horns, or even
hooves, and some were mutated even to the point of
becoming a new kind of creature: the monstrous Bull
Centaurs, who had the upper bodies of the Dwarfs they
had once been, but the lower bodies of fearsome, red-
skinned bulls. The explorers were Dwarfs no longer: they had become the twisted servants of Hashut and
named themselves ‘Dawi'Zharr' – the Dwarfs of Fire.
To the rest of the world, however, they would become
known simply as the Chaos Dwarfs.
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. 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. There, 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. The crater was rich in minerals, gems, oil
and other things the Chaos Dwarfs needed to survive in
the harsh lands and the only inhabitants were Orcs,
Gnoblars, Goblins and a sub-race of greenskins that would come to be called Hobgoblins. These creatures
were primitive and savage, and were unable to make
use of the mineral wealth of the crater, so the Chaos
Dwarfs had no compunction about driving off or killing
them all. In time, they spread across the area, which
they named the Plain of Zharr, or 'Zharrduk'. The Chaos
Dwarfs had abandoned all their old ways, just as they
felt the Ancestor Gods had abandoned them, and cast
aside their runic heirlooms. In giving themselves over
to Hashut, they had given up their ancestral magic, but
gained something powerful in return: sorcerers of their
own. The envoys of Hashut were able to use the magic of their god, whom they now called the Father of
Darkness, to hurl flames and shadows at their enemies,
and a certain percentage of the Chaos Dwarfs who were
born each generation had the same powers. These
individuals quickly became a separate group in the
fledgling Dawi'Zharr society, held apart from the rest
and keeping their own counsel. 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.
This period, beginning some three thousand years
before the birth of Sigmar, was known as the First
Kingdom. The Chaos Dwarfs were ruled over by
9
powerful Warlords who commanded armies of their
own kinsmen. Amongst these kin were also numbered
the dreaded Bull Centaurs, who were still being born to
ordinary Chaos Dwarfs at the time: they formed their
own units of shock cavalry, and revolutionised the way Chaos Dwarfs made war. Unlike their western kin, they
did not rely on stalwart defence, 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.
Ranging across the Dark Lands, the Chaos Dwarfs
began to subjugate and massacre the greenskin tribes,
sacrificing large numbers of them to Hashut.
For four hundred years, the First Kingdom was
unopposed, 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. Emboldened by this victory,
the greenskins started to fight back against the Chaos
Dwarfs and eventually forced them out of the Dark Lands, but stopped short of advancing into the Plain of
Zharr, which was now choked with fumes and pollution
from the furnaces of the Chaos Dwarfs. The power of
the Warlords was finally shattered, and the Sorcerers of
Hashut emerged from their isolation to usher in the next
period in Chaos Dwarf history.
THE RISE OF THE SECOND KINGDOM The Sorcerers were the Priests of Hashut, and promised
to lead the Chaos Dwarfs to glorious victory. They told
the warbands that the Dawi'Zharr were not destined to
rampage across the land like the hordes of the north, but
instead must organise themselves so they might become
a force to be reckoned with. They began to reconstruct Chaos Dwarf society with themselves at the top, housed
in a great city which they built with their sorcery from
black obsidian. The mighty tower of Zharr-Naggrund
was large enough to house all the Chaos Dwarfs, but the
Priests demanded more, and all the labours of the
Dawi'Zharr were bent to constructing the vast edifice.
They strip mined the Plain of Zharr, turning the ground
into slag and building thousands of acres of workshops
and factories. When the demand for labour outstripped
what the Chaos Dwarfs themselves were capable of,
they began enslaving the tribes of greenskins. Now
possessed of a dark purpose, the Chaos Dwarfs were once again expanding. This time they didn't travel far
from the Plain of Zharr at first, but instead expanded
their sphere of influence steadily so that the greenskins
could never unite against them again. The furnaces of
the Dawi'Zharr burned bright with the fires of industry
and the city of Zharr-Naggrund grew larger every day.
The Sorcerers began to wage wars of their own in
parallel with their people: they scoured the Realm of
Chaos, using the magics granted to them by Hashut to
summon and enslave Daemons. Although the artefacts
they created by these means were primitive and unstable, they would continue to perfect the technique
in the coming centuries.
10
By this period, the so-called ‘Sorcerers' Curse' was
already well documented. The magic of Hashut wrought
terrible changes on its practitioners, gradually
subverting their Dwarf nature and transforming them into solid stone. This limited the lifespan of the Priests
and meant that no single Sorcerer was ever capable of
wielding too much power – invariably, they would turn
into stone and their own followers would outlive them,
so the Priests were forced to cooperate with one another
to run Chaos Dwarf society. All this changed with the
birth of the mightiest Sorcerer of all: Zhargon.
ZHARGON THE GREAT Fully nine hundred years before the birth of Sigmar, a
Sorcerer of rare power entered the Priesthood of
Hashut. His name was Zhargon, and he swiftly
outstripped his masters in knowledge of the rites of the
Father of Darkness and magical potential. Within a
century, Zhargon was ordained as the High Priest of
Hashut and began introducing sweeping reforms to
Chaos Dwarf society. Inspired by the ziggurat shape of
Zharr-Naggrund, he codified the system of Castes that restricted certain professions to certain layers of the
city. Highest were the Priests, who lived in the Temple
of Hashut atop the city and they were served by the Bull
Centaurs, who now began to breed true, becoming an
entirely separate sub-race of the Dawi'Zharr. The
warriors lived in the level below, followed by smiths,
masons and other craftsmen, then finally the labourers.
The numerous greenskin slaves occupied the very
lowest levels of all. Under Zhargon's direction many
fortresses were built along the River Ruin and the Dark
Lands were utterly subjugated by the Chaos Dwarfs. To
celebrate this conquest, the Gates of Zharr were built as a demonstration of power: alone in the most desolate
part of the region, serving no purpose and hundreds of
miles from any other Chaos Dwarf enclave.
Zhargon was obsessed with one thing. He knew that all
his labours would come to nothing in a few hundred
years when his body was transformed into stone. With
this in mind, and the Second Kingdom at the height of
its power, Zhargon locked himself away in his inner
sanctum and began researching methods to stave off the
Sorcerers' Curse. The realm of the Chaos Dwarfs continued to expand, and untold millions of slaves were
brought to the Plain of Zharr. The Chaos Dwarfs began
trading with the Goblin tribes in the foothills of the
Worlds Edge Mountains and, through such means, 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. These early
meetings were not civil, 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 two
races would always despise one other, and attack each other on sight in every future encounter.
In the far south of the Dark Lands, a new threat arose.
The degenerate ghoul tribes lurking below Cripple
Peak, the descendants of the ancient tomb-scavenging
servants of Nagash, united for the first time under
Vorag Bloodytooth, the first and only Ghoul King.
Vorag made war on the Goblin tribes of the Worlds
Edge Mountains, and several bands of Chaos Dwarf
slavers also became involved in the conflict. Vorag was
victorious in his wars, and enslaved the Goblin and
Chaos Dwarf survivors, forcing them to build the Fortress of Vorag in the Plain of Bones. This affront
made the Chaos Dwarfs furious, 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.
Zhargon had not been seen in public for over a century,
and many assumed he had succumbed to the Sorcerers'
Curse already, but he proved them wrong and emerged
from his isolation. Zhargon had not been turned to
stone; indeed he appeared remarkably hale and healthy
and was encased in a suit of golden Chaos armour. 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. 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.
11
The greatest army of Chaos Dwarfs ever assembled
marched across the Dark Lands, led by Zhargon on his
golden altar. The great volcano Azgorh was especially
active that season and shrouded the host in roiling clouds of black ash, which Zhargon called a sign of
Hashut's favour. As great as the army was, however,
they were far from home and not equipped for a siege.
They attacked the Fortress of Vorag, but were repelled.
The force was too large and unwieldy, and they had too
few supplies. Zhargon refused to retreat and the ghouls
took their toll on the Chaos Dwarfs. Despite Hashut's
alleged favour, the Dawi'Zharr were defeated and
forced to flee back to the Plain of Zharr.
THE FALL OF THE SECOND
KINGDOM
The Chaos Dwarfs were embarrassed by their crushing
defeat, and blamed the arrogance of Zhargon. He was forced to put down rebellions using increasing force,
and began to rule Zharr-Naggrund with an iron grip. He
suppressed the advances of Chaos Dwarf technology,
strangling progress and stagnating his society.
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, and now they were
forbidden from researching further to reclaim what they
had lost. Finally, the new laws became too much and
the Chaos Dwarfs rebelled en masse, beginning a devastating civil war.
At this time, Zhargon was pursuing rumours about a
prophecy regarding the Everchosen of Chaos, a
champion of great power who would lead the hordes of
the north in open war against the rest of the world. Zhargon hoped to become the Everchosen himself, but
he would need to stave off the Sorcerer's Curse for
several more centuries in order to fulfil the conditions
of the prophecy. The rebellion of his subjects infuriated
him – he required absolute loyalty and unity in order to
bring his plans to fruition. As the battle raged
throughout Zharr-Naggrund, Zhargon hid himself in his
chambers again and prepared a great enchantment that
would turn the tide of battle in his favour.
The Chaos Dwarf rebellion was, ironically, led by the
Immortals, who had suffered the greatest in the ill-conceived war against Vorag, but had received little
sympathy from Zhargon who blamed them for the
defeat. The Bull Centaurs, on the other hand, remained
loyal to Zhargon and defended the Temple of Hashut
with their lives. In the final battle, the Immortals fought
the Bull Centaurs at the iron gates of the Temple and
finally broke through at the cost of many lives. To this
day there is still a fierce rivalry between the two groups
of elite warriors.
Lord Khal Drakaz, the leader of the Immortals, led the charge into the Temple wielding the magical Hammer
of Zharr, but Zhargon was ready for him. The High
Priest emerged from his inner sanctum and faced down
his former lieutenant. Drakaz made to strike off
Zhargon's head, but the mighty spell that Zhargon had
prepared was unleashed at that moment. What that
terrible enchantment might have done can never be
known, though Drakaz was vaporised instantly by its
power. However, any further effect was prevented as
the spell backfired and caused Zhargon to lose control
of the wards that protected him. In one horrifying
instant, the ravages of time took their toll on Zhargon and he was transformed into stone, which then
crumbled into a dry pile of lifeless dust. Zhargon's reign
of terror had ended, but the Second Kingdom was in
ruins, and the Dawi'Zharr would take many years to
recover from the effects of the civil war.
CHAOS
Chaos Dwarfs do not use that name amongst
themselves, but instead refer to their people
as the Dawi'Zharr. 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 Chaos Dwarfs are well aware that Hashut
is part of the pantheon of Chaos though, and
that is why they use some of the iconography
of Chaos. The Chaos Dwarfs believe that
Hashut is more powerful than the other Gods,
and hold the worshippers of the supposed
lesser deities in contempt. This is why they are
so willing to use Chaos for their own ends,
treating Daemons and magic as another
resource to be ruthlessly exploited.
12
THE MODERN AGE After Zhargon's death, Chaos Dwarf society was in
turmoil. Zharr-Naggrund itself was heavily damaged,
with fires raging on every street and fully half of the
population killed. The Priests of Hashut began to
coordinate the repairs as soon as possible, and the Bull
Centaurs, despite being on the losing side, put themselves at the Temple's disposal once again: their
first loyalty had always been to Hashut, after all. In
order to repair Zharr-Naggrund, the Priests ordered the
acquisition of tens of thousands of slaves and bands of
Chaos Dwarf warriors scoured the Dark Lands for
captives. Though there were already numerous slaves
working in the mines, forges and workshops of the
Plain of Zharr, from this point onwards the Chaos
Dwarfs themselves were outnumbered by their slaves
and their society became completely dependent on
them. Within fifty years, Zharr-Naggrund was restored
to its former glory and the Dawi'Zharr were ascendant once again.
Zhargon's legacy was to convince the Sorcerers that no
one of them should ever rule Zharr-Naggrund
unopposed again, and they began to govern as a
Conclave, each with their own followers and armies
drawn from their own kin. These ties of blood and
honour meant that Chaos Dwarf society became divided
into many disparate realms, each of which occupied
different areas of the city, but they were nonetheless
unified by the same broad aims: the maintenance and construction of Zharr-Naggrund, and the empowerment
of their twisted race. Though Zhargon had made many
mistakes, most of his reforms were kept in place, most
notably the strict Caste system. Even now, 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, serving at the command of the
Priests, while the Immortals remained an independent
unit, deployable only by a majority vote of the
Conclave, made up of veteran warriors and serving for a strictly defined period of seven years before returning to
their previous masters.
Most importantly, however, the Chaos Dwarfs began to
research technological advancements. They blended
their skills as craftsmen with the dark magic of Hashut
and created Daemon-engines of terrifying power. 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. The results of these
experiments were the Black Orcs, a new race of Orc that was hardier, stronger and less prone to infighting.
Unfortunately for the Chaos Dwarfs, 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. A second civil war engulfed Zharr-Naggrund not
two-hundred years after the end of the first one, and it
seemed that the Chaos Dwarfs would be exterminated as they fought further and further up through the layers
of the city. Finally, salvation came from an unlikely
source: the Hobgoblins, who were intelligent enough to
see that the Chaos Dwarfs could potentially reward
them in a way that the brutal Black Orcs would not,
switched sides and helped to defeat the other
greenskins. The rebellion was ended and the
Hobgoblins were indeed rewarded by their masters;
though they remained slaves, they were no longer
required to work in the mines and forges, and instead
served in Chaos Dwarf armies as warriors and as
overseers for the other slaves. The Black Orcs were driven from the city and out into the Dark Lands. Chaos
Dwarfs no longer use Black Orcs as slaves, but they did
leave several tribes roaming the nearby lands so that
they could recruit them into their armies in the future.
Groups of Black Orcs are still found in the warbands of
their creators, though they are rarely slaves, but instead
paid mercenaries.
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. The Chaos Dwarfs expanded their influence, mining deposits far to the
south at Gorgoth and building a great fortress there.
They also established colonies near the Flayed Rock
and at Daemon's Stump. They quarried stone from Gash
Kadrak, the Vale of Woe, and recruited the vile Sneaky
Git tribe of Hobgoblins into their armies. Increasingly,
the Chaos Dwarfs became the masters of industry, and
built massive engines of war as well as huge ships that
13
began to ply the River Ruin. 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. This
gave their fleet an exit to the north, so that they could plunder even further. They also began to trade with the
Ogres in the Mountains of Mourn, and established ties
with many tribes that benefited both races.
Now, the Chaos Dwarfs only care about acquiring more
slaves so that they can mine more mineral wealth from
their lands. The Chaos Dwarfs are outnumbered many
times over by their captives, but the Hobgoblins are
loyal to them and keep the other slaves in line. By this
method, the two races have evolved a symbiotic
relationship, as they are both dependent on each other to
survive. 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. Chaos
Dwarf society has become a self-sustaining nightmare
of consumption, greed and service to the all-powerful
state. Individual Chaos Dwarfs are not expected to have
their own ambitions outside of what is proper for their
Caste, and they are bound by blood and unbreakable
tradition to their Sorcerer Lord masters. 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.
Because of this, the Dawi'Zharr are deadly on the
battlefield, fighting with merciless hate, unleashing
years of repressed fury. They also have to constantly
make war because of the slaves required by their
industry; without slaves, the Chaos Dwarfs' empire
would grind to a halt, and so the cycle of violence,
captivity and cruelty continues with no end in sight, save for the distant time when the resources of the Plain
of Zharr are at last exhausted. Then, perhaps, the world
will tremble as the Chaos Dwarfs surge out of the Dark
Lands searching for wealth and slaves.
In recent centuries, the most powerful Sorcerer has
become Ghorth the Cruel, whose increasing influence
has begun to alarm the other Sorcerers. He has placed
his own loyal servant, Zhatan the Black, in command of
the Immortals, and so now wields power almost on a
par with Zhargon millennia ago. He has already begun
to subtly influence the outside world, increasing his people's trade with the Warriors of Chaos, in particular
providing Archaon the Everchosen with batteries of
fearsome Daemon-cannons with which to invade the
Empire of Men. The influence of the Chaos Dwarfs is
greater than ever, but they are too divided to threaten
the Old World yet. Ghorth may have greater vision even
than Zhargon before him, and perhaps perceives the
eventual end of the Chaos Dwarf way of life. 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. If so, he is more dangerous than
Zhargon ever was, for his ambition will bury the entire
world under foul mountains of ash and slag.
14
The Dwarf chuckled a dry, humourless laugh. ‚You wish to know of the Dawi'Zharr, of the people who are called, by the ignorant softlanders, ‘Chaos Dwarfs’?‛
‚Yes!‛
‚To know the Dawi'Zharr, you must know the land from which they come; the land beyond your pitiful hills that you call mountains. Your home, this ‘Empire’, is a place of forests and meadows: a weak, green land. My home, the Dark Lands, is a realm of black earth and dead things. It is a realm that would swallow up your Empire a dozen times and where, from horizon to horizon, there is nothing but bare rock, spewing forth the raging fury of the world’s molten heart to bubble across the dead ground. It is a realm of wolves and wind, where no rivers run, and no trees grow. To see it would break your Human mind: shatter it into a thousand thousand pieces.‛
‚I find your land to be highly dubious. Such a waste would appear on every map. I have heard of the Dark Lands, yes, but they are merely unexplored wilderness, not a desolate hellscape as you pretend.‛
‚And why are they unexplored, manling?‛
‚They are rife with tribes of greenskins – another reason you are lying. What Dwarf could stand to live in a land infested with such creatures?‛
‚The greenskins are our slaves. Tribe after tribe of Orc, Goblin and Hobgoblin bound to our servitude. All across the Dark Lands the influence of the Dawi'Zharr is felt, though our true homeland is in the far north of that realm.‛
‚Oh?‛
‚Yes, manling.‛ He beckoned Otto closer. ‚Imagine for a moment the dark, pulsing heart of your Empire. The greatest city, in which your foolish clockwork machines are invented, and where your little workshops and factories produce the children’s toys that you call guns.‛
‚You are speaking of Altdorf...or perhaps Nuln.‛
‚Maybe. The names of your dwellings do not interest me. But still, fix in your mind the image of the Empire’s industry: the clouds of smoke and chemicals, the effluence of progress staining the earth with its foulness.‛
‚The scars that our technological advances wreak on the environment are often regrettable, yes...‛
The Dwarf laughed. ‚‘Regrettable’? What a mannish thing to say... But you know of what I speak – the scars, yes, that is the word. The scars of industry. You know of that bleak place in your cities where factories ruin the air and earth. Well, my homeland is that ruin multiplied untold thousands of times, stretched over an area a hundred leagues in every direction from our great capital. The very earth cries out in agony as we tear it apart with drills and blades. Every hillock is studded with a chimney belching forth black foulness and every valley is sluiced with thick tar and oil. 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. Instead, it unearthed all the wealth of the earth’s bosom for the Dawi'Zharr to claim. And claim it we have, using gold and iron and obsidian and the lives of millions of slaves to build the great tower of Zharr-Naggrund that sits, squat and evil, glowering at our empire of suffering and hatred. 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. What would you think if you could see that place, manling?‛
Otto considered his words. The strange Dwarf had indeed painted a hellish picture, but he just shook his head. ‚It is a good story, and you tell it convincingly, 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.‛
‚What makes you so sure of that, manling?‛
‚Why would such a powerful empire, 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. We have no interest in you.‛
Otto scoffed. ‚How convenient...‛
‚Yes, for you. Your Empire is weak and ruined after this war – but one day you shall recover, and your technology will improve and your industries will grow. One day, you may be a power worth conquering. That is when we will come for you, to learn the secrets your engineers will discover, and enslave your people and machines to serve our ends. Archaon’s war will look like an insignificant skirmish compared to the storm the Chaos Dwarfs will unleash upon you. The Dawi'Zharr do not know defeat, and we do not understand mercy: when we come for you, it will be in such force that the very earth and skies will tremble in fear. And we will come for you, manling. We will come for you.‛
Otto shook his head. ‚You were right, Captain. He is insane.‛
‚Told you.‛
The Dwarf slumped back down against the wall, closing his eyes. Wordlessly, Captain Gozzadini took the lamp down from the hook and led the way out of the cell, barring the door behind them and leaving the prisoner in darkness again.
15
The Chaos Dwarfs are as much a product of their foul homeland as they are their bloody
history. A harsh realm breeds a harsh people, and no realm is harsher than the Dark Lands, a
place where nothing can survive for long.
The seemingly endless waste between the Worlds Edge
Mountains and the Mountains of Mourn is unlike any
other land. It is a barren, desiccated realm that takes its
name from the omnipresent black soil that covers everything. There is almost no water beneath the earth;
instead the ground is a fragile skin that covers vast
magma ducts beneath. 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. Doubtless it was further weakened by the
ancient impact that created the Plain of Zharr. Whatever
the cause, the Dark Lands are a region of extreme
volcanic activity, where boiling tar pits, exposed
mineral seams and rivers of smoking lava pockmark the
landscape. It is these features that make the Dark Lands so useful to the Chaos Dwarfs, as they can easily find
the minerals that they covet and plunge mines deep into
the bowels of the earth.
THE PLAIN OF ZHARR The heart of the Chaos Dwarfs' empire is the Plain of
Zharr. Thousands of years ago, a meteorite descended from the sky – perhaps it was a chunk of one of the
moons that orbit the Warhammer world, or just a
nameless wandering lump of space debris – and blasted
a vast crater in the earth. It pulverised the very rock,
creating in an instant crystals and ores of immense
value. They were left lying there, exposed to the
uncaring skies for millennia until the ancestors of the
Chaos Dwarfs discovered them. Since the coming of the
Chaos Dwarfs, the Plain of Zharr has been changed
irrevocably.
Now, it is an immense network of factories, mines,
smelting plants, workshops and forges. 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. Slaves in untold millions
must live in this hellish warren, 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.
ZHARR-NAGGRUND The capital, and the only true city of the Chaos Dwarfs'
empire, is the obsidian ziggurat of Zharr-Naggrund. It
rears up like a lonely mountain from the flat blackness
of the Plain of Zharr, 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. Rearing thousands of feet
into the sky, and populated by hundreds of thousands
of slaves and Chaos Dwarfs, Zharr-Naggrund is not
really a city in the way the term is used by Men, but
instead a single building that is equal parts fortress, factory and temple. Within its red-lit depths, the Chaos
Dwarfs live and work, creating arcane machineries.
They have harnessed both the energies of the earth and
the empyrean, making slaves of both fire and Daemons
to fuel their awesome engines. The River Ruin flows
through Zharr-Naggrund and the Chaos Dwarfs make
use of it in their forges and factories. Its waters are
pumped throughout the city, flowing into every
workshop, and then join together before the great
southern water-gate, out of which they flow, now
polluted with tar, chemicals and all the effluence of industry. The River Ruin makes its way sluggishly
through the Dark Lands after this, 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.
THE HAMMER OF ZHARR
The true story of the construction of Zharr-
Naggrund has been lost to the mists of time. It is
known that the Sorcerers were the ones who
ordered its creation, and that they used magic
to build it, but it is clear that more mundane
methods must have been used, especially since
much of the city is built of magic-resistant
obsidian. Hence the legend of the Hammer of
Zharr, which was once an ordinary workman's
hammer and, it is said, broke the ground when
the foundations of Zharr-Naggrund were laid.
This holy weapon is given to the Lord of the
Immortals as a badge of office, and is currently
held by the Banelord Zhatan the Black.
THE DARK LANDS
16
Disposition of Zharr-Naggrund,
circa IY 2500
The Temple of
Hashut
Warriors' barracks
and armouries
Artisans'
workshops and
laboratories
Mines,
factories and
slave pens
Sorcerers' quarters
The Tower of Zharr
The waters of the
River Ruin are
pumped throughout
the city, providing
water for the
forges and factories
- Ghorth - Brungha
- Astragoth - Dolzak
- Zakhuun
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. Each Sorcerer Lord
claims dominion over certain parts
of the great ziggurat, usually held
by his Clan since time immemorial.
Chaos Dwarfs are great traders
and merchants though, and
workshops, factories, barracks
and slave pens frequently change
hands in exchange for slaves,
gold, iron and mining rights
elsewhere in the Dark Lands,
altering the borders between the
realms of the Sorcerer Lords. 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. There has not been open
fighting in the streets since the
Black Orc rebellion, 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.
THE TOWER OF GORGOTH
Though the Chaos Dwarfs only have one city, they have
built fortresses throughout the Dark Lands that enable
them to keep watch over their realms. The largest of
these is the Tower of Gorgoth in the south. The way is
marked by the Gates of Zharr, 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. Gorgoth itself is a black tower that pierces the grey skies, clogged with the output not of Chaos Dwarf
forges, but by the fires of the earth itself: the great
volcano known as Azgorh lies just to the south. Gorgoth
is rich in mineral deposits and the whole plateau is
highly volcanic. The Chaos Dwarfs have dug a vast
network of mines beneath it and Gorgoth is populated
almost entirely by slaves. 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.
THE ENCLAVES To the north of the Dark Lands is the windswept plateau
known as Zorn Uzkul, or the Great Skull Land. It was
named thus by the ancestors of the Chaos Dwarfs
because the barren, lifeless region was littered with the
bones of primeval beasts, who perhaps died in the
aftermath of the impact that created the Plain of Zharr. Unlike the Plain of Zharr, Zorn Uzkul is completely
without value, and the Chaos Dwarfs have no
settlements there. Instead, they watch over it from the
fortress of Uzkulak which sits at the mouth of their
great underground canal, stretching from the Falls of
Doom to the Sea of Chaos. Here, 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. The fleet also cruises the River Ruin,
the ships' metal hulls being the only ones that can resist
the corrosive waters, ensuring that the Chaos Dwarfs always make their presence felt to the south. Their other
fortresses, Daemon's Stump and the Black Fortress, are
havens for their ships and allow them to guard over the
Howling Wastes, which are traversed by caravans
seeking trade with the Ogre Kingdoms and distant
Cathay. 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. However it is not unknown for a caravan from
the Old World to run into a slaving band of Chaos
Dwarfs, and in that case they rarely complete their journeys.
THE WASTES The Dark Lands are not entirely uninhabited for, while
almost nothing can grow there, there is enough
sustenance to support scavenging creatures such as
wolves and greenskins. Across the great moors of the
Wolf Lands, huge packs of ravening beasts, warped by
the power of Chaos in ancient times, hold sway. 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, usually in
the service of the Chaos Dwarfs. 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. The Black Orcs
rebelled and were driven from the Plain of Zharr, 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. Far to the south, beyond the Ash
Ridge Mountains, 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. Here, the
carcasses of more recently killed monsters are picked
clean by degenerate Ghoul tribes who gather on the shores of the Sea of Dread, drawing power from their
terrible master, Nagash, supreme lord of the Undead,
whose lair is close by.
Though the Chaos Dwarfs claim lordship over all the
Dark Lands, it would be impossible for any race to
actually govern such a vast tract of land. Instead, 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 Chaos
Dwarfs extract a tribute of slaves from the tribes that
live under their shadow, 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.
19
THE MOUNTAINS OF MOURN To the east of the Dark Lands are the vast, primeval
peaks of the Mountains of Mourn. This is the largest
and most impressive mountain range in the Warhammer
world, stretching untold leagues to the borders of Grand
Cathay, the mysterious human empire of the distant
east. The Mountains of Mourn are home to all manner
of dangerous creatures, but the only intelligent beings
that truly call it home are the Ogres. These hulking
beasts are both the Chaos Dwarfs closest allies and their
most bitter foes, for they are a race of mercenaries
owing loyalty to no single ruler. Some Ogre tribes trade freely with the Chaos Dwarfs and even fight in their
armies in exchange for food (i.e. slaves from the Chaos
Dwarfs' forges) and equipment. The most stalwart allies
of the Chaos Dwarfs are the Ironskin tribe, led by
Ghark Ironskin, whose lust for metal goods has led him
to form a long-standing agreement with various Chaos
Dwarf factions. In exchange for Ogre-sized suits of
armour, Daemonic artefacts and the fearsome "Iron
Rhinox", Ghark has provided Zharr-Naggrund with
thousands upon thousands of Gnoblar slaves. 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, and though
weaker and more cowardly even than normal Goblins,
their sheer numerousness means they necessarily make
up a large amount of the Chaos Dwarfs' slave
population.
In the north of the Mountains of Mourn, almost due east
of Zharr-Naggrund, lies Gash Kadrak: the Vale of Woe.
This grim and foreboding valley is hundreds of miles
long, and it is the home of the Sneaky Git tribe of Hobgoblins. Even amongst the Hobgoblins, the Sneaky
Gitz are reviled as untrustworthy backstabbers. For their
part in helping to put down the Black Orc rebellion, 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. Like
the Tower of Gorgoth, Gash Kadrak is really nothing
but a vast slave colony, and the huge amounts of stone
quarried there contribute to the huge building projects
that take place all across the Plain of Zharr.
THE SOUTH Where the River Ruin sluices into the Sea of Dread, the
coastline is choked with thick, subtropical forest. The
air in this part of the world is thick and cloying, and the
growth of the forest is strangely unwholesome, with
thick, gnarled branches twisting in all directions to form
grotesque shapes, black-flecked fronds drooping overhead and huge patches of bloated fungal growth
underfoot. 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 ever-
present greenskins. The monsters that plague these
dense lands are especially foul, including poisonous
Green Dragons, stinking Wyverns and the repulsive
Jabberslythe. Even Chaos Dwarfs rarely attempt to
penetrate the fecund jungle, though they can be rich
pickings for slaves and war beasts for modification into
Daemonic Constructs. Furthermore, the deepest groves hide lost treasures left behind by the Old Ones, for these
are the ancient realms of the Lizardmen, and these cold-
blooded warriors occasionally raid the coast from the
Southlands. Especially opportunistic Chaos Dwarf
warbands will sometimes trek into the depths in search
of magical artefacts, though such a quest is rarely worth
the potential danger.
Around the River Ruin's delta are leagues of marshland
and, in the midst of this bleak, fly-choked maze of bogs
and waterways is the city of Pigbarter. 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. It was quickly overrun by
Gnoblars and has remained a foul, stinking monument
to Mankind's greed ever since. Pigbarter still flourishes
in its way, forming the only even partially reliable route
into the Mountains of Mourn for merchants, but it is
little more than a sprawl of decrepit hovels held above
the swamps by stilts and willpower. North of Pigbarter
are The Sentinels, a natural rock formation around
which has formed a permanent campsite of trader
caravans. At the confluence of the major trading routes to the east, The Sentinels is another vital lynchpin in the
road to Cathay. Chaos Dwarfs also trade there, seeing
the advantages in keeping the passage to the east open,
but should they desire to descend upon these enclaves
in their homelands, there is no doubt that they would
easily sweep all resistance before them.
20
The vast expanse of arid land stretched on for a hundred leagues to the north and another hundred leagues to the south. This place was nowhere; the heart of the bleakest land on the face of the world, which was precisely why it had been chosen. A team of groaning slaves laboriously dragged a block of stone across the desert floor until it was in the marked position.
"We have laid the foundation stone, Lord," Drakaz said, his voice muffled and hollow behind his iron skull-mask. Idly, his armoured fingers ran across the haft of the Hammer of Zharr that he held close to him at all times.
"There is much yet to do," Zhargon said, his voice as quiet and calm as ever. He was shrouded in black robes, his face hidden from his followers, though none were in any doubt that the High Priest was amongst them. Reclining on a palanquin of black Gromril borne on the broad shoulders of four mighty Immortals, he could be no one else.
"This task may consume generations," Drakaz continued.
"Is it not written in the Tablets of Law that the Father of Darkness's task will take our lives, the lives of our descendants and the lives of all our clans in perpetuity?"
Drakaz shifted his shoulders uncomfortably. One did not need to be reminded of Lord Zhargon's knowledge of the Tablets of Law, 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. He was as devout as any Dawi'Zharr, but even he wondered if Zhargon was descending into madness with this project.
"Think of it, Drakaz: an arch of such colossal proportions that it will strike fear into the whole world. Massive beyond any obvious need, vast beyond the imagination of anyone save a Dawi'Zharr, it will survive as a testament to the power of Hashut for a thousand thousand generations and perhaps beyond. These columns will be of such girth, cemented with such materials and constructed with such skill that they may outlive the foundations of the earth. Mountains will fall before the Gates of Zharr even tremble."
Drakaz lifted his gaze skyward, trying to envisage the arch that Zhargon described. He could not begin to image how it could be built, nor how long it would take. Surely it would, as his master said, consume them and all of their descendants and, while it would no doubt be an object that inspired terror in lesser races, he wondered at the price they would pay for that. To build a huge stone arch in the middle of nowhere, with no wall and no gate, was surely madness...
The slaves that had positioned the first block were driven back to the great pile of stones that were waiting for them. More gangs of captives toiled to move the blocks onto rollers along with the dozens of other logistical tasks that the construction effort required. Though there was already a huge pile of blocks ready, they would need many hundreds of times that number to build what Zhargon had devised. And so much more material required thousands more slaves – the Plain of Zharr would be emptied.
"Drakaz, I have a further task for you."
"Yes, Lord?"
"I will be returning to Zharr-Naggrund soon, but you must remain here."
"You wish me to oversee this project? Do you not think I would be able to serve you better in command of your armies, Lord?"
Zhargon chuckled, a dry, papery sound from within his dark cowl. "No, Drakaz, it is not as an overseer that you will serve me. I wish you to take a detachment of Immortals south from here."
"To what end, Lord?"
"To take slaves."
"But we have slaves already..."
"We require more for this task. Thousands more. Millions more. I wish you to scour the Dark Lands for them and bring them back here in chains. I wish you to bring all the tribes between here and the Desolation of Azgorh to heel."
"Such a mission..."
"The purpose of these Gates, Drakaz, is to symbolise our lordship over all these lands. If we do not have such lordship, they are merely arrogance. I wish them to be a demonstration of fact. We will enslave every greenskin within three-thousand miles and put them to work in our service."
"So we enslave so that we may boast of that enslavement?"
"Yes."
"But that serves no purpose, Lord..."
Zhargon's tone grew dark. "I told you earlier what the Tablets of Law say, Drakaz. Hashut has commanded that we labour to His glory until the End of Days, and so shall it be. We will reap the glory of the earth for Him, we will take captive all the creatures of the world for Him and we will make war for Him. 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. So I have commanded, and so shall it be."
Drakaz nodded and bowed low so that his beard touched the ground. "Yes, Lord. I will leave at sunrise."
21
Over the past few centuries, the Warhammer world has been gradually industrialising itself. Black powder weapons have been a feature in the armies of the Empire of Man for hundreds of years, and in Dwarf throngs for even longer. Already, steam-powered devices are becoming commonplace in the Old World while, beneath the surface of the earth, the magic-powered war machines of the Skaven do battle with the runic engines of the Dwarfs. But though the Skaven are masters of invention, their society is too anarchic to support true industry. Similarly, Mankind is just beginning to industrialise itself and has not yet reached the point where it can mass produce mechanical marvels. As for the Dwarfs, their realm is in decline, their infrastructure crumbling into ruin, and they must hold onto what secrets and traditions they can. Dwarfs are conservative, and fear innovation, even as they must experiment to survive. So it is not surprising that the only true industrial power in the world is located in the midst of the Dark Lands, where the Chaos Dwarfs have choked the Plain of Zharr with their rampant mining, smelting, quarrying and manufacture. The Chaos Dwarfs have the resources and the stability to build huge factories in which thousands of slaves labour, producing standardised equipment. Through these methods, the Chaos Dwarfs can churn out hundreds of suits of Chaos armour every week, which they trade to the Warriors of Chaos in the north for gold and even more slaves, as well as issue to their own troops. The Chaos Dwarfs are fabulously wealthy
because not only do they have total dominance over the mineral-rich Plain of Zharr, but the weapons, armour and machines they manufacture are also sold to anyone who can pay their prices. The most common recipients of their favour are the Chaos Warriors, Ogres and savage tribes of Orcs and Goblins. Chaos Dwarfs have many trade routes that criss-cross the Dark Lands, and they travel many leagues to sell their wares, often within huge armoured Land Trains, driven by powerful steam engines. These fearsome machines are often fitted with pens for holding slaves to drag back to the Plain of Zharr, 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 not content to simply grow fat on the gold of their allies though. Innovation is part of the character of the Dawi'Zharr, and they nearly ripped apart their society with a devastating civil war when denied the opportunity to advance their twisted technology. Like the creations of the Skaven, Chaos Dwarf technology is most dangerous when it blends science with dark magic. For the Chaos Dwarfs this takes the form of mastery over the daemonic. For the Chaos Dwarfs, Chaos and the servants of the Dark Gods are just another resource to be exploited, 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. These beasts of living
THE INVENTION OF THE DAWI'ZHARR
22
iron are unnatural abominations, flesh melded with metal to create sentient creatures bound into the hulls of fearsome cannon or tanks. Some Daemonic Engines are relatively mundane: they may simply use Daemons as a power source, or to instil the ammunition with sentience to make it less likely to veer off course, but others are towering behemoths that resemble no war engine that an inhabitant of the Old World would recognise. They may float on water, fly through the sky on eldritch wings or, most terrifyingly of all, tunnel deep below the earth, only to emerge from the ground in the midst of a battle like some hideous giant termite, belching fire and fury. Experiments have also been made in other fields. The Chaos Dwarfs managed to breed the Black Orcs using a mixture of science and magic, for simple selective breeding would not have produced the desired results – at least not in the available timescales. 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, they have produced impressive results with the mutated denizens of Zorn Uzkul. These beasts, dating back to the Time of Chaos, 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, making them even more deadly. The art of alchemy has not bypassed the Chaos Dwarfs either. They are masters of the Wind of Chamon, as Men know it, and the transmutation of base metals into gold is one of the first cantrips learnt by Acolytes of Hashut. Such parlour tricks do not amuse the Chaos Dwarfs of course, for the effort and material costs required to bring about the transmutation is far higher than the amount of gold yielded and, besides, ordinary metals are often far more valuable than gold for the technically minded Dawi'Zharr. Nonetheless, familiarity with the earth's minerals has brought the Chaos Dwarfs great knowledge of the physical world, further enhancing their weapons of war. Blunderbusses are an obvious manifestation of this particular skill: firearms that are known in the Old World, but which the Chaos Dwarfs have perfected and turned into a weapon that is uniquely theirs. Similarly, 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. The Chaos Dwarfs have discovered many unique properties in the substances left over from their myriad production processes, such as weirdly glowing rocks that appear to have no magical properties and yet leave burns when touched, and have caused slaves quarrying them from the slag heaps to sicken and die. Experiments into the
unusual nature of these materials are still ongoing, and fortunately there are plenty of slaves remaining. Indeed, it is most frequently the slaves who bear the brunt of the Chaos Dwarfs' more dangerous experiments. Quite apart from the horrific conditions in their factories, mines and forges, their sheer numerousness in the Plain of Zharr means they are inevitably the ones most often killed in industrial accidents. One memorable experiment was the Hammer of Hashut. 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. The feared Death Rocket was already an established part of the Chaos Dwarf arsenal, whether delivered by a Daemonic or Mortal Engine, 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. Technically, the Hammer of Hashut was a resounding success as it killed hundreds. However, these were almost entirely Goblin slaves living on the edge of the Plain of Zharr itself, as the vast rocket was incredibly unstable and its flight became erratic just a few seconds after launch. The devastation wrought and the ensuing mushroom-shaped cloud was highly impressive though, and the Sorcerers have not given up the dreams of a Death Rocket able to fire across continents. Rumours abound of a particularly ambitious Sorcerer Lord, known to work with the pirate captain Ghuz Slavetaker, who has already begun construction on a second Hammer of Hashut, and of his intention to guide it with powerful Elven magic to avoid the disaster of the first version.
23
The Chaos Dwarfs have a history of warfare and slavery stretching back for over six thousand
years, but their battles have never been more cataclysmic than in recent centuries. It is only in
modern times that the Chaos Dwarfs have begun to expand outwards from the Dark Lands,
visiting their particular brand of savage cruelty upon an unsuspecting world.
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, the Great Skull Land,
connecting the River Ruin to the icy Sea of Chaos in the
north. From this basalt-walled fortress, the Chaos
Dwarfs' fleet of ironclad warships sallies forth, raiding the costal realms of the Old World at will. Sitting as it
does in the midst of the northern lands, its defensive
position, high walls and the access it grants to the Dark
Lands have been coveted by the Marauder tribesman for
centuries. One such tribe lived just a dozen or so
leagues up the coast and had suffered slave raids by the
Chaos Dwarfs for generations. Their chieftain, a Norse
Jarl named Ragnar Ragnarson, grew tired of this and
resolved to take Uzkulak. No Marauder tribe had ever
dared to attack the Place of the Skull before, and
Ragnar's people were reluctant to join this foolhardy quest, but the Jarl paid proper tribute to the Gods of
Chaos, called in ancient oaths from his neighbours,
brokered alliances by marrying off the daughters of his
loyal Thanes and eventually amassed a great army of
Norse warriors, the like of which had never been seen
outside of a full Chaos incursion.
As chance would have it, much of the Chaos Dwarf
fleet was occupied far to the south in the Sea of Dread,
fighting off Lizardmen raiders from the Southlands. Jarl
Ragnar was able to sail up the Sea of Chaos with his
horde in dozens of dragon-prowed longships virtually
unopposed. They landed before the gates of Uzkulak and began their assault. Ragnar quickly realised that it
was impossible to besiege the fortress because it had
direct access to the sea tunnel and hence Zharr-
Naggrund, so he determined that only a direct attack
would work. Ragnar summoned his húskarls, 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. These warriors
had dedicated themselves to the Wolf-God – another of
the names attributed to Khorne, the Chaos God of war –
and worked themselves into a savage frenzy before the battle. They were known as the berserkjr and, clad in
bloody wolf skins, they hurled themselves at the great
walls of Uzkulak. Their frenzied attack succeeded in
overwhelming the sparse defenders and they spilled
over the outer defences and overran the first level of the
fortress, but at a tremendous cost in lives.
Ragnar and his húskarls opened up the outer gate from
the inside and the Norse army surged through, but then
found themselves up against the even more formidable
defences of Uzkulak's inner keep. 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. So,
dismayed, Ragnar ordered his warriors back to the shore
to make camp and consider their next move. 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. As Ragnar's Marauder horde
began to construct earthwork defences and raise a
wooden palisade to protect their camp, the Despot
Ghorak Firesoul who commanded Uzkulak sent messengers to Zharr-Naggrund asking for a relief force.
There, the news of the great fortress's potential fall was
met with a stony silence in the Conclave of Sorcerers.
With the fleet still many hundreds of miles away, there
was no way to dispatch a relief force that would reach
Uzkulak in time, for surely tales of Ragnar's success
would spread across Norsca, attracting more Marauder
tribes to his banner, and the city would eventually fall.
A LEGACY OF CRUELTY
24
There was only one solution: to amass an army of a
kind never before seen fighting in the name of the
Dawi'Zharr.
Gorduz Backstabber, the mercenary chieftain of the
Hobgoblins that served the Chaos Dwarfs was
summoned. He quickly used his influence to hammer
together a loose confederation of Wolf Rider tribes.
These fast moving troops could cross the Great Skull
Land and reach Uzkulak in a matter of days, but they
would not be enough to break the Norse horde alone,
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. No such
force of these elite shock troops had been gathered in over a thousand years, and only one creature had the
will to lead such an army: Lord Bhaal, Eldest of the
Bull Centaurs, the Death of Worlds himself. Bhaal
careered across the desolate plateau at the head of this
highly unusual force and, as they came through the
mountain pass, they looked down upon the massed
tribes of Chaos waiting in the valley before the gates of
Uzkulak, preparing for the final assault. Ragnar's force
now numbered in the thousands, and the Bull Centaurs
were only a few hundred. The treacherous Hobgoblins
were already starting to slink away, seeing that the odds were against them, but Lord Bhaal cowed them with a
single snarled command. He raised his huge rune-
encrusted 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, as their
charge threw up a great cloud of what he assumed was
dust, he gave orders to form a shieldwall. The Norse
slammed their shields together and presented a thousand
axe- and sword blades, forming an impenetrable barrier
of unyielding steel. Such a defence was enough to repel even the most determined charge, for no cavalry mount
could be induced to charge towards such an obstacle,
and even a well-trained warhorse would shy away at the
last moment. But these were no mere cavalry: they were
Bull Centaurs, Hashut's most favoured sons, and no
shieldwall could instil anything but outrage in their
furious, hate-filled minds. Roaring their defiance,
charging through their own wall – not of steel, but of
smoke and flame – Lord Bhaal and the Bull Centaurs
crashed into the Norse lines, setting fire to their shields
as they made contact and scattering them almost instantly. As the charge hit home, 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. Then the axes began to
fall, and the fire turned to blood and gore. The Bull
Centaur charge was like a scythe cutting through wheat,
and it was not so much a fight as a bloody and terrible
massacre. The Norse broke and ran, all the fight beaten
out of them within minutes, and only the hard core of
the barbarian army continued to fight on, a few hundred
of the hardened berserkjrs and húskarls, led by Jarl Ragnar himself.
Ragnar knew he was defeated as the Wolf Riders picked
off his fleeing men, but the eyes of his gods were still
firmly upon him and he knew he had to die with
honour, his axe in his hand, meeting this awesome foe
in person. The Jarl stepped forward and bellowed a
challenge in his native tongue. Lord Bhaal did not speak
the language of the Norsemen, but he recognised what
was happening even so and, gesturing for his Bull
Centaurs to back off, he galloped towards the Marauder
Chieftain, axe raised. Jarl Ragnar was a mighty warrior, blessed by the Dark Gods and a veteran of many battles.
Taller than even a tall Norseman, his barrel-like chest
was corded with thick muscles and he bore tattoos and
scars to the Wolf-God. In his hands was an ancient axe
and upon his head a helm in the image of a snarling
wolf. The pelt of some mutated hound that Ragnar had
slain with his bare hands was across his shoulders and,
even as the great form of Lord Bhaal thundered towards
him, Ragnar Ragnarson knew no fear. The two great
warriors clashed in the centre of that bloody battlefield,
surrounded by charred corpses and Jarl Ragnar, to his credit, struck several furious blows upon the Bull
Centaur Lord before, with a single mighty swing, Bhaal
cleaved him in twain from head to crotch.
The battle had been over with the first charge of the
Bull Centaurs, but now that Ragnar had been killed, 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. When the Chaos Dwarf fleet returned, they
scoured the coast and found Ragnar's kingdom. There, they threw down his palisade, burned his hall to the
ground, tortured to death all of the remaining warriors
and took the women and children as slaves. The name
of Ragnar Ragnarson became a curse amongst the
Norse – a byword for foolish endeavour.
It is said though that the children of Jarl Ragnar
survived the slaughter, for they were grown and fighting
in far off lands. His firstborn son, Ulf Ragnarson, also
called Ulf the Tall and Ulf the Fearless, 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. Most laugh at such a hollow
threat, for what can any man do against such a monster
as the Death of Worlds? But Ulf is wiser than his late
father, and will not be taken by surprise as he was.
Rumour has it that Jarl Ulf Ragnarson has now returned
to his homelands, and he is sharpening his axe and
looking at Uzkulak with thoughtful eyes.
25
THE YOUTH OF GRIMGOR IRONHIDE The Old World knows all too well the name of the
Black Orc Warboss Grimgor Ironhide, the mightiest of
all greenskins and the scourge of civilisation. All know
his tale, of his siege of Karak Kadrin, of his invasion of
Kislev, of his terrifying ordeal facing down the Skaven
in their own subterranean lairs. But of his history before he staggered out of the Blasted Wastes, no tales are
told, save in the Plain of Zharr, where the name of
Grimgor Ironhide has been known for far longer than in
the west. Grimgor originally hailed from a non-descript
Black Orc tribe in the Mountains of Mourn. When
Grimgor was barely full grown, a Chaos Dwarf slaving
party cruised down the River Ruin in their ironclad
ships and made landing near his tribe's camp. They
attacked by night, catching the Black Orcs unaware and
vanquished them easily. Chaos Dwarfs do not often try
to enslave Black Orcs, but this warband was led by
Lord Zhurduz the Slavelord, a vicious Warlord who fervently desired to take captive anyone unfortunate
enough to cross his path. He chained the Black Orcs in
the belly of his warship, reasoning that their strength
and stamina would make them ideal as labourers in the
engines. Grimgor spent years below decks, chained to a
Daemon-powered engine, piling coal and corpses into
the furnace. 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. When
all of his fellows had died, Grimgor lived on, the
memory of freedom burning like a brand in his mind.
His opportunity for escape came when Lord Zhurduz
and his fleet came under attack by Skaven raiders. They
rammed the ship containing Grimgor with one of their
ramshackle plague barges and though they were unable to sink the mighty ironclad, they did open a rent in its
hull. Water gushed into the boiler room, shrouding the
entire cavernous chamber in boiling steam. As the
Chaos Dwarf overseers choked on the fumes, Grimgor,
with his iron constitution, rose up and strangled them to
death with his chains. He broke free and went on the
rampage, 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. 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.
His years of toil had made Grimgor truly mighty. Orcs
need combat to survive, and Grimgor had been denied
this in his formative years. His natural urges had
festered away dimly and now he had a lifetime of pent
up aggression to unleash. The Chaos Dwarfs were his
first natural targets and he began hunting them through
the Howling Wastes, taking them on one small slaving
band at a time. He favoured the full-frontal assault, simply charging in, swinging his axe with a hideous war
cry. Despite his lack of subtlety, Grimgor prospered
through sheer savagery. As he fought and word of his
crusade spread, other greenskins began to flock to his
ragged banner, sensing a growing Waaagh!. It was
during this time that Grimgor seized his armour from a
Chaos Dwarf Despot. Legend has it that it was forged in
Daemon blood. Grimgor's burgeoning Waaagh! took
him and his growing warband across the Dark Lands, to
the very edge of the Plain of Zharr, but even he could
not penetrate the heart of the Chaos Dwarf empire.
Concerned by the growing power of this new leader, the Conclave of Sorcerers dispatched a force of Immortals
led by Rykarth the Unbreakble to destroy him once and
for all. The two armies met at last on the edge of the
Blasted Wastes, Grimgor now at the head of a
considerable army of Orcs and Goblins, and attended by
a cadre of elite Black Orcs.
The battle was brutal. Neither side gave any quarter,
and the Orcs fought to the heart of Rykarth's line,
Grimgor personally slaying dozens of the elite warriors.
In the end, with the ground stained red with blood, only a hard core of Immortals remained but, in turn, only the
Black Orcs survived from Grimgor's army. Neither side
was willing to yield and the Immortals slammed their
shields into place, forming an unbreakable wall.
Grimgor prepared to throw himself upon it, but then
Rykarth lowered his shield and met the warboss's eyes.
He saw then the culmination of selective breeding, the
pinnacle of Orcdom made flesh.
26
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, at the cost of more of his
warrior's lives. So he gave the unthinkable order to
retreat, leaving Grimgor and his handful of followers battered and bewildered. Grimgor had earned the
respect of the Chaos Dwarfs that day and, in turn, he
realised that his business with them was done. 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'. Sensing his time in the Dark Lands
had come to an end, Grimgor turned west and the rest is
a history etched in the blood of Men and Dwarfs.
THE WAR OF THE AUTOMATA Hothgar Daemonbane is a Chaos Dwarf Sorcerer of rare
creative ambition. Most Sorcerers are concerned only
with increasing their own influence within the Temple
of Hashut, and usually make war with only this end in
mind. They build or commission machines of war to
supplement their armies, which can then take slaves in
order to generate income and allow them to buy their
way to power. But for the renegade Hothgar, arcane
engineering is an end in itself. He was cast out of Zharr-
Naggrund for his dangerous experimentation, but he
was unperturbed and continued to labour in exile, finding a home in the fortress of Daemon's Stump. It
was Hothgar's dream to create a Daemonic Engine of
such size and power that it could take on an army by
itself. Such an endeavour would require the binding of a
Daemon so powerful, or a multitude of lesser Daemons
so numerous, that it would take an actual army to
subdue them, which rather defeats the purpose of the
exercise.
Nonetheless, Hothgar has continued to pursue his
fevered dream of building the machine he calls 'The Kolossus', and has created any number of prototypes
that dwarf any engine previously constructed by a
Daemonsmith. Hothgar's creations command vast prices
in the markets of Zharr-Naggrund, even when he was
still an outcast, but they are most dangerous when
Hothgar himself brings them to battle, for no one knows
his war machines quite as well as their insane creator.
Hothgar's greatest glory came in what was known as the
War of the Automata. Hothgar had assembled his entire
stable of Daemonic Engines, intending to march west in
order to find a worthy foe. 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.
Hothgar's bizarre army was made up of only a handful of mortal warriors, backed up by masses of slaves from
his Daemon forges. The core of his force were his
beloved constructions: in place of flesh and blood
troops he had ranks of iron Daemon-Golems, and
behind them came towering siege engines, each one
bound with one or more daemonic spirits. The greatest
of all of these was a vast, bull-headed monstrosity that
shook the earth when it walked. This was Hothgar's
latest version of the Kolossus, and the largest and most
destructive to date. This terrifying force of Daemonic
Engines made its way across the Dark Lands,
unopposed by the greenskin tribes who fled before it in fear. The host climbed its way slowly into the
mountains where word of its coming reached the ears of
the Dwarf Lord Dobbi Fletchhelm. Lord Dobbi was a
proud Dwarf, but even he could see that his warriors
stood no chance against such an enemy. In desperation,
he appealed to the Guild of Engineers who jumped at
the chance to test rediscovered and recently refined
technology. 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,
forbidden machines from the dawn of Dwarf history, said to be imbued with the power of the Ancestor Gods.
Hothgar and his Daemonic Engines marched through
the passes of the Worlds Edge Mountains, scattering
Goblin and Skaven before them, until they reached Lord
Dobbi's territory. There, a thin line of Dwarf warriors
awaited them. They had cannon and Organ Guns, but
27
such pitiful devices held no fear for Hothgar. He
laughed and ordered his Engines to advance, laying
down a hail of Daemonfire. The Golems came first,
their bodies clanking and hissing and their souls calling
out in murderous rage. The Daemonsmiths goaded their charges forward and, as they picked up speed, their
bladed limbs began to spin and whirl like no creature in
nature. The Dwarfs stoically held their ground, daring
the Daemonic Constructs to attack them and, as they
reached their hastily-erected barricades, the ground
beneath their feet suddenly gave way. The Golems were
thrown back and the Daemonsmiths reeled in confusion
as, from below, huge steam-powered machines crawled
up to the surface for the first time in millennia. They
were wheeled marvels, festooned with hammer and
cannon and their hulls were mounted with the
thunderous images of the Ancestor Gods. Something primal stirred in the hearts of the cruel Chaos Dwarfs as
they set eyes on machines that had been holy to their
ancestors, the dim racial memory sowing confusion in
their twisted souls. The distraction was enough for the
Dwarf Automata, acting with some machine-guided will
of their own, to seize the advantage, churning the
Constructs into scrap metal. As their black hulls burst
apart, Daemons escaped into the æther, letting out
keening calls of triumph.
Hothgar was astonished at the appearance of the Dwarf God-Engines, but he rallied quickly, ordering his larger
machines into battle. In that high, narrow pass, a
cataclysmic battle was fought, a mechanical replay of
some ancient conflict from the Time of Chaos as
Daemon fought God again, but this time bound in iron
and Gromril. The Kolossus gave a good account of
itself, smashing several of the Automata, but in the end
it was undone by its inherent instability, rent apart by a
barrage of cannon balls, allowing the Daemons to
escape their imprisonment. In the end, all the Automata
were destroyed or their ancient workings seized up, but
by that time Hothgar's army too had been almost annihilated and he sounded the retreat.
Though Lord Dobbi's army survived the day and
counted it a victory, the priceless Aotomata had been
reduced to scrap, their noble spirits at last vanquished.
Hothgar saw the day as a great success, for he learned
much from the failed experiment. Like any good
scientist, he would glean new knowledge from his
mistakes and improve his designs next time.
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,
promising more resources should he ever wish to
attempt another assault on the strongholds of the
Dwarfs...
THE BATTLE OF THE SLAVE-TAKERS The Chaos Dwarfs rarely trouble the races of the
uttermost west, but their paths occasionally cross those
of the Dark Elves of Naggaroth because they often have
like cause. These two spiteful peoples have never been
known to make an alliance though, for they both share
an attitude of absolute contempt for all other races. A
particularly infamous story in the history of the Dark
Elves concerns the fate of the Dreadlord Ai'keneth.
Ai'keneth was a skilled naval raider, commanding an
army of vicious Corsairs who would attack settlements
across the world in the dead of night to take slaves. 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
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.
To his horror, another fleet was surging out of the north
– but not a fleet of graceful, sailed Elven ships, but
hulking Chaos Dwarf ironclads, belching smoke into
the air. A fierce bombardment began, and the High
Elves broke off almost instantly, leaving the Dark Elves
to their fate. Ai'keneth brought his ships around, using
their mobility to their advantage, but their Reaper Bolt
Throwers were unable to penetrate the iron hulls of the
Chaos Dwarfs' ships. They tried to escape, 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. With his fleet burning,
Ai'keneth attempted a desperate ramming manoeuvre,
but it was a forlorn hope: his fragile skiff was shattered
into kindling by the mighty prow of the Chaos Dwarf
flagship, The Bull's Fury. 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. He considered surrendering
himself to the waves, but he was yanked away from any
hope of suicide by strong arms and dragged onto the deck of The Bull's Fury. Ghuz laughed to see the
bedraggled Elf lord and, though he wanted to keep him
as a pet, he couldn't resist the gold such a prize would
fetch in the markets of Zharr-Naggrund.
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. It was a bitter irony not lost
on the proud Druchii as they laboured in chains deep in
some nameless pit below the earth, but they had little
time to contemplate their fate – there was work to be done.
28
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 Events
-4500 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.
-4300 The most adventurous Dwarfs journey across
the barren upland regions north of the
mountains which they name ‘Zorn Uzkul', or
the Great Skull Land.
-4000 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.
-3500 Abandoned by their gods, the Dwarfs of Zorn
Uzkul turn to the worship of Hashut, the Father
of Darkness.
-3450 Hashut leads his worshippers to the Plain of
Zharr, where they begin to build mines and
quarries.
-3400 The Chaos Dwarfs drive the greenskins from
the Plain of Zharr and begin their expansion outwards. The beginning of the First Kingdom
period.
-3273 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.
-2821 The Chaos Dwarf Sorcerers emerge from their
isolation and begin to institute the reforms that will save Chaos Dwarf society.
-2745 Construction begins on the City of Zharr-
Naggrund. 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.
-2600 In order to work the new mines and forges, the
Chaos Dwarfs begin enslaving the greenskin
inhabitants of the Dark Lands.
IC Events
-933 Zhargon is born.
-901 Zhargon enters the Temple of Hashut as an
Acolyte. He soon surpasses his teachers.
-824 Zhargon is ordained as the High Priest of
Hashut. He begins instituting the Caste system.
-785 The Gates of Zharr are built.
-761 Great Tauruses are first discovered roaming
Zorn Uzkul, they are brought to Zharr-
Naggrund and stabled below the Temple of
Hashut. Soon after, the first Lammasu is born.
-714 Zhargon goes into isolation, seeking the secrets
of immortality. During this time, he first
discovers the prophecy of the Everchosen of
Chaos.
-650 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.
-601 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.
-600 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.
-598 Continuous uprisings eventually result in
Zhargon declaring increasingly draconian
laws, restricting even the freedoms of his
fellow Sorcerers.
-595 The Civil War begins, shaking Zharr-
Naggrund to its foundations. After over a year
of fighting, Zhargon is killed when his
devastating spell misfires. The Second
Kingdom period ends.
Events
30
IC Events
-545 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.
-150 Experiments on captive Orc and Goblin slaves
by Chaos Dwarf Sorcerers result in the
creation of the Black Orcs.
-100 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.
500 Rich volcanic deposits are first mined at
Gorgoth.
624 The fortress at Daemon's Stump is constructed.
781 Black Fortress is built to guard against
marauding Ogre tribes moving west.
1000 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.
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.
1301 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.
1392 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.
IC Events
1550 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.
1720 The Banner of Gods is forged from
Daemonbone in the depths of Zharr-Naggrund
for Lord Gorespyne of Chaos Undivided.
1841 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.
2099 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.
2148 Astragoth becomes High Priest of Hashut.
2218 Ghorth the Cruel enters the Temple of Hashut
as an Acolyte.
2296 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.
2387 Zhatan joins the Immortals where he gains the
attention of Ghorth and soon becomes his
protégé and bodyguard.
2452 Zhatan becomes the Lord of the Immortals.
Ghorth's power is unmatched.
2515 The Great Hobgobla Khan becomes overlord
of the Hobgoblin tribes of the steppes. He
sends envoys of friendship to Zharr-Naggrund.
2523 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.
31
CHAOS DWARFS
BESTIARY
The Chaos Dwarfs army
contains some of the most
unique and diverse troops
in the Warhammer world.
Blocks of elite, armoured
Warriors march alongside
teeming hordes of pitiful
Slaves, all supported by
towering Daemonic Engines
and unusual units like Bull
Centaurs and the Altar of
Hashut. No two Chaos
Dwarfs armies need look or
play alike.
In this section you will find
details for all the different
troops, heroes, monsters
and war machines used in a
Chaos Dwarfs army. It
provides the background,
imagery, characteristic
profiles and rules necessary
to use all the elements of the
army, from Core troops to
Special Characters to the
Lore of Hashut.
On this and the following page, you will find all of the rules that apply either to the entire army
or to several units in the army. These rules are integral to the way that the Chaos Dwarfs army
works on the battlefield. Special rules that apply to just one or two units are instead covered in
the separate Bestiary entry for those units.
UNYIELDING Chaos Dwarfs are completely without mercy, refusing
to give ground to any creature they think of as a lesser
being – which is everyone. They will hold their
positions until the end, even if would be tactically wise
to press a pursuit or abandon their fortifications.
When a unit with the Unyielding rule makes a flee or
pursuit move, they subtract 1 from the total roll. This
normally means that they will flee and pursue 2D6-1"
instead of 2D6".
BONDAGE OF HASHUT Chaos Dwarf society is completely rigid, and a Chaos
Dwarf warrior is defined by his position within the strict
hierarchy of Zharr-Naggrund. They are owned, body,
mind and soul by their Sorcerer Lords, and they will
follow the orders of their masters no matter how suicidal. For their part, the Sorcerer Lords and those
who serve them directly are completely confident of
their own superiority. Those weaklings who flee
deserve no pity: only contempt.
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, breaks or flees through
them.
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. His most powerful followers share his
affinity for fire, revelling in its power thanks to their
master's Blessing which makes their flesh proof against
the flames.
Units with the Blessing of Hashut rule have a 2+ ward
save against Flaming Attacks.
CHAOS ARMOUR The Chaos Dwarfs are rightly known as the blacksmiths
of Chaos, for they produce much of the arms, armour
and machines of war used by the followers of the Dark
Gods. But by far their most important export are the
suits of magical Chaos armour, each of which is imbued
with a portion of the very essence of Chaos. The protection this armour offers is almost unmatched.
Chaos armour grants a 4+ armour save.
DISPEL BONUS
All Dwarfs are naturally magic-resistant – being
creatures of stone and mountains, their physiology, as well as their stoic (some would say downright
stubborn) temperament, means that only powerful
battlefield magic can slow them down for long.
However, because Chaos Dwarfs have embraced the
dark arts and their leaders saturate themselves in
magical energy, they no longer have the same
psychological aversion to magic and cannot rely on
their natural abilities to protect them from it. 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, even if your army does not contain any Wizards.
DAEMONS
Some rules in this section and in the Creations of the
Cursed Forges section make reference to 'Daemons'.
This should be understood to refer to all models
from Warhammer Armies: Daemons of Chaos, the
following units from Warhammer Armies: Warriors
of Chaos: Daemon Princes, Daemonic Mounts,
Juggernauts, Steeds of Slaanesh, Discs of Tzeentch,
Palanquins of Nurgle, Hellecannons and the
Verminlord from Warhammer Armies: Skaven. In
addition, any unit with the Bound Daemon rule from
this book counts as a Daemon too, should two Chaos Dwarf armies meet in battle!
ARMY SPECIAL RULES
34
DISPOSABLE The Chaos Dwarfs use masses of slaves for labour,
sacrifices to Hashut and as part of their armies. The role
of slaves in the army is principally to blunt the enemy's
attack – they are driven forward in great herds, and the
assumption is that they will die horribly simply to
expend the foe's ammunition and clog up his battle line with bodies. Similarly, Chaos Dwarfs think little of
their mercenaries, for they are a wealthy people and can
always afford more hirelings.
Units with the Disposable rule do not cause Panic in
other units due to being destroyed, breaking in combat
or fleeing through them, unless the affected unit also
has the Disposable rule. 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. Disposable units cannot benefit from
the Bondage of Hashut.
Hazkath Grimbeard, master Daemonsmith of the House of Kath, ran a mailed hand down the black iron hull of the machine that now occupied pride of place in his workshop. It was festooned with spikes and blades, bound with heavy rivets, but its soul-forge was silent. That would come soon – very soon. Off to one side of the workshop was a rune-inscribed chamber, the floor of which was engraved with an ancient eight-pointed star: the symbol of Chaos. At each point, a bound and hooded slave knelt, trembling. Most were Goblins, but there were two Humans amongst them and one of the rat-things from below the earth. A handful of Acolytes would assist with the ritual and their jagged blades were already unsheathed.
"No need to wait any longer," Hazkath growled, "this isn't religious – just spill the blood and we'll capture the thing."
Some of the slaves tried to fight back, but their chains made them easy prey and, as their hot blood spattered onto the device in the chamber's centre, fell energies began to surge. This was a place of pain and suffering, and many Daemons had been drawn to its evil scent before. The proper spells had been spoken long ago. There was ritual, yes, but this was principally an act of simple manufacture. To Hazkath, it was no more arcane than casting the barrel of the cannon or hammering the rivets into place. A shape was already starting to coalesce and the inexperienced Acolytes stepped back warily. Hazkath just sighed and beckoned them out of the chamber. As soon as they were clear, 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. The shape of the Daemon, becoming more solid by the second, whirled around, its glowing eyes going wide as it realised it was trapped. Hazkath simply turned back to the Engine itself and started to plan exactly how he would finish the task. The spectral howls of the confined Daemon fell on deaf ears: it was just another slave now, no more worthy of the Daemonsmith's attention than a Goblin.
BOUND DAEMONS Chaos Dwarfs make use of Daemonic entities bound
into the hulls of living machines. These creatures are
driven into an unstoppable rage by their
confinement, making them especially dangerous, if
powerful.
Units with the Bound Daemon rule are Immune to
Psychology and are subject to the Rampage rule, as described below. In addition, all of a Bound
Daemon's attacks – including any ranged and special
attacks it may have – are magical.
RAMPAGE Bound Daemons constantly strive to break from their bonds. At the beginning of the turn, if a unit
which contains at least one model with the Bound
Daemon rule is not in combat, take a Leadership test
using the highest Leadership value available – you
may not use the General's Inspiring Presence rule, or
re-roll the test using the Battle Standard Bearer's
Hold Your Ground rule. If it passes the test, the unit
may behave as normal. If it fails the test, the unit
may not shoot but gains the Random Movement
(2D6) rule. Pivot the unit to face the nearest enemy
unit before moving it.
35
The undisputed rulers of Zharr-Naggrund are the Priests
of Hashut, more commonly known as Chaos Dwarf
Sorcerers. They form a Caste unto themselves, living
and ruling from the Temple of Hashut at the peak of the
great obsidian city of Zharr-Naggrund. Each Sorcerer
Lord rules a part of the city and all the Chaos Dwarfs
and slaves who live in those areas. All Sorcerers are
incredibly ambitious and they seek to undermine each
other at every turn. In a very real sense, Chaos Dwarf
society is really just a loose alliance of rival nations each headed up by a powerful Sorcerer Lord.
Only one thing keeps the relentless power-grabbing of
the Sorcerer Lords in check. As a Sorcerer grows older,
the corrupt magic he casts beings to wreak changes on
his body. What once was flesh magically transmutes
into inanimate grey stone. Starting from his feet, a
Sorcerer gradually begins to literally turn to stone, until
his entire body is consumed and he becomes a lifeless
statue. This terrifying metamorphosis is known as the
Sorcerers' Curse and aged Sorcerers become increasingly immobile and must be carried around by
their followers. The more powerful and reckless a
Sorcerer, the faster his transformation occurs, and so the
most ambitious and destructive Sorcerers rarely remain
in power long enough to upset the status quo. Once a
Sorcerer has become a statue, he is taken from the
Temple of Hashut to the long highway leading to Zharr-
Naggrund where he is lined up alongside his fellows,
staring sightlessly down on all who approach, a grim
reminder of the Chaos Dwarfs' dedication to Hashut.
Nonetheless, Chaos Dwarf Sorcerers are powerful
magic users. They are empowered by the Father of
Darkness and have mastery over fire and stone.
Acolytes of Hashut, the youngest members of the Sorcerer Caste, learn transmutation and harmless
pyrotechnics as some of their first cantrips, gradually
mastering the Winds of Aqshy and Chamon. Later, as
full Sorcerers, it is usual for them to favour pyromancy
over other forms of magic, blasting their foes with
eldritch flame and summoning up storms of blazing
lava. Other Sorcerers instead turn their twisted minds to
arcane engineering. These individuals, properly called
Daemonsmiths, are usually minor members of a
Sorcerer Lord's House raised from the Artisan Caste,
toiling away in virtual anonymity to produce Daemonic machines and artefacts for their master, 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, melting their
enemies' weapons in their hands or causing their crude
war machines to rust and collapse. Only the ancient
Sorcerer Lords, steeped in the dark power of Hashut,
are capable of blending these arts with the summoning
of Daemons to produce the fearsome Lore of Hashut, a
form of magic unique to the followers of the Father of
Darkness.
M WS BS S T W I A Ld
Chaos Dwarf Sorcerer Lord
0 4 3 4 5 3 1 1 10
Chaos Dwarf Sorcerer 3 4 3 3 4 2 2 1 9
TROOP TYPE: Infantry (Character).
MAGIC: A Chaos Dwarf Sorcerer is a Wizard.
Sorcerers may generate spells from one of the
following: the Lore of Fire, or the Lore of Metal.
Sorcerer Lords may also use the Lore of Hashut.
SPECIAL RULES: Unyielding, Bondage of
Hashut (Sorcerer Lords only).
Sorcerers' Curse: As Sorcerers age, their bodies begin
to turn to stone. While this will eventually immobilise
them, it also offers a degree of natural protection.
Sorcerers have 6+ Scaly Skin and Sorcerer Lords have
5+ Scaly Skin.
CHAOS DWARF SORCERERS The Priesthood of Hashut
36
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. A loyal and skilled Warrior can
rise up the hierarchy and emerge as a great leader. 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. Buying him with titles and honours, the
Sorcerer will ensure he has a steadfast lieutenant at his
side instead of a potential threat to his position.
Captains amongst the Dawi'Zharr are known as
Despots, for they are often the right hands of their
masters, enacting their will amongst the common Chaos
Dwarfs. Despots rule with the same iron fists as the
Sorcerer Lords, and their authority is just as absolute. 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, seeking to capture the attention of their
Sorcerer Lord so they can rise in his estimation and
become more powerful still.
The mightiest Despots eventually ascend to the rank of
Warlord. Each Sorcerer Lord normally only has one
Warlord serving him, and he acts as the commander of his armies. A Warlord is a terrible, inscrutable foe.
Unlike the Despots who crave greater influence, a
Warlord has reached the apex of his career – indeed, the
apex of his very existence – and has nothing to prove to
anyone. Supremely arrogant and cruel, Warlords often
ride mighty daemonic creatures called Great Tauruses,
leading by example as they plunge to earth on their
winged beasts, scattering the enemy. They are the
greatest warriors and leaders in Chaos Dwarf society
and, like all of their Caste, are utterly loyal to the
Sorcerer Lord whom they serve.
Of course, there are always renegades, even in a society
as rigid as the Chaos Dwarfs'. As Sorcerer Lords age,
they begin to transform into stone and become
increasingly feeble; they can no longer coordinate their
forces, and the Warlord will begin to set his own
agendas. Eventually, they become almost completely
autonomous, spending longer and longer away from
Zharr-Naggrund. The Sorcerer Lord may succumb to
the Curse in his Warlord's absence, and then the
Conclave of Priests will summon the errant commander
back to the Temple to renew his oaths. Most obey, but there are a few who forsake their duty and remain in the
wastes, their only objective to sow destruction and take
more slaves.
TROOP TYPE: Infantry (Character).
SPECIAL RULES: Unyielding, Bondage of
Hashut.
M WS BS S T W I A Ld
Chaos Dwarf Warlord 3 7 4 4 5 3 4 4 10
Chaos Dwarf Despot 3 6 4 4 5 2 3 3 9
"do you really want to give up your
life for 'the Order of Things'?"
"it is not my life to give up,
manling...and it never was."
warlord dhurzhan to tzar petyr at the battle
of farside, when ordered to make a suicidal
last stand
CHAOS DWARF WARLORDS Captains of Zharr-Naggrund
37
The bulk of Chaos Dwarf slaving bands are composed
of members of the Warrior Caste. These disciplined and
loyal soldiers are all bound to a particular Sorcerer
Lord, with whom they share ancient bonds of kinship.
The Warrior Caste are the only Dawi'Zharr permitted to
wear the suits of enchanted Chaos armour, and when
they march to war, standing shoulder to shoulder, they
present an unbroken wall of nigh-impenetrable steel.
Chaos Dwarf Warriors carry the traditional armament of
their people; broad-bladed axes that can cleave a foe in two. Some they wield in one hand, using them in
combination with heavy round shields, and others are
large enough to be used with two hands. These heavy
axes make Chaos Dwarf Warriors excellent defensive
troops, and they are usually deployed in large blocks by
their masters, daring their enemies to charge them.
Within the Warrior Caste there is a many-layered
hierarchy, and each Warrior in the cohort knows his
place and his role. Foremost amongst the soldiery are
the feared Ironguards, Warriors possessed of particular skill and cruelty. Chosen as much for their loyalty as
their experience, Ironguards ensure obedience to the
Order of Things and also lend their considerable
abilities to the fighting. Often, they sport one of the
symbols of Chaos Dwarf authority: tall, ornate helms or
grotesque skeletal masks forged from blackened iron.
Unlike their western kin, Chaos Dwarf Warriors are not
bound together by oaths and camaraderie, but by
unspoken and unbreakable bonds of blood and Caste. A
Chaos Dwarf Warrior serves his Sorcerer master with
unthinking loyalty, and to disobey a command from him
is utterly inconceivable. They are wholly devoted to war
and the acquisition of slaves for Dawi'Zharr society, and
do not baulk at even suicidal orders. A Sorcerer Lord
thinks nothing of pouring out the blood of his Warriors
like water if it benefits himself, and the Warriors accept their place without question. To a Chaos Dwarf,
obedience to their leaders and conformity to the norms
of their society are the most important things in their
lives. Without it, they are nothing.
M WS BS S T W I A Ld
Chaos Dwarf Warrior 3 4 3 3 4 1 2 1 9
Ironguard 3 4 3 3 4 1 2 2 9
TROOP TYPE: Infantry.
SPECIAL RULES: Unyielding.
WARRIOR CULTS
Although deviation from the
accepted norms is strictly forbidden
in Chaos Dwarf society, this is much
harder to enforce outside the
confines of Zharr-Naggrund. On
campaign, Warriors will adopt
particular fighting techniques,
styles of arms and armour, and
develop specialities depending on
which enemies they face. As with all
things for the Dawi'Zharr, these
tendencies have become exaggerated
and formalised over the centuries,
so that now there are several
distinct Warrior Cults that
transcend divisions of Clan. These
include the Embersworn, who
specialise in hunting and capturing
Daemons, 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. Long ago, the
Stormcallers were a Warrior cult
of their own, but over time the
popularity of their armament lead to
it being adopted by almost all Chaos
Dwarf armies, and they can no
longer properly be called a cult.
CHAOS DWARF WARRIORS
38
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 razor-
sharp 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.
M WS BS S T W I A Ld
Chaos Dwarf Stormcaller 3 4 3 3 4 1 2 1 9
Stormguard 3 4 4 3 4 1 2 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 Strength Special Rules
18" 3 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.
"hold...hold...hold...
"...fire!!!"
Stormguard zaghaz blackheart
CHAOS DWARF STORMCALLERS
39
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.
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.
EQUIPMENT: 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.
M WS BS S T W I A Ld
Immortal 3 5 3 4 4 1 2 1 9
Baneguard 3 5 3 4 4 1 2 2 9
"You are the immortals. You are
without pain. You are without fear.
You are without death."
baneguard h'zharkh
IMMORTALS
40
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 T W I A Ld
Acolyte of Hashut 3 4 3 3 4 1 2 1 9
Khazn 3 4 3 3 4 1 2 2 9
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.
"Kh-thnzhk-shakn-thnk-kznkn-ka-hia-zhak-
zha-nagh-zkh-hn-kh-iahk."
Dirge of battle
ACOLYTES OF HASHUT
41
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. Chaos
Dwarf society would not be able to function without its
slaves, as it is their suffering and toil that makes their industry possible. Because the Chaos Dwarfs' empire is
constantly expanding, they always need new slaves, and
most of the captives who work under the lash of the
Dawi'Zharr are captured in raids and battles. Most of
the slaves are greenskins, usually Goblins and Gnoblars
as these are the weakest and most numerous inhabitants
of the Dark Lands. Hundreds of thousands of these
miserable creatures are worked to death by their cruel
masters, labouring in the forges and factories to sustain
the dark industry of the Chaos Dwarfs.
Some Slaves are of a larger and burlier kind: Chaos
Dwarfs disparagingly call these slaves Brutes, and they
are used for the most dangerous and backbreaking tasks,
where resilience and ferocity are more important than
malleability. Brutes are heavily scared from alchemical
accidents, mutated from work in the Daemonic forges
or even modified and mutilated by their masters for pit
fighting. The majority are Orcs captured in battle or
bred in the pens, along with brawny human Chaos
Marauders from the north, a smattering of wretched
Dwarfs and a few more unusual creatures like Skaven
Stormvermin, Beastmen, Lizardmen or cyclopean bog-
dwellers from the marshes along the coast of the Sea of
Dread. Brutes are ideal for use in battle, where their
superior constitutions ensure they stand a chance of
making it to the enemy's lines before being killed. Chaos Dwarfs sometimes arm Brutes with weapons as
large and unsubtle as themselves, such as huge two-
handed axes or wickedly hooked flails. With such tools,
Brutes are able to take out their aggression at their ill-
treatment on the foes of their masters, thoughts of true
rebellion long banished from their damaged minds by
years of suffering and degradation.
One race enjoys special favour even as slaves; the
treacherous and conniving Hobgoblins. These
unpleasant greenskins are a kind of tall, rangy Goblin native to the eastern steppes. Chaos Dwarfs found them
mildly useful as slaves in ancient times but when they
turned on their fellow greenskins during the Black Orc
rebellion, their future was assured. Since that time the
Chaos Dwarfs have used their Hobgoblin slaves as
overseers and warriors in their armies. They are not
forced to perform labour, and instead enjoy relative
freedom. Hobgoblins even have their own tribes like
other greenskins. The most well known Hobgoblin tribe
are the Sneaky Gitz, vile and black-hearted traitors who
are reviled even amongst their own treacherous kind.
They fight in battle with pairs of long, venom-coated knives which they use to stab enemies in the back. When Chaos Dwarfs go to war, they often have
Hobgoblin Drivers herd their slaves before them, driving them forward with whips in great packs of
wailing, chained individuals. In these disorganised
mobs, Elf and Dwarf rub shoulder with Man, Orc and
Goblin, racial and societal divisions – so vital to Chaos
Dwarfs themselves – ignored for their wretched
captives. In this manner, slaves participate in the
acquisition of more slaves, who fuel the evil industry
that produces weapons of war to take more slaves. The
cycle perpetuates endlessly, serving no purpose but
itself: an irony only the broken and defeated slaves can
understand. M WS BS S T W I A Ld
Slave 4 2 2 3 3 1 2 1 5
Brute 4 3 2 3 4 1 2 1 5
Hobgoblin 4 3 3 3 3 1 2 1 6
Driver 4 3 3 3 3 1 2 2 6
TROOP TYPE: Infantry.
SPECIAL RULES: Disposable, Poisoned
Attacks (Hobgoblins only).
SLAVES
42
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.
This seemingly infinite wasteland is, against all
probability, populated by many different peoples. The
Chaos Marauders of the Kurgan and Hung tribes roam
the steppes on their horses, constantly striking south to
raid the more civilised lands, and there are even foolish
merchants and caravans that try to cross the great
distances to reach fabled Cathay and Nippon. However, there is only one race that is truly native to the steppes:
the Hobgoblins.
How Hobgoblins became divided from the other
greenskins is lost in the mists of time, but they have
grown to be a race apart with their own customs and
languages. Their hegemony is the dominant force in the
region, raiding and marauding at will, presiding over
tracts of land that dwarf the human nations of the Old
World, and even mighty Cathay. The Hobgoblins have
mastered the giant wolves that are also native to the steppes. These beasts, warped in ancient times by the
power of Chaos, can grow to gargantuan sizes, but even
the smaller specimens ridden by the average Hobgoblin
warrior are larger and fiercer than any wolf of the
western lands.
Long ago, several Hobgoblin tribes migrated across the
Mountains of Mourn into the Dark Lands. When the
Chaos Dwarfs arrived in the Plain of Zharr, they
enslaved them alongside the other greenskins they
found there. It was only later, when the Hobgoblins turned on the Black Orcs, that they were given such a
relatively privileged position. At the same time, the
Chaos Dwarfs began trading with the Hobgoblin
hegemony across the mountains and formed a lasting
alliance with them. In exchange for a tribute of slaves,
the Chaos Dwarfs agreed to respect the borders between
their two nations and not raid their territory.
Hobgoblins are naturally treacherous and
untrustworthy. They are divided into many warring
tribes and though the Great Hobgobla Khan claims to
lead the entire race, they are actually just as fractured as all greenskins. Often, 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. On most
occasions though, Hobgoblins from the east will offer
up their services as mercenaries, putting their
considerable skills as light cavalry at the command of
the Dawi'Zharr. They often serve as scouts and outriders
for Chaos Dwarf armies, and many a foe expecting to
face a force of stalwart Dwarfs has been taken by
surprise by mounted greenskins attacking their flanks, assailing them with a barrage of envenomed arrows.
Whether mercenaries or slaves, Chaos Dwarfs know to
expect little from their Hobgoblin allies. They are
backstabbing and unreliable troops, but they depend on the Chaos Dwarfs to survive when they cross the
Mountains of Mourn, as they are universally despised
by all other greenskins.
M WS BS S T W I A Ld
Hobgoblin Wolf Rider 4 3 3 3 3 1 2 1 6
Wolf Rider Khan 4 3 3 3 3 1 2 2 6
Giant Wolf 9 3 0 3 3 1 3 1 3
TROOP TYPE: Cavalry.
SPECIAL RULES: Disposable, Fast Cavalry,
Poisoned Attacks. Late as Usual!: When scouting for their masters,
Hobgoblins have a habit of going missing, not showing
up until they're sure their side will win. Up to half the
Hobgoblin Wolf Rider units in your army (rounding up)
may deploy using the Ambushers rule. Characters with
this rule may always be held back as Ambushers and
may join a Hobgoblin Wolf Rider unit before
deployment, in which case they are rolled for together.
HOBGOBLIN WOLF RIDERS
43
The Chaos Dwarfs' ability to work magic is linked to
their predilection to enslave Daemons: like all Dwarfs,
they make use of any tool or material they believe will
benefit them and, for Chaos Dwarfs, magic and
Daemons are no different from iron or coal. 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. Why should a Daemon be any
different from a Goblin? To the Dawi'Zharr, the
servants of the Chaos Gods are not objects of fear or veneration, but another resource to exploit for their own
vile ends.
Chaos Dwarfs bind Daemons into many artefacts, such
as weapons and armour, which they use themselves or
sell to Ogres, greenskins and the Warriors of Chaos in
exchange for slaves, gold and other more esoteric
goods. The most horrific application they have
discovered for bound Daemons though is imprisoning
them inside great engines of destruction. In this manner,
the Daemon's infernal energy acts as a power source for machines that would be impossible to build with normal
technology.
Daemonic Engines are extremely dangerous. The
Daemon is kept in a state of torment and agitation, so
that its rage can power the machine. They must be
chained into position so that they do not rampage out of
control. Like all Daemons, they must be fed souls to
survive, and the Chaos Dwarfs shovel living captives
into the Engine's flesh furnace. As this horrifying fuel
burns, it feeds the Daemon inside, placating it for a short while. The Chaos Dwarf crew, made up of
members of the Labourer and Artisan Castes, can
control the Engine by measuring the amount of corpses
they feed it, ensuring it does not rage out of control.
However, sometimes it may be advantageous to allow
the Engine to break free of its bonds and hurl itself
towards the enemy, snarling and snapping, to slake its
thirst for flesh and blood.
Daemonic Engines are built by a specialist group of
Sorcerers known as Daemonsmiths. Sometimes the
Daemonsmiths take to the field in order to join the crews of the Daemonic Engines. Their mastery over
their creations enables them to better control them and
ensure they fire more reliably – or, occasionally, goad
them into rampaging if it serves their ends.
Daemonic Engines can take many forms, and
sometimes all they have in common is the general
method of their manufacture. The most common form
of the Daemonic Engine is a huge cannon; a baroque
artillery piece taking up position at the rear of the Chaos
Dwarf line, firmly staked into place by its crew. But equally common are metal behemoths with scythe-like
limbs and maws that belch walls of flame. Rather than
acting as artillery, these monsters are instead driven
straight into the teeth of the enemy to sow destruction.
No two Daemonic Engines are the same, as each is
individually designed and built. They have many
different traits, such as obsidian hulls, noxious
emissions or razor-sharp barbs to make them more
deadly. They fire different kinds of ammunition, such as
erratic rockets, huge shells which cause the earth to tremble when they land or bolts of pure hellfire.
M WS BS S T W I A Ld
Daemonic Engine 6 4 3 5 6 4 1 3 5
Chaos Dwarf - 4 3 3 - - 2 1 9
Daemonsmith - 4 3 3 - - 2 2 9
TROOP TYPE: Monster.
SPECIAL RULES: Bound Daemon, Terror,
Large Target, Stubborn.
Living Artillery: Daemonic Engines are living
weapons of mass destruction that launch a variety of
ammunition into the skies. They may fire with the same
effect as a stone thrower. A Daemonic Engine may not
move and fire in the same turn.
DAEMONIC ENGINES
44
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. The Engine and its crew are treated as a single
model. If the Engine is removed as a casualty, the Chaos Dwarfs are removed along with it. When
moving, the model always uses the Movement
characteristic of the Engine. The Engine and crew use
their own Weapon Skill, Strength, Initiative and Attacks
when they attack. Each can attack any opponent that the
Engine model is in base contact with.
All hits upon a Daemonic Engine are resolved against
the Engine's Toughness and Wounds. In combat, enemy
models attacking the Daemonic Engine use the Engine's
Weapon Skill when rolling to hit. As long as there are
any crew alive, their Leadership is always used.
A Daemonic Engine is treated as a monster in all other
respects. If it is used as a mount for Hothgar
Daemonbane (see later), resolve shooting attacks as
normal for a ridden monster, hitting the Engine on a 1-4
and Hothgar on a 5+.
Daemonic Upgrades: A Daemonic Engine may take
Daemonic Upgrades as described in its army list entry.
However, to represent the unique nature of these living
weapons, no two Daemonic Engines in the same army may take the same combination of Daemonic Upgrades.
Daemonic Backlash: Whenever a Daemonic Engine
misfires, roll on the following chart:
1 Destroyed! The Daemon with the Engine
breaks free, tearing apart its mechanical cage and killing the crew. The model is destroyed.
2-3 Munch! The Daemon lashes out at its own
crew, gobbling them up into the flesh furnace.
The crew are destroyed and their
characteristics may no longer be used by the
unit.
4-5 Rampage! The Daemon goes wild after
firing. After resolving the Engine's shot,
move the unit as per the Rampage rule
described above.
6 Boom! The Engine fires a spectacular blast.
All hits from the shot are resolved at Strength
10, but the Engine may not fire next turn.
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). In addition, the Daemonsmith allows the
artillery dice to be re-rolled in the case of a Misfire. A
Daemonsmith otherwise counts as crew in all respects.
45
Hothgar cast his gaze over the workshop, tuning out the droning of hammers wielded by hand and pistons wielded by machine for a moment. To the eyes of anyone else, the vast, red-lit chamber would have appeared completely anarchic, 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. He could see his latest creation taking shape in fragments around the workshop, and only he had the vision to see how they were related. A weapon here, a new kind of hull compound there – it was all part of the same great task. A robed figure approached, bowing his head respectfully. "Master Hothgar...the chamber is prepared..." Hothgar ran a hand down his beard and nodded to his assistant. All these things; machines of metal, cannons of fire and iron, they were the least of his achievements. What mattered, as with living creatures, was the soul of the creation, and what a soul this thing would have! The rituals were ready, and the cage was waiting. Now he just had to ensnare its occupant. Rubbing his hands together and with a slow smile creeping across his face, Hothgar hastened to the specially prepared chamber.
* * * The first sign was the ground starting to shake. Kogan Thundergut looked around in confusion, expecting to see some huge monster approaching, but the horizon was clear. His Ironguts tensed themselves instinctively, wrapping their meaty hands firmly around their clubs, but still nothing happened – the earth beneath them just kept shaking. After half a minute, Kogan straightened; sure that it had just been a tremor. He nudged his lieutenant in the gut plate and laughed conspiratorially. That's when the whole world exploded. The Ogres were thrown backwards, and were barely able to stumble up to their feet as a vision from some nightmare burst out of the ground. It moved like a living thing, but its flesh was blackened iron. As it turned, Kogan looked into a maw of living drills, spinning and whirring with a sound like the mountains breaking. 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. Kogan lifted his club and prepared to charge, but a wall of flame had burned him to a crisp before he had taken a step. From the back of his latest creation, Hothgar Daemonbane laughed manically.
STRUCTURAL MODIFICATIONS Not all Daemonic Engines take the form of artillery pieces; some are built to resemble something far more monstrous or
bizarre, fundamentally changing their nature in key ways. A Daemonic Engine can take one of the following Structural
Modifications:
DEATHGRINDER A Deathgrinder has a huge spiked roller fitted to its
prow, allowing it to mercilessly crush anything in its
path. The advance of a Deathgrinder is utterly
implacable.
A Deathgrinder has the Strider special rule. In addition,
any obstacle it crosses over the course of its move is
destroyed – remove the obstacle model from the table.
All Impact Hits and Thunderstomp hits inflicted by a Deathgrinder have a +1 Strength bonus.
HELLBORE
Hellbores are usually designed for tunnelling work deep
underground, with a menacing array of drills and
cutting saws mounted on their armoured prows. Such a design all too easily finds a use on the battlefield, as
Hellbores surge out from beneath the very feet of the
Chaos Dwarfs' terrified foes.
A Hellbore has the Ambusher special rule, but when it
enters the battle in the Remaining Moves sub-phase, it
does not move onto the board as reinforcements in the
normal way. Instead, place a marker anywhere on the
battlefield, but not in impassable terrain or within 1" of
a deployed unit. Roll a scatter dice and an artillery dice.
If you roll a Hit on the scatter dice, the marker stays in
place. If you roll an arrow, move the marker the number, in inches, shown on the artillery dice in the
direction shown. If the marker is under a unit (friend or
foe), impassable terrain or a building, place it 1" away
from the closest edge of the unit/terrain. Once the final
position of the marker is established, place the emerging
model so it touches the marker, facing any direction. If
you roll a misfire, the Engine takes D3 wounds with no
saves of any kind possible, but does not scatter. The
Engine may act normally on the turn it emerges
(remember that, as it is the Remaining Moves sub-
phase, it cannot declare a charge).
HELLBOUND LOCOMOTIVE
A Hellbound Locomotive was once a mortal engine of
steam and pistons, used to drive the huge Land Trains.
Now it has become something far more terrifying.
A Hellbound Locomotive may begin the game with one
or more Mortal Engines, chosen as normal from the
army list, coupled behind it in a line like a train. Deploy
the whole train at the same time as you deploy war
machines, with the Mortal Engines lined up behind the Locomotive, each in base contact with the Engine in
front. In the Movement Phase, the whole train moves at
the speed of the Locomotive (even if it Rampages),
treating its unit type as Monster. In all other respects,
the Locomotive and Mortal Engines are treated as
separate units – they must be targeted individually by
shooting and spells, and attacked separately in close
combat, even if the Locomotive charges. If any of the
Engines in the train are locked in combat, none of them
may move away, except by de-coupling as explained
below.
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. They can act as normal in the turn, but always
count as moving. You may not reattach any Mortal
Engines that have been de-coupled in this way.
If the Locomotive charges while it has any Mortal
Engines coupled to it, all Impact Hits and
Thunderstomp hits inflicted by it in the first round of
combat have a +1 Strength bonus.
SKYSCOURGE A Skycourge is borne aloft on wings or floats using a
lighter than air balloon, enabling it to rain death upon
unsuspecting foes from high above their heads.
A Skycourge has the Hover special rule. If it Rampages,
it ignores terrain. If the Skyscourge is destroyed it will
crash to earth, moving 3D6" in a random direction and
inflicting a Strength 8 hit on any model under its final
position.
WARBARGE
A Warbarge has been modified to cruise the polluted
waters of the River Ruin, enabling it to emerge from the
water and unleash a devastating barrage or lurch onto
the land and deliver a relentless assault.
A Warbarge has the Sea Creature 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.
Players should use these rules in the spirit that they
are intended – as fun, interesting ideas that do not
offer much advantage on the battlefield, but do
allow for some interesting surprises! In this spirit,
players using Structural Modifications should
always field appropriate models rather than just
using the rules with their 'ordinary' Daemonic
Engines.
46
Certain units in the Chaos Dwarfs army list may take Daemonic Upgrades as described in their Army List entries.
COLOSSAL The creation is a towering monstrosity that looms over the battlefield.
The model has +2 wounds and changes its troop type to
Monster if it is not already. Daemonic Engines may
take this Upgrade twice, increasing the Engine's
Wounds characteristic to 8. Daemonic Constructs that
take this Upgrade gain the Large Target and Terror
rules.
DAEMONIC BARRAGE The Engine hurls masses of ammunition at the enemy,
drastically increasing the chances of destroying them
through sheer weight of fire.
The Engine may re-roll failed rolls to wound when it
uses its stone thrower attack.
DEATH ROCKETS The Engine fires rockets which are controlled by
chittering Daemons, causing them to spiral
unpredictably through the air.
If the Engine rolls a Hit and a Misfire while firing, do
not roll on the Misfire table, instead the shot scatters
4D6" in the direction indicated by the arrow on the Hit
symbol and is resolved there instead. No damage is
done at the original target point.
DIABOLIC SENTIENCE The Daemon within the engine (or its ammunition) is no
mere beast, but an intelligent creature able to aim its
shots at enemy warriors.
When the Engine fires, it may re-roll the Scatter dice.
DOOMFIRE The Engine fires not solid ammunition but pulses of raw
daemonfire that rend apart targets with their infernal
energy.
Hits from the Engine's stone thrower shots are resolved
at Strength 5 (10).
ERUPTION CANNON The Engine does not blast its ammunition into the skies,
but instead belches forth a great gout of flame,
incinerating its foes.
Instead of firing as a stone thrower, the Engine's shots
instead follow the rules for a fire thrower.
FEROCIOUS The Daemon is a barely-restrained, enraged monster
that constantly fights against its bonds.
The model has +2 Attacks and –1 Leadership. If the
model Rampages, it has Random Movement (3D6)
instead of (2D6).
FIENDISH BLAST The creation is able to expel a wall of deadly fumes,
flames or ichor which engulfs its foes.
The model has a Strength 3 Breath Weapon.
FLAMING HIDE The creation's hull burns with terrific intensity,
immolating foes on contact and rendering it proof
against fire.
The model (and rider, if it has one) has Flaming Attacks
and the Blessing of Hashut.
FOUL EXCRETION As part of the creation's function, it exudes a vile acidic
ichor that melts armour and burns flesh.
The model has Poisoned Attacks. Note that this applies
only to its normal close combat attacks, and not to any
Impact Hits, damage from Breath Weapons, Stomp, etc.
GREAT HORNS The creation has the likeness of a bull, the chosen form
of Hashut Himself, complete with a mighty set of
fearsome horns.
The model adds +1 to its Strength characteristic.
The Realm of Chaos
Daemons hail from the Realm of Chaos, a
parallel dimension of pure energy that is
given form by the powerful emotions of
mortal creatures. Only in the uttermost
north of the world, where the ancient polar
gates of the Old Ones collapsed, can Daemons
freely cross the barrier into reality. In order
to summon them elsewhere, dark rituals must
be performed. Chaos Dwarfs are experts in
these rites and have researched the Realm of
Chaos, which they call the Empyrean,
extensively. The shifting nightmare dimension
of Daemons holds no fear for the arrogant
Dawi'Zharr, but even they must be careful
when they barter with the dread spirits of the
Dark Gods. Capturing a living Daemon is
fraught with danger and uncertainty, and
binding it once it has been summoned is, if
anything, even more difficult. 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 many inexperienced Daemonsmiths have
found their wards failing under the
onslaught of a particularly powerful and
furious Daemon. When this happens, they and
all their followers will be dragged
screaming into the Realm of Chaos to be
tortured for an eternity. It is a testament to
the short-sightedness of the Chaos Dwarfs
that these occasional mishaps do not
discourage their efforts in the slightest.
DAEMONIC UPGRADES
48
IMMORTAL HUNGER The Daemon within the machine is possessed of an
unquenchable thirst for blood and flesh. It gorges itself
on the living with ravenous delight.
The model has Hatred and, furthermore, is affected in
every round of combat, not just the first.
INFERNAL SHELLS The Engine fires huge shells that cause tremors where
they land, shaking victims off their feet.
Any unit wounded by the Engine's stone thrower attack
when it fires may not march in the following Movement
phase, and counts as having moved for the purposes of
shooting missile weapons. A unit that declares a charge must take a Dangerous Terrain test. War machines
wounded may not move and may only fire on a D6 roll
of 4+ in their next turn.
IRONCLAD The creation is bound with mighty iron plates. The model has a 4+ armour save. If the model is a
mount for a character without taking the Colossal
Upgrade, instead increase the rider's save by +3 rather
than +1.
OBSIDIAN FLESH The creation has obsidian built into its hull that wards away enemy spells.
The model has Magic Resistance (1). This Upgrade may
be taken a second time, giving it Magic Resistance (2).
RAZOR CLAWS The creation is festooned with wickedly sharp blades
and spikes that can cleave a living creature in two with ruthless efficiency.
The model has Killing Blow. Note that this applies only
to its normal close combat attacks, and not to any
Impact Hits, damage from Breath Weapons, Stomp, etc.
SMOG The creation belches forth great clouds of foul-smelling
fumes, partially obscuring it and also choking any foes
who try to attack.
Missile weapons targeted at the model suffer a –1 to hit
penalty. Models that target it in close combat are at
-1 WS.
TALISMAN OF HASHUT The creation is etched with runes of the Father of
Darkness, invoking His divine protection.
The model (and rider, if it has one) has a 5+ ward save.
THUNDEROUS CHARGE The Engine hurls itself into combat with terrifying
force, scattering foes before it with sheer weight.
The model has Impact Hits (D6).
UNNATURAL RESILIENCE The power of Chaos is strong in this Bound Daemon, and when it is damaged its iron flesh seems to knit back
together before the eyes.
The model has Regeneration.
WARPFIRE The Engine's ammunition is imbued with the mutating
power of Chaos, warping its victim's bodies and minds as it lands.
Any unit hit by the Daemonic Engine's shooting attack
(including a Breath Weapon, if it has one) must take a
Panic test with a –1 Leadership penalty.
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.
The model has Random Attacks (D6).
49
HELLFORGED ARTEFACTS Some wealthy Chaos Dwarfs are able to afford the
services of a Daemonsmith Sorcerer to forge them
weapons of hellish provenance. Such items may be
wrought from metals found only in the Realm of Chaos,
heated in forges lit by flickering deamonfire or quenched
in vats of foul daemonic ichor. Hellforged Artefacts, as
these are called, are dangerous things, for they corrupt
their bearer in physical, mental and spiritual ways. One
who carries a Hellforged Artefact for long enough develops a dark symbiosis with it, and begins to take on
aspects of the daemonic himself. In time, he will become
more Daemon than Chaos Dwarf. Some Chaos Dwarf
characters can upgrade mundane items of equipment to
Hellforged Artefacts. The item retains all of its original
rules, 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, for example) and for spells or special rules that
affect magic items. It does not however count against the
character's points limit for magic items. A model with a
Hellforged Artefact has the Bound Daemon special
rule. Hellforged Artefacts are unique and unpredictable
in nature: at the start of the game, after all units have
deployed but before the beginning of the first turn, roll
a D6 on the following table for each Hellforged
Artefact to determine which Daemonic Upgrade the
model benefits from:
1 Great Horns
2 Ferocious
3 Foul Excretion
4 Smog
5 Immortal Hunger
6 Unnatural Resilience
Only mundane weapons, armour or shields may be
upgraded to Hellforged Artefacts – magic items and
mounts are already unique and powerful enough!
When the Chaos Dwarfs combine their talents for
engineering, Daemon-binding and flesh-crafting they
are able to produce horrific results. Hideous monsters of
living iron and brass are caged in the pits of Zharr-
Naggrund, serving as beasts of burden or mere scientific
curiosities. Sometimes, the Sorcerers create vicious
monsters to serve as mounts for Warlords, Despots or
themselves or band these beasts together in packs that
are sent hurtling towards the enemy.
A Daemonic Construct is a vicious beast; part Daemon,
part living creature, part machine. They come in many
shapes and sizes, with many different traits. Some have
hides of scalding iron, and their artificial veins pump
molten fire around their metal bodies. Others breathe
out sorcerous fumes that protect them from harmful
magic, or are clad in great plates of steel or Gromril to
protect them. 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, the chosen form of Hashut Himself. Another common type of Daemonic Construct is the fearsome
War Golem, a hulking, Dwarf-shaped machine powered
by fire and molten metal. The art of creating Golems is
truly ancient, and their iron shells were once bound with
Ancestor spirits, but now they have proved a perfect
match for the arcane technology of Daemon binding.
Not all Contructs are artificially built. In ancient times,
a breed of monstrous bull known as the Great Taurus
emerged from the Time of Chaos alongside the
Dawi'Zharr themselves, and later begat the twisted
Lammasu. Along with the Bull Centaurs, the Chaos
Dwarfs believe that these semi-daemonic creatures are
mutated from Hashut's followers. 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. M WS BS S T W I A Ld
Daemonic Construct 6 4 0 5 5 3 3 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, or Greater Daemonic Constructs that can be used as mounts for Lord
characters. Both follow the same rules, but have access
to different options.
TROOP TYPE: Monstrous Beast.
SPECIAL RULES: Bound Daemon, Fear.
Winged Taurus: Some Daemonic Constructs are built
in the form of a huge, winged bull. A Winged Taurus
can Fly.
Daemonic Upgrades: Daemonic Constructs can be given Daemonic Upgrades as described in their army
list entries.
Chaos Dwarf Mutations
Dwarfs are naturally resistant to the
warping influence of Chaos, but even
they were affected by the energies
sweeping down from the polar gates.
Mutations are most common amongst the
Sorcerer and Warrior Castes, with
most of them sporting long tusks. Less
common, but by no means unusual, are
horns sprouting from the brow and
even hooves. Members of lesser Castes,
particularly those who work with
Daemonic artefacts, also occasionally
display similar mutations. 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,
and that these creatures' ancestors
were Dwarfs like them.
DAEMONIC CONSTRUCTS
50
The mightiest inhabitants of Zharr-Naggrund are not the
Warriors or even the Sorcerers, but the awesome Chaos
Dwarf sub-race known as the Bull Centaurs. In ancient
times, when the Chaos Dwarfs were first transformed
by the power of Chaos, some of their number were mutated into a form more pleasing to the Father of
Darkness, part Dwarf and part ferocious bull. The Bull
Centaurs have remained apart from their brethren ever
since, forming their own society, separate from the
Castes and other divisions of Zharr-Naggrund. They are
an elite force, blessed by Hashut, and are given the
sacred task of guarding His Temple.
Bull Centaurs are not bound to any Sorcerer Lord and,
indeed, bow to no one but their own leaders. 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. Bull Centaurs are extremely arrogant and cruel,
and they see themselves as living vessels of Hashut's
power. Indeed, there may be some truth to their
egotism: their hides burn with infernal rage and, as they
march into battle, their hooves throw up sparks. As they
pick up speed, smoke begins to billow and they are
wreathed in flames and steam. By the time they reach
the enemy lines, the Bull Centaurs are engulfed in
raging fire, rearing from great black clouds to strike
down the enemies of Hashut.
Rarely do the Bull Centaurs leave the confines of the
Temple of Hashut, and they fight only in the name of
the Father of Darkness. They do not involve themselves
in the petty squabbles of the Sorcerers, and the
accumulation of slaves holds no interest for them. They
march to war only when they believe it is required by
Hashut, when the omens favour them and when they
can be spared from their primary duty. On the rare
occasions when they do take to the field, they pay little
heed to the orders of the Chaos Dwarf leaders, and usually keep their own counsel. Such rebellion would
not be tolerated in any other follower, but the Sorcerers
know that not only are the Bull Centaurs blessed by
Hashut, but also that they are amongst the mightiest
shock troops in the world. When the Bull Centaurs
charge, they are capable of breaking the enemies' lines
single-handedly.
Bull Centaurs are led into battle by their Guardians, the
veterans amongst them who personally watch over the
gates to the Temple of Hashut. Above these awesome
individuals are the leaders of the Bull Centaurs, the Elders. These creatures are terrifying monsters in their
own right, the equal of any Warlord, but even they pale
in comparison to their ultimate master, the Last
Guardian, Eldest of the Bull Centaurs: Lord Bhaal, the
Death of Worlds.
M WS BS S T W I A Ld
Bull Centaur 8 5 3 4 4 2 3 2 9
Bull Centaur Guardian 8 5 3 4 4 2 3 3 9
Bull Centaur Elder 8 6 3 5 5 3 4 4 9
TROOP TYPE: Monstrous Beast.
SPECIAL RULES: Blessing of Hashut, Bondage
of Hashut, Flaming Attacks, Immune to Psychology,
Fear, 6+ Scaly Skin.
“Enter? Your profane feet are not fit
to stand upon these flagstones. Your
accursed, misshapen body not fit to
walk beneath this sacred arch. No,
weakling: You will not pass these
gates. Not while I draw breath.”
Bull Centaur Elder Kronos
BULL CENTAURS
51
Not all Chaos Dwarf war machines are powered by
enslaved Daemons – there is still a call for mundane
cannon and other weapons of death. These relatively
simple engines make use of physics and chemistry to
fire shells and rockets at the enemy. The most common
Mortal Engines are bolt throwers; braced frames that
fire enormous spear-sized bolts into the ranks of the foe,
punching through armour as if it were paper. Also
common are bazookas which launch explosive rockets,
shooting them into enemy formations and acting on the same principle as bolt throwers. Sometimes Chaos
Dwarfs also employ devices like mortars, small cannon
that launch shells or petards into the air to fall amongst
their terrified targets. While Daemons are not used to
power these devices, some Sorcerers cannot resist
imbuing their ammunition with bound Daemons or
other arcane technology.
Because most Mortal Engines are ordinary devices that
do not involve Daemons or magic, the Chaos Dwarfs
trust their slaves to operate them. Even relatively slow greenskins such as Orcs or Gnoblars are able to load
and fire a bolt thrower, though they are not often
accurate with them. For more complex machines,
Hobgoblins are employed but for anything that involves
daemonic forces, Sorcerers will trust only Chaos
Dwarfs of the Artisan or Labourer Castes.
M WS BS S T W I A Ld
Mortal Engine - - - - 7 2 - - -
Slave 4 2 2 3 3 1 2 1 5
Chaos Dwarf 3 4 3 3 4 1 2 1 9
Ogre Loader 6 3 2 4 4 3 2 3 7
TROOP TYPE: War Machine (Bolt Thrower).
SPECIAL RULES Mortal Engine: Mortal Engines follow the rules for
bolt throwers. A mortal engine upgraded to Artillery
counts as a stone thrower with a maximum range of 48". Mortal Engines upgraded to Artillery use the Black
Powder War Machine Misfire chart.
Mixed Crew: Mortal Engines often have a crew made
up of models with different profiles. When a crew
member's characteristic values must be used, always use
the highest available. Crew use their own Weapon Skill,
Strength and Attacks characteristics in close combat.
When removing casualties, Slaves are always removed
first, followed by the Ogre Loader and finally any
Chaos Dwarfs. The war machine will not benefit from
the Chaos Dwarfs' armour save until only Chaos Dwarf crew are left.
Ogre Loader: Particularly large war engines require
more brute strength than goblinoid slaves can provide.
For heavy guns like these, Chaos Dwarfs use enslaved
Ogres to haul the ammunition. An Ogre Loader counts
as part of the Mortal Engine's crew in all respects, and
adds 3 to the model's Wounds characteristic.
Daemonic Upgrades: Mortal Engines upgraded to
Artillery may take a single Daemonic Upgrade as described in their army list entry.
LAND TRAINS
Because the Chaos Dwarfs' outposts are
spread so thinly across the vast wastes of
the Dark Lands, travel between them can
take weeks or months and even the tireless
Dawi'Zharr could not march for that long
unaided. Instead, they travel in mechanised
caravans made up of huge, steam-driven
machines that pull along cars loaded with
slaves and raw materials to trade. 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. Land Trains are all unique and
take many forms, but it is usual for them to be
festooned with batteries of weapons to deter
attacks from marauding Ogre and greenskin
tribes. Whole clans of Chaos Dwarfs make
the Land Train caravans their homes, living
and working on the steam-powered
behemoths, returning to the Plain of Zharr
only to trade.
MORTAL ENGINES
52
As Sorcerers transform to stone, they gradually become
more and more immobile. Their feet are the first parts
of their bodies to petrify, and slowly the change works its way up their bodies. Before long, they cannot move
at all, and are obliged to find new methods of
locomotion, either riding on a Daemonic Construct, or
borne by their followers on a Palanquin. Traditionally,
Palanquins are carried by Immortals. From their perch
atop the shoulders of these elite warriors, the Sorcerer
Lords are able to command their troops and cast their
destructive magic.
Palanquins are ornate, armoured thrones. As well as
serving a practical purpose, 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. Palanquins have
been used by Sorcerer Lords since the time of Zhargon
the Great, who rode atop an elaborate golden throne
carried by dozens of slaves. Modern Palanquins are
rather more sedate than that, but are nonetheless far
more than simple chairs: a Palanquin will be custom
built for, and possibly by, its occupant, and will be
marked with the personal sigils of his house, as well as
runic emblems particular to his rituals so that his spells
can be empowered.
Truly ancient Sorcerer Lords ride in Palanquins that are
more like mobile altars, fitted with scroll alcoves or
bookcases, with enchanted cages for captured Daemons and an icon-etched slab of obsidian for grisly
ceremonies. Eventually, a Sorcerer Lord will be so
immobile that he will spend most of his time in his
Palanquin, so it makes sense for it to be comfortable.
When he finally succumbs to the Sorcerers' Curse, 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.
M WS BS S T W I A Ld
Palanquin 4 5 3 4 4 1 2 4 9
TROOP TYPE: Infantry.
SPECIAL RULES: Unyielding, Magical Attacks.
Iron Bound: A Palanquin is a solid construction of
braced iron and is carried by Immortals encased in suits
of Chaos armour. It adds +2 to the rider's armour save
instead of +1.
The Sorcerer Lords are the masters of
Zharr-Naggrund, but invariably there are
lesser Sorcerers who must serve them. Each
Sorcerer Lord has a Household of
Sorcerers, 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. It is the dream of all
these lesser members of the Sorcerer Caste
to one day become a Sorcerer Lord, but most
of them are fated to serve like every other
Chaos Dwarf. When a Sorcerer Lord
succumbs to the Sorcerers' Curse, it is part
of the Order of Things that he will be
succeeded by the eldest Sorcerer in his
Household, 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.
However, 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. This is
generally achieved by the simple expedient of
being the only surviving Sorcerer in the
Household...
PALANQUIN
53
Thousands of years ago, the Chaos Dwarfs bred Black
Orcs as a grand experiment to create a race of super
slaves. The robust physiology of greenskins proved a perfect testing ground for all manner of dark
experiments, and what emerged from the pits of Zharr-
Naggrund was indeed a superior kind of Orc. These
creatures were larger, stronger, tougher and more
intelligent: in every way they were the natural superiors
of their forebears. The Chaos Dwarfs had dreamt of
creating slaves that could toil for longer, withstand
greater punishment, lift greater loads and understand
more complex instructions, and that was exactly what
they got, but they also underestimated the potential of
their creations. It wasn't long until the Black Orcs had 'persuaded' the other greenskins to start a rebellion and,
one moonless night, the slaves of Zharr-Naggrund rose
up en masse, sweeping their captors before them in a
tide of blood and fury.
The rebellion nearly destroyed the Chaos Dwarfs.
Under such powerful and oddly charismatic leaders, the
Orcs and Goblins burned and pillaged at will, fighting
their way up the layers of the city until they reached the
very top. However, the tide turned at the last moment:
the Hobgoblins decided that serving the Chaos Dwarfs
was not such a bad idea after all. They turned on the other greenskins, unsheathing poisoned blades and
stabbing them in the back even as the Chaos Dwarfs cut
them down from the front. The rebellion fell apart
almost instantly and the Black Orcs and made a fighting retreat down the ziggurat and out into the Dark Lands.
In the coming years, the mass migration of Orcs and
Goblins from the Dark Lands would cause havoc for the
rest of the world. They had a new breed of leader in the
form of the Black Orcs, and their tribes attacked with a
new fervour. 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, and in doing so he forged the Empire itself.
Many Black Orcs remained in the Dark Lands and the Mountains of Mourn even after they won their freedom.
Like the Ogres, they are a natural source of troops for
Chaos Dwarf armies, though no Chaos Dwarf would
willingly enslave a Black Orc again. For their part, the
Black Orcs do not hold a grudge: as long as the Chaos
Dwarfs offer them a good fight, they'll happily join their
raiding parties. That said, they still hold a special hatred
for Hobgoblins and, when their employers backs are
turned, they often amuse themselves with a captured
Sneaky Git or Wolf Rider, seeing just how much he
likes being stabbed in the back instead.
M WS BS S T W I A Ld
Black Orc 4 4 3 4 4 1 2 1 8
Black Orc Boss 4 5 3 4 4 1 2 2 8
TROOP TYPE: Infantry.
SPECIAL RULES: Disposable, Immune to
Psychology
Choppas: Orc weapons are considerably cruder and
heftier than those of other races. Black Orcs have +1
Strength in the first round of each combat. This Strength bonus is in addition to any other bonuses for
weapons, magic items, spells and so on.
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,
especially by the Chaos Dwarfs! At the start of each
combat, Black Orcs can chose to fight with a single
hand weapon (in case they have shields), two hand
weapons or a great weapon.
“Let bygones be bygones iz wut i
say. „cept wiv dem hobgoblin gitz...”
Boss Grimskull
BLACK ORCS
54
Ogres are giant, monstrous humanoids with an
insatiable appetite and a savage temperament. They are
found almost everywhere and frequently hire their services out as mercenaries. Ogres come from the
Mountains of Mourn, where their tribes hold sway, but
they possess an insatiable wanderlust that causes them
to travel all over the world, fighting and eating. For
Ogres, eating is a religious experience, the focus of their
culture and society, which revolves around the worship
of their ravenous god, the Great Maw. Chaos Dwarf
territory borders with the realms of the Ogre Kingdoms
and, as such, the two races frequently trade and fight
with one another.
The Chaos Dwarfs find Ogres useful as mercenaries in
their armies. When the Ogre tribes migrate from their
homeland, often the Chaos Dwarfs' empire is the first
foreign nation they encounter, and so it is natural that
they offer the Chaos Dwarfs their services in exchange
for food and plunder. Still other Ogres, vanquished in
battle, are sold to the Chaos Dwarfs by their fellows as
slaves. Ogres make excellent slaves because of their
strength and endurance, and the Chaos Dwarfs use them
for tasks that require brute force, such as working
massive engines and dragging war machines into battle.
Ogres do not enjoy captivity, but they are easy to placate by offering them the opportunity to inflict
violence and eat anything they can kill.
Often, service to the Dawi'Zharr represents the first step
for Ogres on the road to true Chaos worship. While
fighting for the Chaos Dwarfs they sometimes receive
suits of Chaos armour, giving them a taste of the
daemonic. When the urge to wander takes them again,
they head north into the Chaos wastes, destined to join
up with a warband of Chaos Warriors or Beastmen.
Khorne, the Blood God, is the most popular patron for Ogres who are seduced by the lure of Chaos, and it is
not unusual for them to walk down the path of the
berserker, becoming consumed with a frenzied
bloodlust in battle.
There are many Ogres who remain a permanent part of
Chaos Dwarf retinues though, serving as fully
integrated members of the warband. Ogres naturally
take up the customs of their adopted cultures, 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, and some even don the fearsome iron masks or ornate helms that are so characteristic of the
Dawi'Zharr. There are many such Ogres in the Plain of
Zharr, living and working alongside the Chaos Dwarfs.
Ogres being such robust creatures, they do not mind the
choking smog, and there is always a plentiful supply of
food around in the form of slaves, making life amongst
the Chaos Dwarfs a very viable alternative for Ogres.
M WS BS S T W I A Ld
Ogre 6 3 2 4 4 3 2 3 7
Ogre Berserker 6 3 2 4 4 3 2 4 7
TROOP TYPE: Monstrous Infantry.
SPECIAL RULES: Disposable, Fear.
Lord Karzagh Stonegaze was known for
making heavy use of Ogres in his warbands.
He saw them as a convenient alternative to
Bull Centaurs, and employed regiments of
the armoured behemoths to cover his
flanks, trusting to their value as shock
troops to break the lines of his foes.
Karzagh led his army eastwards,
eventually taking them as far as Cathay.
On the way, he accumulated more Ogre
mercenaries until he was leading an army
that was more Ogre than it was Chaos
Dwarf. Inevitably, the Ogres realised that
Karzagh needed them more than they
needed him and they turned against him,
making a lavish feast out of the Chaos
Dwarfs and their slaves. To this day, the
Chaos Dwarfs have a bounty on the heads
of those Ogres, but it is not pursued with
much enthusiasm – any Dawi'Zharr who
allows his followers to rise against him
deserves everything he gets.
OGRES
55
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. Here,
serried ranks of lifeless stone Sorcerers stare down at
travellers; their sightless eyes a haunting reminder of the power of Hashut. The Chaos Dwarfs treat these
statues with the utmost respect, leaving them to be
weathered by the elements over the ages. However, the
petrified Sorcerers retain a portion of the power that
they had in life, and a miasma of dread and dark energy
surrounds the statues.
Sometimes, as a demonstration of devotion to their
transformed ancestors, Chaos Dwarf armies will carry a
Petrified Sorcerer into battle, borne on a dais in a manner not dissimilar to the way in which a Sorcerer's
Palanquin is carried while he lives. The Petrified
Sorcerers are transfixed at the final moment of their
horrifying transformation into stone, and their faces
betray their terror – most Petrified Sorcerers have faces
frozen into a rictus of pain and dread. As such, they are
a grotesque symbol of Chaos Dwarf devotion to the
Father of Darkness and enemies baulk when confronted
with them.
Immortals commonly carry Petrified Sorcerers in
imitation of their role as bearers of the Palanquins of living Sorcerers, 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.
Petrified Sorcerers are not always taken from the roads
leading to Zharr-Naggrund. 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. In this case, his loyal soldiers will bear his stone corpse both as proof of their
dedication and to protect it, lest it fall into enemy hands.
TROOP TYPE: Infantry.
SPECIAL RULES: Bondage of Hashut, Blessing
of Hashut, 4+ Scaly Skin, 4+ ward save, Fear.
*Fell Icon: A Petrified Sorcerer is carried aloft in battle
by a unit of Immortals or Acolytes of Hashut. The
Petrified Sorcerer may not leave its unit for the duration
of the game, and is always placed in the front rank like
a member of the command group (which it will displace
if there is no room). A Petrified Sorcerer uses the Weapon Skill and Strength of the unit carrying it,
follows any movement rules they may use and counts as
being armed with the same weapons. While there are
rank and file models left in the unit, always remove one
in preference to the Petrified Sorcerer taking a wound
(it is assumed that if one of the bearers falls, another
rank and file model steps in). Only when the rest of the
unit has been killed does the Petrified Sorcerer start
taking wounds, even in close combat. Any unit with a
Petrified Sorcerer has the Blessing of Hashut.
M WS BS S T W I A Ld
Petrified Sorcerer 3 * 0 * 4 6 2 4 9
The Blessing of Hashut
The true nature of the Blessing of Hashut is
unknown even to the Chaos Dwarfs
themselves. Unlike the other Chaos Gods,
Hashut does not bestow his Mark upon
favoured followers – He takes a less direct
interest in those who worship him, which is
perhaps why only the most powerful Chaos
Dwarfs benefit from his Blessing. Hashut,
like His people, is arrogant and
contemptuous of the weak. Lesser servants
hold no interest for him, and he cares not if
they burn.
PETRIFIED SORCERER
56
The fell rituals of Father of Darkness that are performed
in the Temple of Hashut are unspeakable acts of
bloodletting and torture. Like all Chaos magic, the
spells of the Dawi'Zharr must be powered by death, and
it is always prudent to pay proper obeisance to Hashut by sacrificing a number of slaves before a battle.
Sometimes though, the Chaos Dwarf Sorcerers decide
that they need more direct access to Hashut's favour
and, for this purpose, the Altar of Hashut was created.
An Altar of Hashut can take many forms – a cauldron of
molten lead or gold, a towering brass effigy of a bull or
an anvil of blackest obsidian, etched with twisted runes.
Whatever form it takes, its purpose is the same: death.
Chained slaves are kept nearby and herded towards the
Altar by Chaos Dwarf or Bull Centaur handlers where, over the course of the battle, they are gruesomely
murdered in whatever manner is appropriate to the
Altar's form. They may be immersed in molten metal,
imprisoned within the stomach of a blazing icon of
Hashut or simply bludgeoned to death by a burning
forge-hammer. However they die, their blood powers
the evil magic of the Chaos Dwarfs and the power of
Hashut waxes strong. It is always a Daemonsmith
working exclusively at the Altar who completes the
ritual and, in doing so, he summons up daemonic spirits
from the Realm of Chaos. Drawn by the bloodshed,
they are immediately trapped and bound and then sent hurtling across the battlefield by the Daemonsmith.
The spectral Daemons let up a hellish cacophony as
they fly and, where they land, they sow terror. But a
cunning Sorcerer can use the Daemons to power his
own magic, and loyal Chaos Dwarfs who hold their ground will find themselves empowered by daemonic
boons. As for enemies unfortunate enough to be in the
path of the enslaved Daemons, their fate is much
simpler: they will be rent apart by dozens of ethereal
claws and, if they happen to be a Wizard, the Daemons
will gravitate towards them, focusing all their energies
on devouring such a bright soul.
M WS BS S T W I A Ld
Altar of Hashut - - - - 7 9 - - -
Daemonsmith 3 4 3 3 4 1 2 2 9
Slave 3 2 2 3 3 1 2 0 5
TROOP TYPE: War Machine.
SPECIAL RULES: 3+ armour save, 4+ ward
save.
Sacrificial Altar: Throughout the battle, the
Daemonsmith will perform sacrificial rites, ritually
murdering slaves that are chained to the Altar. The
Slaves function as part of the Altar's crew but they do
not operate it in the conventional sense. Instead, in the
Chaos Dwarf shooting phase, the Altar may be 'fired'
once if one of the Slaves is removed as a casualty. This
means the Altar will suffer a wound as normal. Resolve
the shot following the rules for stone throwers. If a Misfire is rolled on the artillery dice, the shot simply
has no effect (but the Slave used to fire it is expended
nevertheless). When the Altar takes wounds as normal,
always remove a Slave rather than the Daemonsmith.
When the Altar runs out of Slaves to sacrifice, it may no
longer shoot. In close combat, the Daemonsmith may
fight but all attacks are resolved against the Slaves until
he is the only crew member left.
Summoned Daemons: The Altar of Hashut does not
fire ordinary ammunition, but instead is used to summon shrieking Daemons that fly across the
battlefield to assail foes or grant boons to friends. When
firing the Altar, do not follow the normal damage rules
for stone throwers, instead the effect of the summoned
Daemons depends on what kind of unit is hit by the
template. Do not worry about how many models the
template hits; simply resolve the effect against the
whole unit. 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.
Unit hit Effect Non-Wizard enemy unit The unit takes 2D6 Strength
3 hits
Enemy Wizard The model suffers a single Strength 6 hit with Multiple Wounds (D3).
Non-Wizard friendly unit The unit gains magical Flaming Attacks and causes Fear until the next Chaos
Dwarf Shooting phase.
Chaos Dwarf Sorcerer or Sorcerer Lord
In the following Chaos Dwarf Magic phase, the Sorcerer may cast any one of his spells as a Bound Spell with power level 4.
Any unit hit by the template (friend or foe!) must take a
Panic test. 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.
ALTAR OF HASHUT
57
A Doom Harness is a hideous, clanking machine of
pistons, wheels and gears that forms a kind of living
battle-suit for a Bull Centaur. Etched with foul sigils to
attract Daemons and ensnare the Winds of Magic, the
wearer of a Doom Harness becomes mentally and physically fused with the machine. Driven into a
berserk rage, the pilot – if such a term can even be used
– drives the Harness forward into the ranks of the
enemy, whereupon they are sliced into pieces by a
variety of hooks, barbs, chains, mallets and crushing
pistons with which the Doom Harness is festooned.
Once a Doom Harness begins moving, it is almost
impossible to stop. Only a Bull Centaur has the physical
and mental fortitude to control the semi-sentient
monstrosity, but even his strength is rarely enough to keep it under control. Being willing to take on the
mantle of a Doom Harness pilot is essentially suicide,
as even should the Centaur survive the battle, it is likely
his already tenuous sanity will be shattered, and his
body irreparably damaged by the unnatural energies and
crushing pressures of the machine. 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,
more often, torn apart by their own gears as they go into
a blood-fuelled rampage. Despite the dangers, those
Bull Centaurs who take the terrible risk are afforded much honour, their skin ritually tattooed and branded
with the most favoured runes of Hashut. In this way,
they are able to ensure their precious lives are expended
in the sight of the Father of Darkness, doing His great
work.
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. While no Daemonsmith has ever managed to build
a Doom Harness in thousands of years, experiments
have been made towards the same basic machinery
instead mounted on a steam-powered carriage, crewed
by ordinary Chaos Dwarfs (who are much less willing
participants than the Bull Centaurs piloting true Doom
Harnesses). These vehicles more or less replicate the
effect of a Doom Harness, but they are looked down
upon by more traditional members of the Temple, and
the Bull Centaurs especially hold such trinkets of steam in contempt.
M WS BS S T W I A Ld
Doom Harness 2D6 - - 6 5 4 - * 10
TROOP TYPE: Unique
SPECIAL RULES: Immune to Psychology,
Random Movement (2D6), 3+ armour save
*Unstoppable Force: If a Doom Harness's move brings
it into contact with another unit, it moves straight through instead of stopping. If its move would end
within a unit, it ploughs through it – place the Harness
1" beyond the unit, in the direction it was moving.
When a Doom Harness moves through a unit (friend or
foe) it inflicts 2D6 Strength 6 Armour Piercing hits. All
hits from a Doom Harness are also magical.
*Immovable Object: A Doom Harness cannot be
charged (its whirling parts discourage any determined
advance upon it!), or engaged in combat at all. 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 unit remains in
contact, they may attack the Doom Harness in their
close combat phase, hitting automatically. If the Doom
Harness survives, it will move again in its next turn as
normal, and will inflict further hits on the same unit if it
moves over them.
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, 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, but any unit damaged by it before it is removed
takes an additional D6 hits. Further double 6s have no
additional effect. Remove the Doom Harness as a
casualty afterwards.
Crash!: Doom Harnesses must take Dangerous Terrain
tests if they move over any of the following: Forests,
Marshland, Obstacles or Mystical Monuments. If its move would take it into contact with a Building,
Impassable Terrain or off the table edge then it must
take a Dangerous Terrain test and will stop 1" short of
the obstruction.
UPGRADES:
Whirlwind: The Whirlwind is a Doom Harness
fitted with wickedly barbed chains that entangle
foes. Any unit attempting to attack a Whirlwind in
close combat suffers a -1 Strength penalty.
Tenderiser: The Tenderiser has an array of huge,
mechanical mallets on its front. Its hits are resolved
at Strength 7.
BULL CENTAUR DOOM HARNESS
58
No Household has had such notoriety in recent history as that of Krunngar Blackhand, a dangerous Sorcerer Lord known for his unusual physical vitality and skill with binding Daemons. The Sorcerers of House Blackhand had long preferred to enslave Daemons captured in battle rather than summoned into their hell-forges, believing that such creatures, already given the taste of blood, prove more vicious and powerful. House Blackhand had enjoyed a long and fruitful relationship with Hothgar Daemonbane, and provided many of the Daemons bound into the engines that he constructed and eventually sold to Archaon the Everchosen. 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. When Archaon marched to war, Krunngar went so far as to provide him with Chaos Dwarf troops and, in what some in Zharr-Naggrund considered a fit of sudden madness, joined them too. He was never heard from again. However, his sons succeeded him and, though House Blackhand was now without a Sorcerer Lord to lead it, they had other resources.
House Blackhand's lust for fresh Daemons to enslave had for generations led to them contributing their Warriors to the so-called Embersworn Clans. These elite Chaos Dwarf Warriors specialise in hunting Daemons, 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. Many members of the Embersworn go on to serve in the Onyx Guard, Immortals trained and equipped to destroy Daemons. The two sons of Blackhand, Kromlek and Marrog, are both captains of the Embersworn, and it is rumoured that Marrog may possess the spark required to one day become a Sorcerer, and that Hothgar Daemonbane has taken a special interest in the son of his old ally. The two brothers are currently somewhere at large in the Dark Lands at the head of a band of Embersworn, allegedly in the service of Ghorth the Cruel, but doubtless with some aim of their own in mind. Marrog Blackhand is known to harbour the ambition of a true Sorcerer, and seeks to restore House Blackhand to its former glory with the aid of his Daemon hunters.
HOUSE BLACKHAND AND THE EMBERSWORN
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. The High
Priest of Hashut, the eldest of the Sorcerer Lords, holds
ultimate sway as he is invariably the mightiest Sorcerer:
although age and power do not correlate, and a Sorcerer's strength with the dark arts wanes in later life,
precocious young Priests burn out all the faster,
transforming into stone before they can threaten the
status quo. Lordship belongs to the eldest and most
patient Sorcerers.
Ghorth the Cruel has proven the exception to this rule.
For some unknown reason, he has managed to stave off
petrification despite his near-reckless abuses of his
magical power. Through complex machinations and at
times blatant backstabbing, he has risen to a position of
absolute dominance within the Temple, and none have the strength to oppose him. His sponsorship of the
savage Zhatan the Black has bought him the loyalty of
the Immortals, and through his politicking he has come
to claim ownership over much of Zharr-Naggrund.
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, and that he goes to great
lengths to conceal this, lest a rival attempt to overthrow
him. There are mutterings too that the mysterious golden mask that came into his possession centuries ago
now never leaves his side, and that this holds the key to
his longevity. In what may be the waning days of his
domination, Ghorth is now even more active,
safeguarding his realm and crushing rumours about his
potential demise. With Zhatan at his side, he is borne
into battle atop a Palanquin bedecked in twisted runes
and sigils that assault the eye and the mind. Now at the
height of his magical power, Ghorth manipulates the
Winds of Magic with contemptuous ease, blasting his
enemies with the infernal magics of Hashut.
In the darkest corners of Zharr-Naggrund, rumours have
begun to circulate that Ghorth has plans that outstrip the
ambitions of even his mighty predecessor, Zhargon the
Great. They point to his bartering with Archaon the
Everchosen to supply his hordes with fearsome
Daemonic Engines as evidence, and believe this
indicates that Ghorth's attentions have turned westward,
towards the Old World. What is clear is that whatever
his physical condition, Ghorth is all too ready to
demonstrate the depth of his power, both in arcane lore
and over the Chaos Dwarfs' empire.
TROOP TYPE: Infantry (Special Character).
MAGIC: Ghorth is a Level 4 Chaos Dwarf Sorcerer
Lord. He always uses spells from the Lore of Hashut.
SPECIAL RULES: Unyielding, Bondage of
Hashut.
Sorcerers' Curse: Like all Priests of Hashut, Ghorth is
afflicted with the Sorcerers' Curse. He has 4+ Scaly Skin.
The Black Throne: Ghorth rides atop a Palanquin
etched with daemonic runes. The Black Throne causes
Fear and grants Ghorth a 5+ ward save. Like a normal
Palanquin it has the Iron Bound rule and magical
attacks, but is also a Large Target.
MAGIC ITEMS: The Mask of Zhargon: Talisman. Long ago, Zhargon
the Great wore a suit of golden Chaos armour that, it
was rumoured, staved off the Sorcerers' Curse. Ghorth
recovered this mask from the Temple of Hashut's
deepest vaults which he believes comes from that very
suit of armour. Whatever its provenance, this item of
dread power offers unparalleled protection from hostile
magic. Ghorth has Magic Resistance (3).
Daemonic Familiar: Enchanted Item. Ghorth may cast
one random spell from the Lore of Shadow as a Bound
Spell with a power level of 4. Roll to determine which
spell he may cast at the start of each Chaos Dwarf
Magic phase, just as if generating a spell as normal,
however the spell cannot be exchanged for Steed of
Shadows.
The Book of Hashut: Arcane Item. Zhargon's
masterwork was the Book of Hashut, a tome in which
he recorded all the incantations of the Father of
Darkness. Ghorth is now the keeper of this dangerous text and uses its forbidden knowledge to his advantage.
Ghorth has Loremaster (Hashut).
M WS BS S T W I A Ld
Ghorth the Cruel 0 4 3 4 5 4 1 1 10
The Black Throne 3 5 3 4 4 1 2 5 9
"Let it never be said that I have been lax in my
duties as a Priest of Hashut. All my labours
have been towards the glory of the Father of
Darkness. If those efforts have led to your
ruin, I cannot be held answerable for that.
Now die."
- Ghorth the Cruel
GHORTH THE CRUEL Supreme Lord of the Conclave, Master of Zharr
60
Zhatan the Black was once an ordinary member of the
Immortals until one fateful day. 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. The Immortals protecting H'Kul were charged by a ferocious group of Maneaters who
barrelled into the Chaos Dwarf lines, knocking H'Kul
from his Palanquin. Zhatan stepped in to protect the
fallen Priest and took on a huge Maneater in single
combat. Zhatan, though young and relatively
inexperienced, proved a match for the mighty Ogre and
assaulted him with a ferocious savagery unusual in a
Chaos Dwarf. Zhatan was unrelenting, and single-
handedly reduced the Maneater to a mangled carcass,
soaking his Chaos armour in dark Ogre blood.
Unfortunately, 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.
Zhatan became a Baneguard, serving as an Immortal
from that day onwards. Despite his failure in his duty,
he continued to fight with unrelenting fury, ferocious
where his fellows were stoic and disciplined. Such was
his dire reputation that he eventually drew the attention
of a young Sorcerer Lord named Ghorth the Cruel. He
saw in Zhatan a protégé – not one who could follow
him down the path of the Sorcerer, for Zhatan had no
skill with magic, but rather one who could emulate the
dark and terrible acts that had brought Ghorth his
standing amongst the Conclave of Sorcerer Lords. He
nurtured Zhatan's cruelty, involving him in the darkest rites of the Temple and his bloodthirst was well satiated
by what he saw, and his gloating laughter as helpless
captives were sacrificed to the Father of Darkness in
increasingly brutal ways became a familiar sound.
As Zhatan's reputation grew and he rose to become
commander of the Immortals, so too did Ghorth's
power, until the entire warrior elite of Zharr-Naggrund
served at the Sorcerer Lord's beck and call. Ghorth
reached heights undreamed of, his influence becoming
greater even than the High Priest Astragoth himself.
Thanks largely to Zhatan, the balance of power in the Temple of Hashut was changed forever.
M WS BS S T W I A Ld
Zhatan the Black 3 8 4 4 5 4 4 4 10
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Unyielding, Bondage of
Hashut.
Reckless Hate: Even amongst the Immortals, Zhatan is
renowned for his savage loathing of all non-Chaos Dwarfs. He is subject to Hatred, but continues to be
affected after the first round of combat, so he may
always re-roll misses in close combat.
MAGIC ITEMS: The Hammer of Zharr: Magic Weapon. This huge
two-handed warhammer is a mighty relic of ancient times, dating back to the founding of the Chaos Dwarf
empire. The Hammer of Zharr is a great weapon that
ignores armour saves.
The Ring of Unmaking: Talisman. 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. The Ring of Unmaking
negates the power of any magic or runic weapons
carried by models in base contact – treat them as non-
magical weapons of their type.
The Black Mantle: Enchanted Item. Across Zhatan's
shoulders sits a cloak stitched from the skins of slaves
tortured in the Temple of Hashut. Blackened by the
fires of the Father of Darkness, this terrible object
radiates an aura of dread. Zhatan causes Fear.
ZHATAN THE BLACK Commander of the Tower of Zharr, The Banelord
61
Astragoth is the current High Priest of Hashut and therefore the oldest living Chaos Dwarf Sorcerer, for
Chaos Dwarfs respect age as much as their western kin.
During the height of his powers, he was the most
powerful Sorcerer to walk the Plain of Zharr in a
thousand years. Now, however, his petrified body can
no longer master magic as it once did, for Astragoth has
almost entirely turned to stone. He must be carried from
place to place by his followers, and his underlings must
perform many of the more complex rites of his spells. In
an effort to overcome these disabilities, 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.
Where other Sorcerers must rely on the help of their
servants and become increasingly feeble, Astragoth can
now take part in battles, lending his considerable
magical talent to Chaos Dwarf slaving parties, as well
as using his mechanical might to physically pummel his
enemies.
Most Dawi'Zharr consider Astragoth quite mad, but
while he lives he is still the High Priest of Hashut and
they must accept him, mechanical body and all. There is growing rebellion in the Temple though in the form of
Ghorth the Cruel, who has now surpassed Astragoth in power and influence. Astragoth still maintains a power
base of the more traditional Chaos Dwarfs, especially
the zealous Acolytes of Hashut who revere him as befits
his station, but it is only a matter of time until matters
come to a head.
Astragoth takes great delight in joining his followers on
the battlefield. His mechanical suit means he is actually
somewhat faster than the rest of his army. It is often all
his bodyguard of Acolytes can do to restrain him before
he strides ahead of the main force, blasting the enemy with gouts of boiling steam and cackling madly as he
unleashes the dark power of Hashut.
M WS BS S T W I A Ld
Astragoth 3 4 3 5 5 3 3 2 10
TROOP TYPE: Infantry (Special Character).
MAGIC: Astragoth is a Level 4 Chaos Dwarf
Sorcerer Lord. He may generate spells from the Lore of
Fire, the Lore of Metal or the Lore of Hashut.
SPECIAL RULES: Bondage of Hashut,
Swiftstride.
Sorcerers' Curse: Almost all of of Astragoth's body
has now succumbed to petrification. He has 3+ Scaly
Skin.
Steam Attack: Astragoth can switch the pistons that
drive his limbs around and blast his enemies with a gout
of scalding steam. He has a Strength 3 Breath Weapon,
but he may not use this if he has moved that turn.
MAGIC ITEMS: Hammerhand: Magic Weapon. Astragoth's semi-mechanical body incorporates a piston-driven hammer
which sometimes goes into overdrive, bludgeoning
enemies into a bloody pulp. Astragoth has Killing
Blow.
The Rod of Obsidian: Arcane Item. This short
volcanic glass staff forces the Winds of Magic to bend
to the will of its holder. The Rod of Obsidian allows
any Dispel attempt to be re-rolled.
The Rune of Hashut: Talisman. Astragoth's forehead is marked with a burning Rune of Hashut, placed upon
him by the Father of Darkness as a symbol of his
favour. Astragoth has the Blessing of Hashut and a 5+
ward save.
ASTRAGOTH High Priest of Hashut, Old Rockbeard
62
Few creatures can match the strength, speed and
ferocity of a Bull Centaur. Half Chaos Dwarf, half bull,
they are some of the most feared shock troops in the
Warhammer world. Their commanders are even more
dangerous, the mighty Guardians and awesome Elders
able to single-handedly break a battle line and slay great
heroes and ferocious monsters. Like other Dwarfs, Bull Centaurs become more powerful and skilled as they
age, and so the title of Lord of the Bull Centaurs is
given to the oldest and therefore most awe-inspiring
specimen of their race. Currently, this is the terrifying
monstrosity known as Bhaal.
Lord Bhaal is as fierce and arrogant as any of his race,
but the strain of ancient mutation is especially strong in
him. He is a huge, glowering beast, and wide horns
sprout from his brow. His flesh burns with terrific
intensity, glowing with the heat so his hindquarters resemble a living furnace. In his hands, he carries a
huge daemonic axe, encrusted with ancient and terrible
Chaos runes.
Bhaal leaves the Temple of Hashut very rarely. As the
Eldest of the Bull Centaurs, he has a vital role to play in
the rites of the Father of Darkness, personally casting
captives into cauldrons of molten gold or iron. Because
the heat does not affect Bull Centaurs, they are necessary to ensure the slaves are fully immersed,
plunging them into the scalding depths where their
screams are swallowed by liquid metal, which fills their
lungs and hastens their demise. Above these horrific
screams can be heard the gloating laughter of Lord
Bhaal, who takes particular delight in the suffering of
lesser races.
On the occasions when Lord Bhaal does take to the
field of battle, he shows little regard for any plan a
Warlord or Sorcerer Lord may have devised. He is utterly contemptuous of non-Bull Centaurs, and kneels
to no one. The Priests have little choice but to allow
Bhaal to do as he wishes, because to cross him means
certain death: a Sorcerer Lord may be more powerful
than any other Chaos Dwarf in Zharr-Naggrund, but the
Bull Centaurs are the chosen creatures of Hashut, 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.
M WS BS S T W I A Ld
Lord Bhaal 8 7 3 5 5 4 5 5 10
TROOP TYPE: Monstrous Beast (Special
Character).
SPECIAL RULES: Blessing of Hashut, Bondage
of Hashut, Devastating Charge, Flaming Attacks,
Immune to Psychology, 6+ Scaly Skin, Terror.
Fury of Hashut: Lord Bhaal is a furious, unstoppable
force. He is subject to Frenzy and extends this to any
Bull Centaur unit he has joined.
MAGIC ITEMS: Dread Axe: Magic Weapon. Lord Bhaal bears the
Dread Axe, a weapon of ancient and terrible provenance
that is covered in vile Chaos runes. The Dread Axe is a
great weapon that wounds automatically. Armour saves
are modified by Bhaal's Strength as normal.
“CRUSH THEM!”
Lord Bhaal at the battle of uzkulak
LORD BHAAL Last Guardian, Eldest of the Bull Centaurs, The Death of Worlds
63
The most talented and powerful Daemonsmith of the
current generation is Hothgar Daemonbane. He is
accomplished enough in the magical arts to be a
Sorcerer in his own right, but he has chosen to use his
abilities to perfect his daemonic machines. 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, who knows well
the value of having powerful Daemonic Engines.
Hothgar built the Hellcannons that were eventually sold
to Archaon the Everchosen and, before that, constructed
the Doom Engines for Lord Mortkin.
Hothgar is a dangerous and driven individual. 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. Some of his experiments have caused large scale destruction and many
casualties, leading to his brief exile from Zharr-
Naggrund. Hothgar's greatest invention was a huge,
bull-shaped machine called the Kolossus which proved
too unstable to be useful, but his long-standing dream is
to recreate it in an even grander and more spectacularly
destructive form. Each day, he nears his demented goal.
M WS BS S T W I A Ld
Hothgar Daemonbane 3 4 3 3 4 2 2 2 9
TROOP TYPE: Infantry (Special Character).
MAGIC: Hothgar is a Level 2 Chaos Dwarf Sorcerer.
He always uses spells from the Lore of Metal. In addition to his other spells, Hothgar always knows the
Bind Daemon spell.
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.
Bind Daemon is an augment spell which can be used
on a friendly unit with the Bound Daemon rule within
18" of Hothgar. The affected unit immediately recovers
D3+1 Wounds lost earlier in the battle. Bind Daemon
can restore slain models from the unit, representing
Hothgar binding new Daemons into the shattered hulls
of ruined Constucts.
SPECIAL RULES: Unyielding.
Sorcerers' Curse: Like all Chaos Dwarf Sorcerers,
Hothgar's body is partially turned to stone, although he
has avoided the worst effects by using Daemonic thralls to do his bidding. Hothgar has 6+ Scaly Skin.
Sorcerer of the Forge: If Hothgar is mounted on a
Daemonic Engine, it benefits from the Daemonsmith
special rule, just as if it upgraded one of its crew to a
Daemonsmith. In addition, if Hothgar is in the army,
you may add or subtract 1 from the result of the dice
roll to determine the effects of any Hellforged Artefacts.
MAGIC ITEMS: Rod of Daemon Binding: Magic Weapon. This arcane
staff that is bound with enchantments designed to suck
the souls from living creatures. It is especially powerful
against Daemons and other creatures of magic. The Rod
of Daemon Binding grants Hothgar Killing Blow. When
used against a Daemon, it grants Heroic Killing Blow.
Soul Armour: Magic Armour. Hothgar wears a suit of rune-encrusted Chaos armour that is specially warded
against the attacks of Daemons. Hothgar has a 4+
armour save and a 5+ ward save. Against close combat
attacks inflicted by Daemons, the ward save is increased
to 3+.
HOTHGAR DAEMONBANE Sorcerer of the Forge, Scourge of the Empyrean, The Soul Slaver
64
Rykarth the Unbreakable is a prodigy of the Warrior Caste. As a young Chaos Dwarf, he was responsible for
some of the great victories in Warlord Ulzuth's
scourging of the Blasted Wastes. He was elevated to the
rank of Ironguard before he even came of age and
proved an inspirational leader to his troops,
commanding absolute obedience from them. He was
lauded throughout the Plain of Zharr as an exemplar of
Chaos Dwarf toughness and stoicism. 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.
As an Immortal, Rykarth continued to excel, never
failing in his duties and possessing courage in excess
even of that usually demanded by the Immortals. After
seven years had passed, 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, leading as only he could. His
Lord had no choice but to agree and, even though he
was not a Baneguard, Rykarth's tenure with the Immortals was extended indefinitely.
Rykarth never questioned his orders, for he was
unflinchingly loyal to his masters, but Zhatan the Black
marked well how Ghorth took an interest in the young
Immortal, sending him on missions that benefited
himself and recruiting him for secretive tasks. In time,
Rykarth became known as the Hand of Ghorth for,
though Zhatan was the Sorcerer Lord's most trusted
bodyguard, it was Rykarth who was most often seen
enacting his will outside the Temple. 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 hell-
forges below Zharr-Naggrund, Rykarth alone was able
to meet his infernal gaze.
Rykarth leads his own unit of Immortals, an elite formation known as the Granite Guard. His prowess
grows by the year, and Ghorth grows ever more pleased
with his young protégé, giving him more and more
authority and autonomy, grooming him to perhaps
become his Warlord, a position he has always left
unfilled.
M WS BS S T W I A Ld
Rykarth the Unbreakable 3 6 4 4 5 2 3 3 9
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Unyielding, Hatred,
Bondage of Hashut, Unbreakable.
Granite Guard: The Granite Guard are a unit of
Immortals with the Unbreakable special rule. Rykarth
must set up with this unit and may not leave it. No other
character may join the unit.
MAGIC ITEMS: Cursed Rune Axe: Magic Weapon. The Cursed Rune
Axe is a larger version of the Immortals' Cursed Axes.
It is a great weapon with Armour Piercing.
Guards of the Tower
The Immortals are divided into a number of
different formations, known as Guards, each
housed in a different barracks within the
Tower of Zharr and each having a different
area of responsibility and expertise. Rykarth's
Granite Guard are paragons of the Immortals'
fighting style, specialising in unyielding
defence, but other units include the Obsidian
Guard who hunt enemy mages and the Basalt
Guard who are masters of siege warfare.
There is a fierce rivalry between the
different Guards, with each seeking to outdo
the others and gain the most glory. Different
Sorcerer Lords favour different Guards, but
they also play them against each other for
their own benefit.
RYKARTH THE UNBREAKABLE Captain of the Granite Guard, The Hand of Ghorth
65
All Chaos Dwarf Sorcerers seek a way to halt the effects of the Sorcerers' Curse, but Volgar was more
obsessed than most. He spent years researching
different possible solutions, most focused around
alchemical transmutation. Volgar reasoned that if it
were possible to transform base metals into gold, it may
also be possible to transform stone into flesh.
Unfortunately for Volgar, who had no test subject save
himself, his final experiment horribly backfired: the
stone parts of his body were indeed transmuted, but
they turned into amethyst crystals rather than living
flesh. 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. Before long,
Volgar had become a hideous grotesque, his flesh rent
by crystal growths that pushed their way through his
skin, causing agonising pain.
There was also a strange side effect to Volgar's bizarre
transformation. Amethyst is naturally conductive to
magic, and considered by scholars to be the polar
opposite to obsidian in that regard. It is particularly
attuned to the mysterious Wind of Shyish, or Death magic, which is often called Amethyst magic for that
very reason. Volgar found that his body had become a living conductor for Death magic and that, as the
crystals worked their way into his brain, he was able to
see the Wind of Shyish and manipulate it as easily as a
warrior wields an axe. Of course, the saturation of
magic along with the changes being wrought on his
tortured body have sent Volgar quite mad. The more
magic he uses, the more likely he is to be driven into a
fit of madness, charging across the battlefield, blasting
his foes with eldritch bolts. Ironically, Volgar has a
unique mastery over magic, but it is exactly this that
will eventually lead to his death.
M WS BS S T W I A Ld
Volgar the Mad 3 4 3 3 4 2 2 1 9
TROOP TYPE: Infantry (Special Character).
MAGIC: Volgar is a Level 2 Chaos Dwarf Sorcerer.
He is unique in that he can use spells from multiple
Lores in the same battle. Volgar can use both the Lore
of Metal and the Lore of Death. When you pick your
army, you must decide whether he will use one Lore
exclusively, or take a spell from each. He benefits from
both Lore Attributes as appropriate to the spell being cast.
SPECIAL RULES: Unyielding.
Sorcerers' Curse: Much of Volgar's body has been
turned into amethyst. He has 5+ Scaly Skin.
Crystal Resonance: Volgar's crystals are attuned to the
Winds of Magic, allowing him to draw power through
his own body. He has a +1 bonus to all channelling
attempts.
Living Conduit: Being a walking magic conductor,
Volgar is not exactly stable. If he draws in too much
power he will temporarily be overcome by horrifying
visions, going into paroxysms of madness. If Volgar
ever miscasts, he will become subject to Frenzy in
addition to any other effects.
© Dwarf Tales
The House of Gar
Many say that the House of Gar, to which
Volgar the Mad belongs and of which his
distant cousin, Hothgar Daemonbane, is also
theoretically a member, is cursed. Its
current Sorcerer Lord, Thrungar the
Unlucky, has seen his realm diminish to less
than a quarter the size it was under his
predecessor, Lorgar the Foul. 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.
VOLGAR THE MAD Shattermind, The Living Conduit
66
Though the Chaos Dwarfs' empire is essentially
landlocked, they nonetheless have an infamous history
of naval warfare. 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, 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. 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. But amongst
the many pirate captains that serve the Sorcerer Lords
of Zharr-Naggrund, one name stands out: that of Ghuz
Slavetaker. Ghuz is unique in that he is bound to no
single Sorcerer Lord. Instead, he has carved out
influence of his own as a mercenary captain, serving in
exchange for gold and slaves. He has been allowed to continue to live outside Chaos Dwarf society because
he is so successful, so ruthless and so completely cold-
blooded in his dealings.
As much as Zharr-Naggrund needs slaves to power its
foul industry, Ghuz's ships' need is so much more
immediate – after a particularly bloody sea battle, many
of the slaves who toil in the bowels of his vessels will
have drowned, and Ghuz will need to replace them with
new slaves taken from the vanquished foe right away.
For this reason, Ghuz is an exemplar of the Chaos Dwarf ideals of greed, consumption and the need for
instant gratification. He is short-sighted, boisterous and
rude; a vile, black-hearted pirate covered in ritual
brands and tattoos, face hung with piercings, flesh
embedded with runic talismans, who is most often
found at the prow of his flagship, The Bull's Fury,
gesticulating wildly and bellowing angrily at his crew
and slaves to bring him to the enemy faster. In short,
Ghuz is everything a Chaos Dwarf could ever wish to
be if liberated from the strict bonds of their society.
M WS BS S T W I A Ld
Ghuz Slavetaker 3 6 4 4 5 2 3 3 9
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Unyielding.
Slavetaker: Ghuz's hunger for slaves is unusual even in
a Chaos Dwarf, and he and his crew of rogues will
always try to capture the enemy instead of simply
cutting them down. Ghuz and his unit pursue only 1D6"
after winning a close combat as they stop to subdue and
bind the fallen foe, but any unit caught in this manner is worth double victory points.
Crew of The Bull's Fury: Ghuz always fights
alongside the crew of his flagship, The Bull's Fury, a
band of ruthless sea dogs. The Crew of The Bull's Fury
are a unit of Chaos Dwarf Warriors armed with a brace
of pistols. They may not take any other equipment
options except a magic standard, and may not benefit
from the General's Inspiring Presence or the Battle Standard's Hold Your Ground! abilities. Ghuz must set
up with this unit and may not leave it. No other
character may join the unit.
MAGIC ITEMS: Daemonscourge Pistols: Magic Weapon. Ghuz carries a pair of matched pistols that contain the bound essence
of a Daemon, its soul magically torn in half and split
between the guns. They grant Ghuz the Extra Attack
and Flaming Attacks rules in close combat, and have
the following profile when shooting:
Range Strength Special Rules
12" 5 Armour Piercing, Quick to Fire,
Multiple Shots (2), Flaming Attacks
GHUZ SLAVETAKER Plague of the Seas, Captain of The Bull's Fury
67
Hobgoblins occupy a relatively privileged position
amongst the hordes of slaves that serve the Chaos
Dwarfs. They are allowed to keep their own customs,
their own tribes and their own leaders. Nonetheless, it is
rare indeed for a Hobgoblin to achieve a rank of any influence in the armies of his masters. Naturally servile
and cowardly creatures, they are largely incapable of
making use of the even the meagre advantages the
Chaos Dwarfs give them. However, there is one
Hobgoblin who has risen to a position of power – or at
least notoriety – in the armies of the Dawi'Zharr.
Gorduz Backstabber has the dubious honour of being
the Chieftain of the Sneaky Git tribe, the vilest and most
loathsome of all the Hobgoblins. These treacherous
greenskins inhabit Gash Kadrak, the Vale of Woe,
where they oversee the great quarries that provide stone
for the Chaos Dwarfs' building projects. There, millions of lesser slaves toil under the cruel whips of the Sneaky
Gitz.
Gorduz is a traitorous as all his kin, and thinks nothing
of betraying his fellow Hobgoblins to his masters in
exchange for their favouritism – hence his epitaph.
Unlike in almost any other species, this does not lead to
him being despised, but in fact admired and respected
by other Hobgoblins. In a race that has evolved a bony
hump on their shoulders due to their predilection for
clandestine assassinations, Gorduz stands as a paragon
of those dubious Hobgoblin values. When called upon
by his Chaos Dwarf masters, he is as likely to be
mysteriously absent from the battlefield as any Hobgoblin, but when he does finally show up, his good
fortune and sly cunning mean he has a habit of turning
the tide.
M WS BS S T W I A Ld
Gorduz Backstabber 4 5 3 4 4 2 3 3 7
Giant Wolf 9 3 0 3 3 1 3 1 3
TROOP TYPE: Cavalry (Special Character).
SPECIAL RULES: Disposable, Late as Usual!
(see page 39), Fast Cavalry, Poisoned Attacks.
Git: Fated...lucky...sneaky: call it what you will, but
Gorduz has an unnatural instinct for survival that has
allowed him to emerge unscathed from multiple
assassination attempts by his rivals. When Gorduz is reduced to his last Wound, he gains a 4+ ward save.
Hobgoblin Chieftain: Gorduz is the chieftain of the
Sneaky Git tribe of Hobgoblins. Gorduz has the
Inspiring Presence rule, but it may only be used by
Hobgoblins and Hobgoblin Wolf Riders.
MAGIC ITEMS: Black Bow: Magic Weapon. Gorduz carries a bow that
was a gift from his Chaos Dwarf masters after his
service at the Battle of Uzkulak. The arrows are tipped
with shards of obsidian and the bow itself is fashioned
from Daemon-bone. The Black Bow is unerringly
accurate as if guided by some animalistic sentience, and
its shots can hammer through almost any armour. The
Black Bow counts as a bow and grants Gorduz the
Sniper special rule. Any model hit by the Black Bow
must re-roll successful armour saves.
Wolf Pelt: Magic Armour. Gorduz wears a thick wolf
pelt across his shoulders, taken from one of the savage
Great Wolves that roam the Dark Lands. These beasts
were warped by the power of Chaos in ancient times
and possess unnatural resilience. Gorduz has a +1
armour save bonus against shooting attacks.
"Stick 'em wiv arrers. Stick 'em wiv
knives, an' swords an' spears. Stick 'em
quick and stick 'em where it 'urts. But
most of all...stick 'em when they's
lookin' the uvver way."
Gorduz backstabber
GORDUZ BACKSTABBER Hobgoblin Chieftain, Sneakiest Git
68
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. If this myth is based on a true
story, it was a battle fought long before the Goblin Wars
or even the War of the Beard, for it was already a half-
remembered tale when the Elves and the Dwarfs ruled
the Old World together in peace. The name is remembered by the Dawi'Zharr too, but they know
enough to recall that it was one of their earliest
settlements in Zorn Uzkul, abandoned during or after
the Time of Chaos. They record no battle against their
cousins there – indeed, 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, long ago.
Only one Chaos Dwarf has been foolhardy enough to
make a serious attempt to find and explore the ruins of Thagg-A-Durz. Kromlek Blackhand, aided by his
Daemonsmith brother Marrog, dared to lead their
Embersworn Daemon-Hunters into the unexplored
depths in search of the means to return their House to
prominence. In the darkness beneath the earth they
found shadow and flame, and the secrets they unearthed
may yet have the power to shake Chaos Dwarf society
to its foundations. Thagg-A-Durz was long buried,
overrun by Goblins, Skaven and even the living dead,
but the sanctity of its inner keep was preserved by the
ancient automatons of the Dawi'Zharr's ancestors.
Whether these Dwarfs had given themselves over to Chaos at this time is not known, but it was the spirits of
their dead that they bound to their Gromril guardians.
These Ancestor Golems were the earliest precursors of
the Daemonic Constructs of the modern age,
conceptually similar but fundamentally different in
many important ways. 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.
The Ancestor Golem is a god-machine of living metal, with molten iron instead of blood and a heart of burning
flame. It is slow to be roused, capable of understanding
only simple commands, but once it begins moving it is
all but unstoppable. With its mighty fists wreathed in
flame, it is capable of ploughing through entire
regiments of enemies and after long centuries defending
Thagg-A-Durz from greenskins, it has a special hatred
for Goblins. Inured to fear and pain, invulnerable to
most weapons, the towering Ancestor Golem of Thagg-
A-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.
TROOP TYPE: Monster (Special Character)
SPECIAL RULES: Large Target, Terror,
Stupidity, Unbreakable, Unstable, Hatred (Goblins),
Impact Hits (D3+1), Flaming Attacks, Magical
Attacks.
Invulnerable: The Ancestor Golem is proof against
almost all attacks. It has a 1+ armour save, and can only
be harmed by magical attacks and spells.
Rage: If the Ancestor Golem charges into combat and
the enemy unit subsequently fails its Break Test or is completely destroyed, it will immediately gain the
Frenzy and Swiftstride special rules and is no longer
affected by Stupidity. The Golem will remain in this
enraged state until the end of the next Chaos Dwarf
turn, unless it manages to break or destroy another
enemy unit during the same turn. As long as the
Ancestor Golem continues to break or destroy units, it
will remain enraged, but it will revert to normal at the
start of the next turn if it doesn't.
M WS BS S T W I A Ld
Ancestor Golem 6 4 0 6 6 6 1 4 10
THE ANCESTOR GOLEM OF THAGG-A-DURZ
69
Chaos Dwarf Sorcerer Lords may choose to
generate spells from the Lore of Hashut as
described in the Warhammer rulebook. They
can swap one spell for their signature spell,
Flames of Azgorh.
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, Azgorh.
Flames of Azgorh is an augment spell cast on the
Sorcerer Lord himself. He has a Strength 4 flaming
breath weapon for the remainder of the turn. The
Sorcerer Lord can increase the breath weapon's Strength
to 5. If he does so, the casting value is increased to 8+.
1. Storm of Ash Cast on 5+ The Sorcerer Lord summons forth a roiling cloud of ash that enshrouds his enemies, causing them to choke and
stumble as the searing dust fills their eyes and lungs.
Storm of Ash is a hex spell with a range of 18". 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. The
Sorcerer Lord can choose to expand the cloud and have
it affect all enemy units within 18" instead. If he does
so, the casting value is increased to 10+.
2. Magma Pool Cast on 9+ The bodies of the Sorcerer Lord and his followers
transmute into molten rock and seep into the ground,
only to coalesce elsewhere on the battlefield.
Magma Pool is an augment spell that is cast on the
Sorcerer Lord's own unit. The entire unit immediately
makes a move using the Fly special rule as if it were the
Remaining Moves sub-phase.
3. 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.
Soul Reavers is a magic missile spell with a range of
24" that causes 2D6 Strength 4 hits with no armour
saves allowed. The Sorcerer Lord can summon more
powerful Daemons, in which case the Strength of the
hits is increased to 5. If he does so, the casting value is increased to 13+.
4. Shadows of Hashut Cast on 10+ The Sorcerer Lord calls up the terrifying form of a daemonic bull which charges towards the closest
enemy, goring them with horns of pure shadow.
Shadows of Hashut is a direct damage spell. Every
model in the front rank of the nearest enemy unit to the
caster within 18" suffers a Strength 4 hit. If there are no
enemy units within 18", the spell has no effect. The
Sorcerer Lord may summon a more powerful spectral
bull by increasing the casting value to 13+, in which
case the second rank of the target unit is affected as
well.
5. Bullroar Cast on 13+ The Sorcerer Lord unleashes a furious bellow that
reverberates through the Realm of Chaos like the
Dirges of Hashut. All Chaos Dwarfs that hear the sound
are filled with the fear of Hashut and His fiery wrath.
Bullroar is an augment spell. All fleeing friendly units
within 18" immediately rally. The Sorcerer Lord can
choose to emit a louder and more powerful version of
this spell that affects all friendly fleeing units within 24". If he does so, the casting value is increased to 18+.
6. Fury of the Empyrean Cast on 15+ The Sorcerer Lord tears a rift in the very fabric of
reality, opening a gateway into the Realm of Chaos
itself. Daemons surge from the crackling vortex to sow
destruction and the pulsing hellmouth moves erratically
as the material world warps around it.
Fury of the Empyrean is a magical vortex that uses the small round template. Once the template is placed, the
Sorcerer Lord nominates the direction in which it will
move. Roll 3D6 to determine how many inches the
template will move. In subsequent turns, the template
moves 3D6" in a random direction.
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. If three 6s are ever
rolled for the template's movement or hits, 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. The Sorcerer Lord may tear a larger
warp rift so that it uses the large round template instead.
If he does so, the casting value is increased to 25+.
HELLSHRIEK (Lore Attribute) Chaos Dwarf Sorcerer Lords dare to contend with the
Realm of Chaos, dragging Daemons directly from their
home dimension to do their evil bidding. Such
Daemons manifest as screeching spectres, so abruptly
have they been torn from the Empyrean. 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. Units
which contain at least one Daemon are unaffected.
THE LORE OF HASHUT
70
The doors to the chamber were opened by attendants, and the warrior walked in. He beheld a grim scene within the long hall. The walls, illuminated by guttering torches, were lined by great statues of ancient heroes. The former Lords of the Immortals, represented in stone relief, watched him with sightless eyes as he passed beneath their awesome gaze. At the end of the room was a throne carved from a single block of obsidian by the most talented slaves, scored by evil designs and foul runes that caused he who sat upon it to be protected by magical wards. No one could harm the one who presided over this empty court. The visitor dropped down to one knee before the occupant of the throne, bowing his head low.
‚Rise, Rykarth,‛ a hoarse voice bade him. Slowly, he stood, unperturbed by the massive weight of his Chaos armour. Watching him was a second figure standing beside the throne, dressed in the same manner, but far grander and with a massive hammer in place of Rykarth’s less ornate axe. However, all his attention was occupied by the shrunken figure who watched him from the throne. He wore black robes, and no tall helm adorned his wrinkled brow. Long, snarling tusks protruded from his lower lip, framing his long, hooked nose. His eyes blazed fiery red. His beard, curled into rings in the fashion of Zharr-Naggrund, was entirely white. He caressed a golden object in his lap. Rykarth tried not to look at the Sorcerer's feet, which had been transformed into dark grey stone.
‚It is long since you have graced my court,‛ Ghorth said.
‚I come only when I am bidden, Master.‛
‚As it should be. You have kept a keen watch over the forges. Your reports have been prompt and concise.‛
‚It could not be otherwise, Master.‛
‚No indeed. You have proved yourself valuable to me many times, Rykarth the Unbreakable, not least in brokering such a favourable deal with the Everchosen. Our pens are full; our forges glow brightly, staining the heavens with their industry. It has pleased me to aid his endeavours.‛
‚The soft lands of the west have suffered under his onslaught, Master.‛
Ghorth nodded. ‚And yet, it has not been enough. The great Empire of Men has withstood his assault. Their country still stands, and Acrhaon has failed. Even with the help of our mighty Hellcannons, it has not been enough. This...disappoints me.‛
‚His failure casts shame upon the name of the Dawi’Zharr.‛
‚Yes. It does. So often the Everchosen overreach themselves. They burn brightly, but not for long.‛ Ghorth picked up the object in his lap and held it before him. ‚Even those who seek the mantle are doomed to destroy themselves.‛
Contemptuously, the ancient Priest cast aside the object – a golden mask – dropping it to the floor with a clatter. It lay to one side, forlorn and forgotten on the flagstones.
‚Those who truly know what power is, who are not seduced by its promise, but who see its real worth, are willing to wait. They are content to remain in the shadows, and are not discouraged by the failures of their agents. Archaon’s defeat was a failure for the Four Gods, but not for their forgotten brother. The routing of Khorne, Tzeentch, Nurgle and Slaanesh is the rallying cry of Hashut. The Hellcannons were but our first tendrils.‛
‚Master...?‛
‚The Empire of Men has trembled at the sound of our voice – at the bull-roar of mighty Hashut – and so they will again. Even now, more Daemonic Engines are being built in the forges and we will sell them to more Lords of Chaos in time. But this is only the beginning. Long have I prepared my machines and my armies for my greatest task. It has taken decades, but at last I have almost total control over Zharr-Naggrund. A thousand thousand warriors swear fealty to me and me alone. The time of our coming approaches.‛
Rykarth shifted uncomfortably in his heavy armour. ‚You intend to march upon the west in force?‛
‚You object?‛
‚I do not see what the lands of the Manlings offer us. Their iron is soft and impure, their gold cut into useless discs and their people are so battered by war that they will be good for little more than fodder.‛
‚Iron of any quality can be put to good use. Gold can be melted down. Their flesh will feed the many more slaves that we will take for, though the Manlings have been hurt by Archaon’s war, there are those in their lands that thrive on battle. Greenskins in endless numbers still roam the wastes, followers and beasts of Chaos still haunt the forests. All will be taken as slaves.‛
‚All?‛
‚Rykarth,‛ Ghorth leant forward in his throne, moving slowly and carefully, ‚when we descend upon the West, nothing will survive. My armies will make Archaon’s storm look like a passing rain cloud. I will empty the slave pens, the Warrior’s barracks, the Taurus stables and the Tower of Zharr itself and we will march across the mountains. Already I have heard from emissaries I dispatched to the Hobgoblin Hegemony and they have promised ten thousand spears for our armies. My slaving bands scour the Dark Lands for more captives for our armies. The time is ripe...‛
71
This section contains the rules and background for some of the most infamous, powerful and
iconic sorcerous items crafted by the dark magic of the Dawi'Zharr. These may be used in
addition to the magic items found in the Warhammer rulebook.
DARK MACE OF DEATH 100 points Magic Weapon
The Dark Mace of Death contains the bound essence of
the mighty Daemon Prince Dra'heth'k'negh, captured
centuries ago. One who knows the secrets of the
weapon may unleash the enraged Daemon, whereupon
he will lash out at anything within range before
returning to the Realm of Chaos. A skilled
Daemonsmith is required to locate and bind Dra'heth'k'negh again, for the Daemon Prince's fate is
inextricably intertwined with that of the Dawi'Zharr,
and it is always possible to lure him back.
The Dark Mace of Death counts as a hand weapon, but
once per game you may release the bound Daemon in a
devastating magical attack. Instead of attacking
normally, place the small blast template anywhere in
contact with the bearer. All models beneath the template
suffer an automatic Strength 5 hit with no armour saves
possible. After this, the Dark Mace of Death counts as
destroyed and may no longer be used during the game.
BLACK HAMMER OF HASHUT 50 points
Magic Weapon
The Black Hammer of Hashut is a weapon blessed by
the Father of Darkness Himself. Shaped in the form of a
smith's hammer, it burns with terrific intensity and, can
heat metal to melting point almost instantly. Armour is
no defence against the Black Hammer and only makes
the wearer more vulnerable to its scalding touch.
When attacking with the Black Hammer of Hashut, the
bearer's Strength is ignored. Instead, the To Wound
score is always equal to the unmodified armour save of
the target, up to a maximum of 2+ and a minimum of
6+. For example, a model with light armour and shield
(5+ armour save) would be wounded on a 5+. In
addition, attacks from the Black Hammer ignore armour
saves and count as Flaming Attacks.
ARMOUR OF THE FURNACE 50 points Magic Armour
The ensorcelled iron of this ancient suit of Chaos
armour has been further tempered by the infernal
breath of Great Tauruses. The Armour of the Furnace is
thus proof against even the fiercest flame.
The Armour of the Furnace grants a 3+ armour save, a 5+ ward save and the Blessing of Hashut special rule.
AMULET OF AZGORH 50 points Talisman
Forged in the heart of the great volcano of Azgorh, this
ruby-red amulet generates a flickering aura of fire
which surrounds the bearer. Initially a blazing inferno,
the protective miasma from the Amulet gradually cools to a cinder over time.
The Amulet of Azgorh grants a ward save which
decreases with each turn of the game. In turn 1, the save
is 2+, in turn 2 it is 3+, in turn 3 4+ and so on until it
drops to 6+, where it remains until the game ends.
Furthermore, any Flammable model that successfully
hits the wearer of the Amulet of Azgorh in close combat
will take an automatic hit, the Strength of which is also
determined by the game turn: on turn 1 it is Strength 6,
on turn 2 Strength 5, on turn 3 Strength 4 and so on
down to Strength 1 where it remains for the rest of the game. Finally, the bearer also has Flaming Attacks.
CREATIONS OF THE CURSED FORGES
72
BANNER OF ZHARR 50 points Magic Standard
This mighty banner is the standard of the Immortals,
usually kept secure within the Tower of Zharr unless
sufficient numbers of Immortals take to the field at one
time. This only occurs once every few centuries, but the
Immortals have never known defeat when gathered en
masse. After each battle is won, 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.
This Standard may only be taken by an Immortals unit.
The unit carrying it causes Fear and, in addition, all enemy units within 12" of them reduce their Leadership
by 1.
BANNER OF OBEISANCE 50 points Magic Standard
This fell banner is sewn together from the skins of
slaves tortured to death within the Temple of Hashut.
Their sightless eyes still stare out from its rippling
surface and etched into their flesh are dark runes of
Hashut. To the ears of those who still serve the Chaos
Dwarfs, it sounds as if the disembodied voices of the
dead constantly whisper details of their horrific fates.
Any friendly units with the Disposable rule within 12"
of the Banner of Obeisance may re-roll any failed Fear, Terror or Panic tests.
EMBERSWORN BANNER 35 points Magic Standard
The Embersworn Clans are the servants of the
Daemonsmiths, and it is their duty to catch and bind
Daemons in battle. To this end they are given
equipment that makes them dangerous to Daemons and other entities of magic, but none more so than the
Embersworn Banner, a creation of the Sorcerer
Krunngar Blackhand that has bound Daemons woven
into its very fabric. These fell entities suffuse the attacks
of the Daemon hunters who march beneath it with
shadow and flame.
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. In addition,
any Daemon unit that the unit destroys completely in close combat or runs down in a pursuit is worth double
victory points.
ZIGGURAT FOUNDATION STONE 50 points Enchanted Item
Thousands of years ago, the Chaos Dwarf Sorcerers
used magic to raise Zharr-Naggrund in the midst of the
Plain of Zharr. Their enchantments have been lost to
the ages, but some sorcerous items they used have
survived, such as this simple block of obsidian. When it
is planted in the earth and the right incantations spoken over it, a mighty obsidian ziggurat will burst from the
ground, forming a strongpoint around which a stalwart
defence can be mounted.
After deployment zones have been agreed, but before
the armies have been deployed, place a ziggurat in your
deployment zone. The ziggurat counts as a hill, but any
unit positioned on it benefits from Magic Resistance
(1). Chaos Dwarf units on the ziggurat also have the
Bondage of Hashut rule.
If you do not have a suitable ziggurat model to place,
you may not use the Ziggurat Foundation Stone.
The Chaos Dwarfs have developed their own
system of numbers based on the geometry of a
ziggurat. It is unwieldy and almost impossible to
use, 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.
73
AMASS THE
COHORT The sight of a well-painted
army arrayed for battle on
the tabletop inspires any
Warhammer player or
collector. Those looking to
amass their own Chaos
Dwarfs force should be
prepared to face a unique
challenge. Chaos Dwarfs
are a highly diverse army,
with many different models
available, but they truly
reach their full potential in
the hands of a skilled and
imaginative convertor.
It is a varied and
interesting force, with huge
opportunities for creating
unique models. This section
presents a showcase of
some of the fantastic
miniatures in the Chaos
Dwarfs range. It is an
inspirational guide for
those starting, or adding to,
their own Dawi'Zharr
collections.
Astragoth, High Priest of
Hashut. By Thomas Hunt.
Chaos Dwarf Sorcerer.
By Baggronor
Chaos Dwarf Sorcerer.
By Hammerhand.
Sorcerer on Winged
Taurus with Colossal and
Obsidian Flesh. By
M3lvin.
Volgar the Mad.
By Kubasa
76
Chaos Dwarf Warlord on Winged Taurus with Colossal,
Ferocious, Fiendish Blast, Flaming Hide and Great
Horns. By Ishkur Cinderhat.
Battle standard bearer.
By Kris Aubin
Chaos Dwarf Warlord.
By Snotling.
Zhatan the Black. By
Adam Benesz.
Chaos Dwarf Warlord.
By Malcolm Neill.
77
Chaos Dwarf Warriors. By
Ishkur Cinderhat.
Chaos Dwarf Warrior. By
Exquisite Evil.
Chaos Dwarf Ironguard.
By Snotling.
Chaos Dwarf Warriors. By Bassman.
78
Chaos Dwarf Stormcallers. By Tjub.
Stormcaller.
By Grimstonefire.
Stormcaller.
By Baggronor.
Stormcaller. By Snotling.
Standard bearer. By Bassman.
Chaos Dwarf Stormcallers. By Ishkur Cinderhat.
Stormcaller. By Skink.
79
Slaves. By Snotling.
These Slaves demonstrate some of the variety
possible for your own Slave units. Slaves can be anything from greenskins (above) to these
twisted, tottering Daemon-Dolls (below).
Slaves. By Tjub.
80
Brutes. By
Bassman.
Hobgoblins. By Ghost.
Hobgoblins. By Xander.
Hobgoblin.
By Arekarkadiusz.
Hobgoblin.
By Warh.
81
Immortals. By Slim.
Immortals. By Baggronor.
Rykarth the Unbreakable.
By AngryBoy2K.
Immortal standard
bearer. By Grimstonefire. Immortals. By Malcolm Neill.
82
Bull Centaurs. By Tjub.
Bull Centaurs. By Bassman.
Bull Centaur Elder. By
Ishkur Cinderhat.
83
The Black Bow.
Gorduz's banner,
showing exactly
what kind of ally
he is.
Gorduz Backstabber.
By Ishkur Cinderhat.
Hobgoblin Wolf Rider.
By Ishkur Cinderhat.
Wolf Rider standard bearer. By Ishkur
Cinderhat.
Hobgoblin Wolf Riders. By Bassman.
84
Ogres. By Spiky James. Ogre. By bas_2312.
Black Orcs. By Kendert.
Black Orcs. By Ubertechie.
Black Orc Boss.
By Veski.
85
Mortal Engine. By Ishkur Cinderhat.
Mortal Engine with Death Rockets. By Bassman.
Mortal Engine with Eruption Cannon. By
Ghrask Dragh.
Mortal Engine with Death
Rockets. By Tjub.
Chaos Dwarf crewman.
By Obsidian.
86
Altar of Hashut. By Baggronor.
Bull Centaur Attendant.
Molten gold, into which unfortunate slaves are cast.
A terrifying effigy of the Father of Darkness
Himself.
87
Daemonic Engine with
Doomfire. By Thomas Hunt.
Daemonic Construct with Ironclad and
Razor Claws. By GeOrc.
Daemonic Construct
with Ironclad and
Fiendish Blast. By
Warh.
Daemonsmith.
By Dino.
Daemonsmith.
By Warh.
Daemonic Engine with Infernal Shells and Warpfire. By Tjub.
Daemonsmith.
By Skink.
Daemonsmith.
By Snotling.
88
Daemonic Engine with Infernal
Shells. By Borka.
Daemonic Engine with Ironclad
and Thunderous Charge. By
Bassman. This Daemonic
Engine has additional Chaos
Dwarf crew armed with
blunderbusses.
Hothgar Daemonbane.
By M3lvin.
89
Daemonic Engine with
Infernal Shells.
By Ishkur Cinderhat.
Daemonic Engine with Daemonic
Barrage and Doomfire.
By Xander.
90
Daemonic Engine with two levels of
Colossal, Ferocious, Fiendish Blast,
Ironclad, Great Horns and Thunderous
Charge. By Ishkur Cinderhat
91
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, you'll no
doubt be keen to get your
twisted legions into battle as
soon as possible.
This section of the book
helps you to do just that.
Here, you'll learn how to
turn your collection of
miniatures into an army of
cruel Dawi'Zharr ready for
tabletop battle.
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. Over the following pages you
will find an entry for each of the models in your army.
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. Amongst other things,
they will tell you what your models are equipped with,
what options are available to them, and their points
costs.
UNIT CATEGORIES As described in the Warhammer rulebook, the units in
the army list are organised into five categories: Lords,
Heroes, Core Units, Special Units and Rare Units.
ARMY LIST ENTRIES Each army list entry contains all the information you
need to choose and field the unit at a glance, using the
following format:
CHAOS DWARF WARRIORS 10 points per model Profile M WS BS S T W I A Ld Troop Type Chaos Dwarf Warrior 3 4 3 3 4 1 2 1 9 Infantry
Ironguard 3 4 3 3 4 1 2 2 9 Infantry Unit Size: 10+
Equipment:
Hand weapon
Chaos armour
Special Rules:
Unyielding
Options:
Upgrade one Chaos Dwarf Warrior to an Ironguard .................................................................10 points
- May take a pistol ........................................................................................................................2 points
Upgrade one Chaos Dwarf Warrior to a musician .....................................................................10 points
Upgrade one Chaos Dwarf Warrior to a standard bearer ...........................................................10 points - May have a magic standard worth up to ..................................................................................50 points
The entire unit may take great weapons .......................................................................1 point per model
The entire unit may take shields ...................................................................................1 point per model
Name. The name by which the unit or
character is identified.
Profiles. The characteristic profiles for
the model(s) in each unit are provided as
a reminder. Where several profiles are
required, these are also given, even if they are optional (such as unit
champions, for example).
Troop Type. Each entry specifies the
unit type of its models (e.g. 'infantry',
'cavalry' and so on).
Points value. Every miniature in the
Warhammer range costs an amount of
points that reflects how effective it is on
the battlefield. For example, a Chaos
Dwarf Warrior costs 10 points, while
the mighty Ghorth the Cruel costs 500
points!
Unit Size. This specifies the minimum
size for each unit, which is the smallest
number of models needed to form that
unit. In some cases units also have a
maximum size.
Equipment: This is a list of the
standard weapons and armour for that
unit. The cost of these items is included
in the basic points value.
Special Rules. Many troops have
special rules that are fully
described earlier in this book or
in the Warhammer rulebook. The
names of these rules are listed
here as a reminder.
Options. A list of optional
weapons and armour, mounts,
magic items and other upgrades
for units and characters,
including the points cost for each
particular option. Many unit
entries include the option to
upgrade a unit member to a
champion, standard bearer or
musician. Some units may carry
a magic banner or take magic items at a further points cost.
1
The Chaos Dwarf Warrior
on the left is armed with a
hand weapon and shield,
and wears Chaos armour.
As you can see from the
profile above, he will cost
11 points to include in your
army. A unit of ten
Warriors armed like this
would therefore cost 110
points.
The Chaos Dwarf on the
left is armed with a great
weapon, wears Chaos
armour and costs 11
points. The Chaos Dwarf
on the right also has a
great weapon, but carries
a shield in addition to his
Chaos armour. He costs
12 points, paying extra for
his increased armour
save, although in close
combat he will be on
equal footing because he
must use his great
weapon.
2 3
4
5
6
7
8
1
2
3
4
5
6
7
8
94
LORDS GHORTH THE CRUEL 500 points Profile M WS BS S T W I A Ld Troop Type
Ghorth the Cruel 0 4 3 4 5 4 1 1 10 Infantry (Special Character)
Black Throne 3 5 3 4 4 1 2 5 9 Infantry
Magic:
Ghorth is a level 4 Sorcerer Lord. He uses
spells from the Lore of Hashut.
Equipment:
Mask of Zhargon
Daemonic Familiar
Book of Hashut
Special Rules:
Unyielding
Bondage of Hashut
Sorcerers' Curse
The Black Throne
ZHATAN THE BLACK 320 points Profile M WS BS S T W I A Ld Troop Type
Zhatan the Black 3 8 4 4 5 4 4 4 10 Infantry (Special Character)
Equipment:
Chaos armour
Hammer of Zharr
Ring of Unmaking
Black Mantle
Special Rules:
Unyielding
Bondage of Hashut
Reckless Hate
ASTRAGOTH, HIGH PRIEST OF HASHUT 440 points Profile M WS BS S T W I A Ld Troop Type
Astragoth 3 4 3 5 5 3 3 2 10 Infantry (Special Character)
Magic:
Astragoth is a level 4 Sorcerer Lord. He
may generate spells from the Lore of Fire,
the Lore of Metal or the Lore of Hashut.
Equipment:
Hammerhand
Rod of Obsidian
Rune of Hashut
Special Rules:
Bondage of Hashut
Swiftstride
Sorcerers' Curse
Steam Attack
Note:
If Astragoth is taken, Acolytes of Hashut are Core Units instead of Special Units.
LORD BHAAL 400 points Profile M WS BS S T W I A Ld Troop Type
Lord Bhaal 8 7 3 5 5 4 5 5 10 Monstrous Beast (Special Character)
Equipment:
Chaos armour
Dread Axe
Special Rules:
Blessing of Hashut
Bondage of Hashut
Devastating Charge
Flaming Attacks
Immune to Psychology
6+ Scaly Skin
Terror
Fury of Hashut
95
LORDS CHAOS DWARF SORCERER LORD 190 points Profile M WS BS S T W I A Ld Troop Type Chaos Dwarf Sorcerer Lord 0 4 3 4 5 3 1 1 10 Infantry (Character)
Palanquin 3 5 3 4 4 1 2 4 9 Infantry
Magic:
A Chaos Dwarf
Sorcerer Lord is a
level 3 Wizard. He
may generate spells
from the Lore of
Fire, the Lore of
Metal or the Lore of Hashut.
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 .............................................35 points
May be mounted on one of the following:
- Palanquin ...............................................................................50 points
- Greater Daemonic Construct .................................................50 points
May upgrade one piece of equipment to a
Hellforged Artefact ...................................................................50 points
May take Magic Items up to a total of ....................................100 points
NB. A Palanquin is mounted on a 40 x 60 mm base.
CHAOS DWARF WARLORD 145 points Profile M WS BS S T W I A Ld Troop Type Chaos Dwarf Warlord 3 7 4 4 5 3 4 4 10 Infantry (Character)
Equipment:
Hand weapon
Chaos armour
Special Rules:
Unyielding
Bondage of
Hashut
Options:
May be armed with one of the following:
- Great weapon ......................................................................................................................6 points
- Additional hand weapon .....................................................................................................6 points
- Pistol .................................................................................................................................10 points
- Brace of Pistols .................................................................................................................20 points
May take a shield ...................................................................................................................3 points
May be mounted on a Greater Daemonic Construct ...........................................................50 points
May upgrade one piece of equipment to a Hellforged Artefact ..........................................50 points
May take Magic Items up to a total of ...............................................................................100 points
GREATER DAEMONIC CONSTRUCT Profile M WS BS S T W I A Ld Troop Type
Daemonic Construct 6 4 0 5 5 3 3 2 8 Monstrous Beast
Special Rules:
Bound Daemon
Fear
Options:
Upgrade to a Winged Taurus ...............................................................................................50 points
May have any of the following Daemonic Upgrades up to a total value of 100 points:
- Colossal ....................20 points
- Ferocious ..................20 points
- Fiendish Blast ..........20 points
- Flaming Hide ...........10 points - Foul Excretion ..........15 points
- Great Horns ..............20 points
- Immortal Hunger ......25 points
- Ironclad ....................10 points
- Obsidian Flesh .........15 points - Razor Claws .............25 points
- Smog ........................20 points
- Talisman of Hashut ..30 points
- Unnatural Resilience 50 points
- Whirling Blades .......25 points
96
HEROES RYKARTH THE UNBREAKABLE 135 points Profile M WS BS S T W I A Ld Troop Type
Rykarth the Unbreakable 3 6 4 4 5 2 3 3 9 Infantry (Special Character)
Equipment:
Cursed Rune
Axe
Chaos armour
Special Rules:
Unyielding
Hatred
Unbreakable
Granite Guard
Note:
If Rykarth the Unbreakable is taken, then you must include a unit of
Immortals in the army, chosen at additional cost from the Special Units
section of the army list. This unit must be upgraded to the Granite Guard
(the cost of the upgrade is included in Rykarth's points value). You may
still take other Immortals in your army if you wish.
HOTHGAR DAEMONBANE 220 points Profile M WS BS S T W I A Ld Troop Type
Hothgar Daemonbane 3 4 3 3 4 2 2 2 9 Infantry (Special Character)
Magic:
Hothgar is a Level 2 Sorcerer. He uses
spells from the Lore
of Metal.
Additionally,
Hothgar knows Bind
Daemon as well as
his other spells.
Equipment:
Rod of Daemon Binding
Soul Armour
Special Rules:
Unyielding
Sorcerers' Curse
Sorcerer of the
Forge
Options:
May be mounted on a Daemonic Engine (see page 103 for points
and options, but count the cost
against your allowance for
Heroes rather than Rare
choices).
Note:
If Hothgar Daemonbane is taken, 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.
VOLGAR THE MAD 180 points Profile M WS BS S T W I A Ld Troop Type
Volgar the Mad 3 4 3 3 4 2 2 1 9 Infantry (Special Character)
Magic:
Volgar is a Level 2
Sorcerer. He may
generate spells from
the Lore of Metal, the Lore of Death or
have one spell from
each of those Lores.
Equipment:
Hand weapon.
Special Rules:
Unyielding
Sorcerers' Curse
Crystal Resonance
Living Conduit
GORDUZ BACKSTABBER 135 points Profile M WS BS S T W I A Ld Troop Type
Gorduz Backstabber 4 5 3 4 4 2 3 3 7 Cavalry (Special Character)
Giant Wolf 9 3 0 3 3 1 3 1 3 -
Equipment:
Hand weapon
Light armour
Shield
Black Bow
Wolf Pelt
Mount:
Giant Wolf
Special Rules:
Disposable
Late as Usual!
Fast Cavalry
Poisoned Attacks
Git
Hobgoblin Chieftain
Note: If Gorduz Backstabber is taken,
Hobgoblin Wolf Riders are Core
Units instead of Special Units.
97
HEROES GHUZ SLAVETAKER 130 points Profile M WS BS S T W I A Ld Troop Type
Ghuz Slavetaker 3 6 4 4 5 2 3 3 9 Infantry (Special Character)
Equipment:
Hand weapon
Chaos armour
Daemonscourge
Pistols
Special Rules:
Unyielding
Crew of The Bull's
Fury
Slavetaker
Note:
If Ghuz Slavetaker is taken, then you must include a unit of Chaos Dwarf
Warriors in the army, chosen at additional cost from the Core Units section of the army list. 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). You may still
take other Chaos Dwarf Warriors in your army if you wish.
CHAOS DWARF SORCERER 80 points Profile M WS BS S T W I A Ld Troop Type
Chaos Dwarf Sorcerer 3 4 3 3 4 2 2 1 9 Infantry (Character)
Magic:
A Chaos Dwarf
Sorcerer is a level 1
Wizard. He may
generate spells from
the Lore of Fire or
the Lore of Metal.
Equipment:
Hand weapon
Special Rules:
Unyielding
Sorcerer's Curse
Options:
May upgrade to a Level 2 Wizard .............................................35 points
May be mounted on a Daemonic Construct (see page 102 for points
and options, but count the cost against your allowance for Heroes).
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 70 points Profile M WS BS S T W I A Ld Troop Type
Chaos Dwarf Despot 3 6 4 4 5 2 3 3 9 Infantry (Character)
Equipment:
Hand weapon
Chaos armour
Special Rules:
Unyielding
Bondage of
Hashut
Options:
May be armed with one of the following:
- Great weapon ......................................................................................................................4 points
- Additional hand weapon .....................................................................................................4 points
- Pistol ...................................................................................................................................7 points
- Brace of Pistols .................................................................................................................14 points
May take a shield ...................................................................................................................2 points
May be mounted on a Daemonic Construct (see page 102 for points and options, but count the
cost against your allowance for Heroes).
May upgrade one piece of equipment to a Hellforged Artefact ..........................................50 points
May take Magic Items up to a total of .................................................................................50 points
BULL CENTAUR ELDER 80 points Profile M WS BS S T W I A Ld Troop Type
Bull Centaur Elder 8 6 3 5 5 3 4 4 9 Monstrous Beast (Character)
Equipment:
Hand weapon
Chaos armour
Special Rules:
Blessing of Hashut
Bondage of Hashut
Flaming Attacks
Immune to
Psychology
Fear
6+ Scaly Skin
Options:
May be armed with one of the following: - Great weapon .........................................................................10 points
- Additional hand weapon ..........................................................5 points
May take a shield ........................................................................4 points
May take throwing axes ..............................................................4 points
May upgrade one piece of equipment to a Hellforged Artefact 50 points
May take Magic Items up to a total of ......................................50 points
BATTLE STANDARD BEARER One Chaos Dwarf Despot or Bull Centaur Elder can carry the Battle Standard for +25 points. He may carry a magic
standard (no points limit), but if he carries a Magic Standard he may not choose any other magic items.
98
CORE UNITS CHAOS DWARF WARRIORS 10 points per model Profile M WS BS S T W I A Ld Troop Type
Chaos Dwarf Warrior 3 4 3 3 4 1 2 1 9 Infantry
Ironguard 3 4 3 3 4 1 2 2 9 Infantry
Unit Size: 10+
Equipment:
Hand weapon
Chaos armour
Special Rules:
Unyielding
Options:
Upgrade one Chaos Dwarf Warrior to an Ironguard ...........................................................10 points - May take a pistol .................................................................................................................2 points
Upgrade one Chaos Dwarf Warrior to a musician ...............................................................10 points
Upgrade one Chaos Dwarf Warrior to a standard bearer ....................................................10 points
- May have a magic standard worth up to ............................................................................50 points
The entire unit may take great weapons .................................................................1 point per model
The entire unit may take shields .............................................................................1 point per model
CHAOS DWARF STORMCALLERS 13 points per model Profile M WS BS S T W I A Ld Troop Type
Chaos Dwarf Stormcaller 3 4 3 3 4 1 2 1 9 Infantry
Stormguard 3 4 4 3 4 1 2 1 9 Infantry
Unit Size: 10+
Equipment:
Hand weapon
Chaos armour
Blunderbuss
Special Rules:
Unyielding
Options:
Upgrade one Chaos Dwarf Stormcaller to a Stormguard ....................................................10 points
- May take a pistol .................................................................................................................2 points
Upgrade one Chaos Dwarf Stormcaller to a musician .........................................................10 points
Upgrade one Chaos Dwarf Stormcaller to a standard bearer ..............................................10 points
- May have a magic standard worth up to ............................................................................50 points
The entire unit may take sappara ...........................................................................1 point per model
The entire unit may take shields .............................................................................1 point per model
SLAVES 2 points per model Profile M WS BS S T W I A Ld Troop Type
Slave 4 2 2 3 3 1 2 1 5 Infantry Brute 4 3 2 3 4 1 2 1 5 Infantry
Hobgoblin 4 3 3 3 3 1 3 1 6 Infantry
Driver 4 3 3 3 3 1 3 2 6 Infantry
Unit Size: 10+
Equipment:
Hand weapon
Special Rules:
Disposable
Poisoned
Attacks
(Hobgoblins
only)
Options:
Upgrade the entire unit to Brutes ..........................................................................2 points per model
Upgrade the entire unit to Hobgoblins .................................................................2 points per model
Upgrade one model to a Driver ...........................................................................................10 points
Upgrade one model to a musician .......................................................................................10 points
Upgrade one model to a standard bearer .............................................................................10 points
The entire unit may take one of the following: - Spears .................................................................................................................½ point per model
- Bows ..................................................................................................................2 points per model
- Great weapons (Brutes only) ...............................................................................1 point per model
- Flails (Brutes only) ..............................................................................................1 point per model
- Additional hand weapon (Brutes and Hobgoblins only) .....................................1 point per model
The entire unit may take shields ............................................................................½ point per model
NB. Slaves do not count towards the minimum Core choices of the army.
99
SPECIAL UNITS IMMORTALS 15 points per model Profile M WS BS S T W I A Ld Troop Type Immortal 3 5 3 4 4 1 2 1 9 Infantry
Baneguard 3 5 3 4 4 1 2 2 9 Infantry
Unit Size: 10+
Equipment:
Cursed Axes
Chaos armour
Shield
Special Rules:
Unyielding
Hatred
Stubborn
Indomitable
Defence
Oathsworn
Options:
Upgrade one Immortal to a Baneguard .....................................10 points
- May take a magic item worth up to ........................................25 points
Upgrade one Immortal to a musician ........................................10 points
Upgrade one Immortal to a standard bearer ..............................10 points
- May have a magic standard worth up to .................................50 points
A single unit in the army may include a Petrified Sorcerer ....100 points
ACOLYTES OF HASHUT 13 points per model Profile M WS BS S T W I A Ld Troop Type
Acolyte of Hashut 3 4 3 3 4 1 2 1 9 Infantry
Khazn 3 4 3 3 4 1 2 2 9 Infantry
Unit Size: 10+
Equipment:
Ceremonial
glaive (counts
as halberd)
Heavy armour
Special Rules:
Unyielding
Dirges of Hashut
Sorcerer Caste
Options:
Upgrade one Acolyte of Hashut to a Khazn .............................10 points
Upgrade one Acolyte of Hashut to a standard bearer ...............10 points
- May have a magic standard worth up to .................................50 points
A single unit in the army may include a Petrified Sorcerer ....100 points
PETRIFIED SORCERER Profile M WS BS S T W I A Ld Troop Type
Petrified Sorcerer 3 * 0 * 4 6 2 4 9 Infantry
Special Rules:
Bondage of
Hashut
Blessing of
Hashut
4+ Scaly Skin
4+ ward save
*Fell Icon
Fear
NB. You may only include one Petrified Sorcerer in the army. A Petrified
Sorcerer is mounted on a 40 x 60 mm base and counts as part of its unit in
all respects.
100
SPECIAL UNITS HOBGOBLIN WOLF RIDERS 13 points per model Profile M WS BS S T W I A Ld Troop Type
Hobgoblin Wolf Rider 4 3 3 3 3 1 3 1 6 Cavalry
Hobgoblin Wolf Rider Khan 4 3 3 3 3 1 3 2 6 Cavalry
Giant Wolf 9 3 0 3 3 1 3 1 3 -
Unit Size: 5+
Equipment:
Hand weapon
Light armour
Special Rules:
Disposable
Fast Cavalry
Poisoned Attacks
Late as Usual!
Options:
Upgrade one Wolf Rider to a Wolf Rider Khan .......................10 points
Upgrade one Wolf Rider to a musician .....................................10 points
Upgrade one Wolf Rider to a standard bearer ..........................10 points
The entire unit may take any of the following: - Spears .......................................................................1 point per model
- Bows .......................................................................2 points per model
- Shields ......................................................................1 point per model
OGRES 35 points per model Profile M WS BS S T W I A Ld Troop Type
Ogre 6 3 2 4 4 3 2 3 7 Monstrous Infantry
Ogre Berserker 6 3 2 4 4 3 2 4 7 Monstrous Infantry
Unit Size: 3+
Equipment:
Hand weapon
Heavy armour
Special Rules:
Disposable
Fear
Options:
Upgrade one Ogre to an Ogre Berserker ................................10 points
Upgrade one Ogre to a Musician ...........................................10 points
Upgrade one Ogre to a standard bearer ..................................10 points
The entire unit may take one of the following:
- Additional hand weapons .....................................5 points per model
- Great weapons ....................................................10 points per model
The entire unit may take Chaos armour ..................5 points per model
BLACK ORCS 12 points per model Profile M WS BS S T W I A Ld Troop Type
Black Orc 4 4 3 4 4 1 2 1 8 Infantry
Black Orc Boss 4 5 3 4 4 1 2 2 8 Infantry
Unit Size: 10+
Equipment:
Heavy armour
A huge array of
weapons
Special Rules:
Disposable
Fool Me Once
Choppas
Immune to
Psychology
Options:
Upgrade one Black Orc to a Black Orc Boss ............................15 points
Upgrade one Black Orc to a musician ......................................10 points
Upgrade one Black Orc to a standard bearer ............................10 points
The entire unit may take shields ..................................1 point per model
101
SPECIAL UNITS DAEMONIC CONSTRUCTS 50 points per model Profile M WS BS S T W I A Ld Troop Type
Daemonic Construct 6 4 0 5 5 3 3 2 8 Monstrous Beast
Unit Size: 1+
Equipment:
Daemonic claws
(hand weapon)
Special Rules:
Bound Daemon
Fear
Options:
The entire unit may take any of the following Daemonic Upgrades
up to a total value of 50 points per model:
- Ferocious ...............................................................20 points per model
- Fiendish Blast ........................................................20 points per model
- Flaming Hide ...........................................................5 points per model
- Foul Excretion .......................................................10 points per model - Immortal Hunger ...................................................15 points per model
- Ironclad ..................................................................10 points per model
- Obsidian Flesh (may be taken twice) ....................10 points per model
- Razor Claws ..........................................................15 points per model
- Smog ......................................................................10 points per model
- Unnatural Resilience .............................................20 points per model
- Whirling Blades .....................................................25 points per model
NB. Daemonic Constructs can be taken in units
of 1 or more models unless they are taken as a character mount, in which case they must always
be fielded as a single model.
MORTAL ENGINE 25 points per model Profile M WS BS S T W I A Ld Troop Type
Mortal Engine - - - - 7 2 - - - War Machine (Bolt Thrower)
Slave 4 2 2 3 3 1 2 1 5 -
Chaos Dwarf 3 4 3 3 4 1 2 1 9 -
Ogre Loader 6 3 2 4 4 3 2 3 7 -
Unit Size: 1 Mortal
Engine
Crew: 2 Slaves
Special Rules:
Mortal Engine
Mixed Crew
Equipment:
Hand weapon
Heavy armour
(Chaos Dwarfs
only)
Options:
Include an additional Chaos Dwarf crewman ...........................10 points
Upgrade Slaves to Chaos Dwarfs .............................................10 points
Upgrade to Artillery ..................................................................35 points
Artillery may include an Ogre Loader ......................................35 points
Artillery may take one of the following Daemonic Upgrades:
- Daemonic Barrage .................................................................25 points
- Death Rockets ........................................................................10 points
- Diabolic Sentience .................................................................25 points
- Eruption Cannon ......................................................................5 points
- Infernal Shells ........................................................................30 points
You may take 2 Mortal Engines for each Special
Unit choice allowed in your army as long as
they are not upgraded to Artillery.
CHAOS DWARF HELMETS
Chaos Dwarfs are notorious for their unusual
headgear; namely their large and elaborate
helmets that in some extreme cases actually
double the height of the Dwarf wearing them.
These strange items of apparel have earned
Chaos Dwarfs the derisive nickname 'big hats'
amongst their enemies. The history of the
infamous helmets is convoluted but, to the ritual-
obsessed Chaos dwarfs, quite logical. At the
beginning of the Second Kingdom period the
Warriors had already established themselves as
a distinct population, even before the Caste
system was formalised, and they were noticeably
larger, stronger and fiercer in appearance than
their fellows. The Sorcerers, wishing to make
their newfound dominance clear, donned tall
helmets in order to disguise their diminutive
stature beside their followers.
The helmets soon took on a life of their own,
growing in size and becoming more decorative to
denote a Sorcerer's allegiance or speciality. In
time they became fashionable throughout Chaos
Dwarf society until Zhargon made their wearing
compulsory. After the end of the Second
Kingdom, the helmets fell out of favour, but
some traditionalist Dawi'Zharr still wear them,
particularly those who come from Zharr-
Naggrund itself. 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, while more practical Warlords
eschew them entirely because they are
cumbersome in combat. The Immortals in
particular almost never wear them, save as part
of their dress uniform in the Tower of Zharr.
102
RARE UNITS THE ANCESTOR GOLEM OF THAGG-A-DURZ 300 points Profile M WS BS S T W I A Ld Troop Type
Ancestor Golem 6 4 0 6 6 6 1 4 10 Monster (Special Character)
Unit Size: 1
Special Rules:
Large Target
Terror
Stupidity
Unbreakable
Unstable
Hatred (Goblins)
Impact Hits (D3+1)
Flaming Attacks
Magical Attacks
Invulnerable
Rage
DAEMONIC ENGINE 155 points Profile M WS BS S T W I A Ld Troop Type
Daemonic Engine 6 4 3 5 6 4 1 3 5 Monster
Chaos Dwarf - 4 3 3 - - 2 1 9 -
Daemonsmith - 4 3 3 - - 2 2 9 -
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
Options:
Upgrade one Chaos Dwarf to a Daemonsmith ....................................................................60 points
May take up to five additional Chaos Dwarf crew .............................................10 points per model
- All Chaos Dwarf crew may take blunderbusses .................................................3 points per model
May be upgraded to one of the following:
- Deathgrinder .....................................................................................................................30 points
- Hellbore ............................................................................................................................50 points
- Hellbound Locomotive .....................................................................................................25 points
- Skyscourge .......................................................................................................................30 points
- Warbarge ..........................................................................................................................15 points
May take any of the following Daemonic Upgrades:
- Colossal (may be taken twice) ..........................................................................................30 points
- Daemonic Barrage ............................................................................................................25 points
- Diabolic Sentience ............................................................................................................25 points
- Ferocious ..........................................................................................................................20 points - Fiendish Blast ...................................................................................................................20 points
- Flaming Hide ....................................................................................................................10 points
- Foul Excretion ..................................................................................................................15 points
- Great Horns ......................................................................................................................20 points
- Immortal Hunger ..............................................................................................................25 points
- Ironclad .............................................................................................................................10 points
- Obsidian Flesh (may be taken twice) ...............................................................................15 points
- Razor Claws ......................................................................................................................25 points
- Smog .................................................................................................................................30 points
- Talisman of Hashut ...........................................................................................................30 points
- Thunderous Charge ..........................................................................................................25 points
- Unnatural Resilience ........................................................................................................50 points - Warpfire ............................................................................................................................20 points
- Whirling Blades ................................................................................................................10 points
May take one of the following Daemonic Upgrades:
- Death Rockets ...................................................................................................................10 points
- Doomfire ...........................................................................................................................30 points
- Eruption Cannon .................................................................................................................5 points
- Infernal Shells ...................................................................................................................30 points
103
RARE UNITS BULL CENTAURS 40 points per model Profile M WS BS S T W I A Ld Troop Type
Bull Centaur 8 5 3 4 4 2 3 2 9 Monstrous Beast
Bull Centaur Guardian 8 5 3 4 4 2 3 2 9 Monstrous Beast
Unit Size: 3+
Equipment:
Hand weapon
Shield
Chaos armour
Special Rules:
Blessing of Hashut
Bondage of Hashut
Flaming Attacks
Immune to
Psychology
Fear
6+ Scaly Skin
Options:
Upgrade one Bull Centaur to a Bull Centaur Guardian .........10 points
- May take a magic item worth up to .....................................25 points
Upgrade one Bull Centaur to a musician ...............................10 points
Upgrade one Bull Centaur to a standard bearer .....................10 points
- May have a magic standard worth up to ..............................75 points
The entire unit must have one of the following:
- Great weapons ......................................................5 points per model
- Additional hand weapons .....................................5 points per model
The entire unit may have throwing axes .................2 points per model
ALTAR OF HASHUT 170 points Profile M WS BS S T W I A Ld Troop Type
Altar of Hashut - - - - 7 9 - - - War Machine
Daemonsmith 3 4 3 3 4 1 2 2 9 -
Slave 4 2 2 3 3 1 2 0 5 -
Unit Size: 1 Altar of
Hashut
Crew: 1
Daemonsmith and 8 Slaves
Equipment (crew):
Hand weapon
Heavy armour
(Daemonsmith only)
Special Rules:
3+ armour save
4+ ward save
Sacrificial Altar
Summoned Daemons
BULL CENTAUR DOOM HARNESS 175 points Profile M WS BS S T W I A Ld Troop Type
Bull Centaur Doom Harness 2D6 - - 6 5 4 - * 10 Unique
Unit Size: 1
Special Rules:
Immune to
Psychology
Random Movement
(2D6)
3+ armour save
*Unstoppable Force
*Immovable Object
Torn Apart
Crash!
Options:
Upgrade to a Whirlwind .........................................................25 points
Upgrade to a Tenderiser .........................................................15 points
NB. A Bull Centaur Doom Harness is mounted on a 50 x 100 mm base.
104
The Chaos Dwarfs army list contains several units that
have the option of being given Daemonic Upgrades. While this allows Chaos Dwarfs players an unparalleled
opportunity for customisation, it can be quite daunting
for newcomers! In this section of Warhammer: Chaos
Dwarfs, we have complied some ideas for units you can
create with the rules for Daemonic Upgrades; these can
be used as they appear below, or provide inspiration for
your own foul creations. Some of them are 'classic' units
and creatures from older versions of the Chaos Dwarfs,
others are inspired by some descriptions earlier in this
book and a few are completely new. Each unit is
presented as a full Army List entry like those above,
and can be used exactly as they appear, with the actual
Upgrades and other options used to create the unit explained below. This demonstrates that players do not
have to take Daemonic Upgrades literally – you can
easily use the rules to 'count as' something else. For
instance, the Great Taurus has a fiery hide that deflects
attacks. In game terms this is represented by the
Ironclad Daemonic Upgrade, but the Great Taurus is not
necessarily covered in armour plates, it just benefits
from a similar effect. Most of the other units below
contain something similar, so players needn't feel
constrained by the descriptions in the Daemonic
Upgrades rules.
GREAT TAURUS 200 points Profile M WS BS S T W I A Ld Troop Type Great Taurus 6 4 0 6 5 5 3 4 7 Monster A Great Taurus may be taken as a mount for a Chaos Dwarf Sorcerer Lord or Warlord.
Special Rules:
Bound Daemon (3D6
Rampage)
Fly
Large Target
Terror
4+ Scaly Skin
S3 Flaming Breath Weapon
Blessing of Hashut
Flaming Attacks
LAMMASU 150 points Profile M WS BS S T W I A Ld Troop Type
Lammasu 6 4 0 5 5 5 3 2 8 Monster A Lammasu may be taken as a mount for a Chaos Dwarf Sorcerer Lord or Warlord.
Special Rules:
Bound Daemon
Fly
Large Target
Terror
Magic Resistance (2)
The Great Taurus is an awesome monster that was once native to Zorn Uzkul, but is now bred only by the Chaos Dwarfs who stable it beneath the Temple of Hashut. They believe that the Great Taurus is the Father of Darkness's sacred creature, and that it was mutated from Chaos Dwarfs in the Time of Chaos. The Great Taurus, also called the Red Bull of Hashut, is a towering monstrosity in the shape of a massive bull blazing with infernal power. It can soar through the air on its vast, membranous wings and is capable of breathing a gout of flame like a Dragon. When it charges, its hooves spark lightning and flames wreath its entire body. The Great Taurus is such a fierce and dangerous creature that it is only usually used a mount for very influential Warlords. The Great Taurus is a Greater Daemonic Construct upgraded to a Winged Taurus with the Colossal, Ferocious, Fiendish Blast, Flaming Hide, Great Horns and Ironclad Daemonic Upgrades.
The Lammasu is a naturally occurring mutation of the Great Taurus that is occasionally born. Like the Great Taurus, it is a huge monster with great leathery wings, but the Lammasu has a leering, humanoid face with a beard like a Chaos Dwarf as well as foreclaws that resemble hands more than hooves. 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, it has a sorcerous exhalation that protects it from enemy magic. For this reason, and because the Lammasu is quite intelligent, it is a favoured mount for Chaos Dwarf Sorcerers. The Lammasu is a Greater Daemonic Construct upgraded to a Winged Taurus with the Colossal, and two levels of the Obsidian Flesh Daemonic Upgrades.
APPENDIX: THE DAEMONSMITHS' ART
105
BRASS BULL 75 points Profile M WS BS S T W I A Ld Troop Type Brass Bull 6 4 0 6 5 3 3 2 8 Monstrous Beast A Brass Bull may be
taken as a mount for a Chaos Dwarf Sorcerer or Despot.
Special Rules:
Bound Daemon
Fear
Killing Blow
Ironclad
OBSIDIAN BULL 70 points Profile M WS BS S T W I A Ld Troop Type Obsidian Bull 6 4 0 5 5 3 3 2 8 Monstrous Beast An Obsidian Bull may be taken as a mount for
a Chaos Dwarf Sorcerer or Despot.
Special Rules:
Bound Daemon
Fear
Magic Resistance (1)
Ironclad
BATTLE CARRIAGE 90 points Profile M WS BS S T W I A Ld Troop Type Battle Carriage 6 4 0 5 5 3 3 2 8 Monstrous Beast A Battle Carriage may be taken as a mount for a Chaos Dwarf
Sorcerer or Despot.
Special Rules:
Bound Daemon
Fear
S3 Breath Weapon
Ironclad
Smog
Brass Bulls are relatively simple Daemonic Constructs – mechanical beasts constructed from gears and pistons and clad in heavy brass plates, as the name suggests. A ferocious Daemon is imprisoned inside this machine and, suitably broken by captivity of sufficient length, it serves as an excellent mount for a Sorcerer or Despot. Brass Bulls have broad, wickedly sharp horns, allowing them to decapitate an enemy warrior with a single flick of their great metal heads.
A Brass Bull is a Daemonic Construct with the Great Horns, Ironclad and Razor Claws Daemonic Upgrades.
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, it provides it with a degree of protection from offensive magic. An Obsidian Bull is a Daemonic Construct with the Ironclad and
Obsidian Flesh Daemonic Upgrades.
A Battle Carriage is a clanking, 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. From his seat atop the bouncing vehicle, a Despot or Sorcerer can benefit from the increased protection its thick hull provides, as well as use the cockpit-mounted cannon which projects a torrent of Daemonic ichor at enemies.
A Battle Carriage is a Daemonic Construct with the Fiendish Blast,
Ironclad and Smog Daemonic Upgrades.
106
WAR GOLEMS 65 points per model Profile M WS BS S T W I A Ld Troop Type War Golem 6 4 0 5 5 3 3 2 8 Monstrous Beast War Golems may be
taken in units of 1 or more models as a Special Unit choice.
Special Rules:
Bound Daemon
Fear
Blessing of Hashut
Flaming Attacks
4+ armour save
IRON DERVISHES 95 points per model Profile M WS BS S T W I A Ld Troop Type Iron Dervish 6 4 0 5 5 3 3 D6+2 7 Monstrous Beast Iron Dervishes may be taken in units of 1 or
more models as a Special Unit choice.
Special Rules:
Bound Daemon (3D6
Rampage)
Fear
Random Attacks (D6+2)
SHEDU 70 points per model Profile M WS BS S T W I A Ld Troop Type Shedu 6 4 0 5 5 3 3 2 8 Monstrous Beast Shedu may be taken in units of 1 or more models as a Special
Unit choice.
Special Rules:
Bound Daemon
Fear
Magic Resistance (2)
War Golems are some of the most common Daemonic Constructs – squat, powerful machines in the shape of armoured Dwarfs, inhabited by fierce Fire Daemons. They are methodical and dangerous in combat, hammering the enemy with claws, fists, maces and oversized axes, all of which burn with sorcerous flames. War Golems are Daemonic Constructs with the Flaming Hide and Ironclad Daemonic Upgrades.
Like all Chaos mutations, the Lammasu is not entirely stable. Not all of the Great Taurus offspring that carry the traits of the Lammasu develop properly – some unfortunate creatures are born stunted and malformed, half-blind with useless, ragged wings and flesh marred by deep, painful fissures. These deformed infants, which the Chaos Dwarfs call Shedu, cannot breathe out the Lammasu's powerful anti-magic vapour, and instead their sorcerous power literally leaks from their bodies, slicking their mottled black hides with the very stuff of the Empyrean, mutating them even further. Even though they are racked by constant pain, the cruel Chaos Dwarfs will not put Shedu out of their misery and instead use them in battle, driving them forward in screaming, confused mobs. The Shedu are destined to die on the swords of the enemy, but they are strong, dangerous creatures despite their deformities, and make for effective war beasts. 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, fitted with many blades and barbs. At rest, an Iron Dervish resembles a thick, rounded metal disc, but when the Daemons bound to its many surfaces by etched runes are awakened, the rings begin to spin around at such a rapid pace that the Dervish looks like a rippling silver sphere. In this agitated state, 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. Iron Dervishes are Daemonic Constructs with the Ferocious and
Whirling Blades Daemonic Upgrades.
107
HELLCANNON 285 points Profile M WS BS S T W I A Ld Troop Type Hellcannon 6 4 3 5 6 6 1 5 4 Monster Chaos Dwarfs - 4 3 3 - - 2 1 9 - Daemonsmith - 4 3 3 - - 2 2 9 -
A Hellcannon may be taken as a Rare Unit choice. Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew
Equipment (Chaos
Dwarfs and Daemonsmith
only):
Hand weapon
Options: May upgrade one Chaos Dwarf to a Daemonsmith ......60 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 220 points Profile M WS BS S T W I A Ld Troop Type Bilecannon 6 4 3 5 6 4 1 3 5 Monster Chaos Dwarfs - 4 3 3 - - 2 1 9 - Daemonsmith - 4 3 3 - - 2 2 9 - A Bilecannon may be taken as a Rare Unit choice.
Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew
Equipment (Chaos
Dwarfs and Daemonsmith
only):
Hand weapon
Options:
May upgrade one Chaos Dwarf to a Daemonsmith ......60 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, although each is unique and those produced by different Daemonsmiths have subtle differences. A Hellcannon is a heaving monstrosity of brass and iron, bound with the essence of a mighty fire Daemon. 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, 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. A Hellcannon is often the centrepiece of a Chaos Dwarf assault on a fortified position, and their reputation has travelled far beyond Zharr-Naggrund because of this. 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. The Chaos Dwarfs are happy to take the Chaos Warriors' gold and slaves in exchange for such a boon, but they always ensure they send a crew of Chaos Dwarfs to work the Hellcannon, lest it be turned against them some day. A Hellcannon is a Daemonic Engine with the Colossal, Doomfire, Ferocious, Fiendish Blast, Ironclad and Warpfire
Daemonic Upgrades.
The Bilecannon is a disgusting variant of the Hellcannon, which replaces the enslaved fire Daemon with a foul servant of Nurgle, the Chaos God of plague and decay. Only a truly perverse Sorcerer would build or use a Daemonic Engine so capable of corrupting its surroundings. Indeed, anything and everything around a Bilecannon soon begins to rot into a foetid mulch, and even the Chaos Dwarfs who crew it bear foul lesions and other disfigurements. 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. It was said that Dorgor was finally defeated when one of his Bilecannons exploded, releasing the Nurgle Daemon inside and triggering a full scale Daemonic incursion. Despite this, Bilecannons are still built by some determined Daemonsmiths and they are formidable engines of destruction. Bilecannons are constantly surrounded by a miasma of diseased smog and flies, 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. A Bilecannon is a Daemonic Engine with the Foul Excretion, Smog and Warpfire Daemonic Upgrades.
108
DAEMONHAMMER TRI-CANNON 240 points Profile M WS BS S T W I A Ld Troop Type Daemonhammer Tri-Cannon 6 4 3 5 6 6 1 3 5 Monster Chaos Dwarfs - 4 3 3 - - 2 1 9 - Daemonsmith - 4 3 3 - - 2 2 9 -
The Daemonhammer Tri-Cannon may be taken as a Rare Unit choice. Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew
Equipment (Chaos
Dwarfs and Daemonsmith
only):
Hand weapon
Options: May upgrade one Chaos Dwarf to a Daemonsmith ......60 points
Special Rules:
Bound Daemon
Terror
Large Target
Stubborn
Living Artillery
Chaos Dwarf Crew
Daemonic Backlash
Daemonic Barrage
Doomfire
SHATTERBEAST 370 points Profile M WS BS S T W I A Ld Troop Type Shatterbeast 6 4 3 6 6 8 1 5 4 Monster Chaos Dwarfs - 4 3 3 - - 2 1 9 - Daemonsmith - 4 3 3 - - 2 2 9 - The Shatterbeast may be taken as a Rare Unit choice.
Unit Size: 1 Daemonic Engine and 6 Chaos Dwarf crew
Equipment (Chaos
Dwarfs and Daemonsmith
only):
Hand weapon
Options:
May upgrade one Chaos Dwarf to a Daemonsmith ......60 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. This devastating machine is a highly unstable creation bound with the warring spirits of three Daemons. Kept in a perpetual state of agitation by their confinement alongside their rivals, the Daemons generate sufficient energy to power not one but three spasming barrels, which hurl Daemonic fire across the battlefield. 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. The Daemonhammer Tri-Cannon is a Daemon Engine with the Colossal, Daemonic Barrage and Doomfire
Daemonic Upgrades.
The Shatterbeast is a massive and terrifying Daemonic Engine that came out of the twisted imagination of the Sorcerer-Artisan Ishkur Cinderhat. A rival of Hothgar Daemonbane, Ishkur sought to create a machine even larger and more dangerous than the famous Kolossus – The Shatterbeast was the result, a towering bull-shaped Engine that shook the ground as it walked and crashed into the ranks of the enemy with the force of an avalanche. The Shatterbeast was eventually destroyed at the Battle of Rhinox Pass, 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, much to the delight of Ogre Tyrant Horgus Stonegut. However, Ishkur would have the last laugh as the corrupted iron induced a sense of unnatural avarice in the Ogres and their servants, and Horgus's army tore itself apart several weeks later, fighting each other over scraps of now worthless metal. In his laboratory, Ishkur Cinderhat now plans his latest hideous invention, and rumour has it that it will put even The Shatterbeast to shame. The Shatterbeast is a Daemonic Engine with two levels of the Colossal, Ferocious,
Fiendish Blast, Great Horns, Ironclad, Talisman of Hashut and Thunderous
Charge Daemonic Upgrades. It also has three additional Chaos Dwarf crew.
109
SKULLCRACKER 280 points Profile M WS BS S T W I A Ld Troop Type Skullcracker 6 4 3 5 6 6 1 D6+2 5 Monster Chaos Dwarfs - 4 3 3 - - 2 1 9 - Daemonsmith - 4 3 3 - - 2 2 9 -
The Skullcracker may be taken as a Rare Unit choice. Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew
Equipment (Chaos
Dwarfs and Daemonsmith
only):
Hand weapon
Options: May upgrade one Chaos Dwarf to a Daemonsmith ......60 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 215 points Profile M WS BS S T W I A Ld Troop Type Thunderfire Rocket Battery 6 4 3 5 6 4 1 3 5 Monster Chaos Dwarfs - 4 3 3 - - 2 1 9 - Daemonsmith - 4 3 3 - - 2 2 9 - The Thunderfire Rocket Battery may be taken as a Rare Unit
choice. Unit Size: 1 Daemonic Engine and 3 Chaos Dwarf crew
Equipment (Chaos
Dwarfs and Daemonsmith
only):
Hand weapon
Options:
May upgrade one Chaos Dwarf to a Daemonsmith ......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, but they are primarily machines of industry and commerce and not manoeuvrable enough for use on campaign by Chaos Dwarf warbands. Nonetheless, 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. Essentially the front locomotive car of a Land Train, 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. Of course, the sacrifice is reliability, as a Skullcracker is as likely to suffer a catastrophic magical backlash as any other Daemonic Engine. The front of a Skullcracker is fitted with a fearsome array of hammers, drills and spikes that pulverise the ranks of the foe, as well as a monstrous Eruption Cannon that saturates victims with Daemonfire. A Skullcracker is a Daemonic Engine upgraded to an Infernal Locomotive with
the Colossal, Eruption Cannon, Ferocious, Ironclad, Thunderous Charge and
Whirling Blades Daemonic Upgrades.
Thundefire Rocket Batteries are massive platforms fitted with several rows of Death Rockets, each as large as a Hellcannon's barrel and bound with a Daemon that guides its flight. Unlike most Daemonic Engines, the hellishly imbued ammunition of the Thunderfire Rocket Battery is not powered by an enslaved entity, but by one induced to inhabit the rocket by bribes and pacts. These Daemons are willingly imprisoned, knowing that their destructive steeds will cause untold horror when they land, and that they can then return to the Realm of Chaos, gorged on suffering and death. Thunderfire Rocket Batteries are popular armaments for Chaos Dwarf battlebarges where they frequently take up the entire foredeck of even a large ironclad ship. A Thunderfire Rocket Battery is a Daemonic Engine with the Daemonic Barrage, Death Rockets and Diabolic
Sentience Daemonic Upgrades.
110
DEATH ZEPPELIN 354 points Profile M WS BS S T W I A Ld Troop Type Death Zeppelin 6 4 3 5 6 8 1 5 5 Monster Chaos Dwarfs - 4 3 3 - - 2 1 9 - Daemonsmith - 4 3 3 - - 2 2 9 -
The Death Zeppelin may be taken as a Rare Unit choice. Unit Size: 1 Daemonic Engine and 8 Chaos Dwarf crew
Equipment (Chaos
Dwarfs and Daemonsmith
only):
Hand weapon
Blunderbuss (Chaos
Dwarfs only)
Options: May upgrade one Chaos Dwarf to a Daemonsmith ......57 points
Special Rules:
Bound Daemon
Terror
Large Target
Stubborn
Living Artillery
Chaos Dwarf Crew
Daemonic Backlash
Daemonic Barrage
Infernal Shells
4+ armour save
Skyscourge
DAEMON TOWER 330 points Profile M WS BS S T W I A Ld Troop Type
Daemon Tower 6 4 3 5 6 8 1 5 5 Monster Chaos Dwarfs - 4 3 3 - - 2 1 9 - Daemonsmith - 4 3 3 - - 2 2 9 - The Daemon Tower may be taken as a Rare Unit choice.
Unit Size: 1 Daemonic Engine and 8 Chaos Dwarf crew
Equipment (Chaos
Dwarfs and Daemonsmith
only):
Hand weapon
Options: May upgrade one
Chaos Dwarf to a Daemonsmith ......60 points
Special Rules:
Bound Daemon
Terror
Large Target
Stubborn
Living Artillery
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, 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. The closest they have come is the so-called Death Zepplin, an airship that levitates with the aid of a lighter-than-air balloon. The western Dwarfs have made similar strides in airship technology, but these have proven unstable. With the help of Daemon-forged materials, the Chaos Dwarfs' Death Zeppelin is less liable to crash or burst into flames, but with the usual caveat that daemonic technology carries its own unique risks. Even so, the Death Zeppelin is very much a prototype and has yet to prove itself in war. 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. The Death Zepplin is a Daemonic Engine upgraded to a Skyscourge and with two levels of the Colossal, Daemonic
Barrage, Infernal Shells and Ironclad Daemonic Upgrades. It also has five additional Chaos Dwarf crew armed
with blunderbusses.
Along with Hellcannons, Daemon Towers are amongst the most commonly seen Daemonic Engines. They are a simple concept: a siege tower driven by a Daemon-powered engine rather than needing to be pushed by soldiers or slaves. Chaos Dwarfs have no shortage of captives to haul a siege tower into place of course, but experience demonstrated that this made them too vulnerable, as their enemies learned to neutralise the labouring slaves and leave the towers stranded in the open. Chaos Dwarfs use Daemon Towers to storm enemy fortresses and they mount a mortar to hammer fortifications during their inexorable advance, which is made possible by the huge spiked roller mounted on the front of the Tower. 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 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. 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. The Daemon Tower is a Daemonic Engine upgraded to a Deathgrinder and with two levels of the Colossal, Ironclad
and Thunderous Charge Daemonic Upgrades. It also has five additional Chaos Dwarf crew.
111
SUMMARY
LORDS M WS BS S T W I A Ld Type Page SPECIAL M WS BS S T W I A Ld Type Page Astragoth 3 4 3 5 5 3 3 2 10 In(SC) 62 Immortal 3 5 3 4 4 1 2 1 9 In 40
Ghorth the Cruel 0 4 3 4 5 4 1 1 10 In(SC) 60 - Baneguard 3 5 3 4 4 1 2 2 9 In
- Black Throne 3 5 3 4 4 1 2 5 9 - Acolyte 3 4 3 3 4 1 2 1 9 In 41
Lord Bhaal 8 7 3 5 5 4 5 5 10 MB(SC) 63 - Khazn 3 4 3 3 4 1 2 2 9 In
Sorcerer Lord 0 4 3 4 5 3 1 1 10 In 36 Wolf Rider 4 3 3 3 3 1 2 1 6 Ca 43
- Palanquin 3 5 3 4 4 1 2 4 9 In 51 - Khan 4 3 3 3 3 1 2 2 6 Ca
Warlord 3 7 4 4 5 3 4 4 10 In 37 - Giant Wolf 9 3 0 3 3 1 3 1 3 -
Zhatan the Black 3 8 4 4 5 4 4 4 10 In 61 Petrified Sorcerer 3 * 0 * 4 6 2 4 9 In 56
Black Orc 4 4 3 4 4 1 2 1 8 In 54 HEROES M WS BS S T W I A Ld Type Page - Black Orc Boss 4 5 3 4 4 1 2 2 8 In
Bull Centaur Elder 8 6 3 5 5 3 4 4 9 MB 51 Ogre 6 3 2 4 4 3 2 3 7 MI 55
Despot 3 6 4 4 5 2 3 3 9 In 37 - Ogre Berserker 6 3 2 4 4 3 2 4 7 MI
Ghuz Slavetaker 3 6 4 4 5 2 3 3 9 In (SC) 67 Daemonic
Construct
6 4 0 5 5 3 3 2 8 MB 50
Gorduz 4 5 3 4 4 2 3 3 7 Ca(SC) 68 Mortal Engine - - - - 7 2 - - - WM 52
- Giant Wolf 9 3 0 3 3 1 3 1 3 - - Slave 4 2 2 3 3 1 2 1 5 -
Hothgar
Daemonbane
3 4 3 3 4 2 2 2 9 In (SC) 64 - Chaos Dwarf
- Ogre Loader
3
6
4
4
3
2
3
4
4
4
1
3
2
2
1
3
9
7
-
-
Rykarth 3 6 4 4 5 2 3 3 9 In(SC) 65
Sorcerer 3 4 3 3 4 2 2 1 9 In 36 RARE M WS BS S T W I A Ld Type Page Volgar the Mad 3 4 3 3 4 2 2 1 9 In (SC) 66 Altar of Hashut - - - - 7 9 - - - WM 57
- Daemonsmith 3 4 3 3 4 1 2 1 9 - CORE M WS BS S T W I A Ld Type Page - Slave 4 2 2 3 3 1 2 1 5 -
Warrior 3 4 3 3 4 1 2 1 9 In 38 Ancestor Golem 6 4 0 6 6 6 1 4 10 Mo 69
- Ironguard 3 4 3 3 4 1 2 2 9 In Bull Centaur 8 5 3 4 4 2 3 3 9 MB 51
Stormcaller 3 4 3 3 4 1 2 1 9 In 39 - Guardian 8 5 3 4 4 2 3 4 9 MB
- Stormguard 3 4 4 3 4 1 2 1 9 In Doom Harness 2D6 - 0 6 5 4 - * 10 Un 58
Slave 4 2 2 3 3 1 2 1 5 In 42 Daemonic Engine 6 4 3 5 6 3 1 3 5 Mo 44
Brute 4 3 2 3 4 1 2 1 5 In - Chaos Dwarf - 4 3 3 - - 2 1 9 -
Hobgoblin 4 3 3 3 3 1 2 1 6 In - Daemonsmith - 4 3 3 - - 2 2 9 -
- Driver 4 3 3 3 3 1 2 2 6 In
DAEMONIC UPGRADES SUMMARY Colossal: +2 Wounds, Large Target, Terror, troop type becomes Monster. Daemonic Barrage: Stone thrower hits may re-roll failed rolls to wound. Death Rockets: Stone thrower shots scatter 4D6" if a hit & misfire is rolled.
Diabolic Sentience: Can re-roll scatter dice. Doomfire: Stone thrower shots are Strength 5(10). Eruption Cannon: Shoots as fire thrower instead of stone thrower. Ferocious: +2 Attacks, -1 Leadership. Has Random Movement (3D6) when Rampaging. Fiendish Blast: Strength 3 Breath Weapon. Flaming Hide: Flaming Attacks and Blessing of Hashut.
Foul Excretion: Poisoned Attacks. Great Horns: +1 Strength. Immortal Hunger: Hatred in every combat round. Infernal Shells: Stone thrower shots gain movement disruption effect. Ironclad: 4+ armour save, or +3 armour save for ridden Daemonic Construct without Colossal. Obsidian Flesh: Magic Resistance (1). Razor Claws: Killing Blow.
Smog: Enemies have -1 to hit with missiles and -1 WS when in close combat. Talisman of Hashut: 5+ ward save. Thunderous Charge: Impact Hits (D6). Unnatural Resilience: Regeneration Warpfire: Units hit by stone thrower attack take Panic test with -1 penalty. Whirling Blades: Random Attacks (D6).
Troop Type Key: In = Infantry, WB = War Beast, Ca = Cavalry, MI = Monstrous
Infantry, MB = Monstrous Beast, MC = Monstrous Cavalry, Mo = Monster, Ch =
Chariot, SC = Special Character, SW = Swarm, Un = Unique, WM = War
Machine
112
A Warhammer Armies supplement for
The Game of Fantasy Battles
You will need a copy of Warhammer
to use the contents of this book.
6 5316266 443210 > games-workshop.com chaos-dwarfs.com
CHAOS DWARFS
The Chaos Dwarfs are slavers and industrialists without compare.
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, their hordes of wretched greenskin
slaves and their half-sentient Daemonically possessed war machines.
Combining the unyielding character and cunning artifice of the
Dwarfs with evil sorcery and numerous expendable troops, the
Chaos Dwarfs are a threat – and a challenge – like no other.
Inside you will find: A bestiary describing every unit,
monster, hero and war machine in the
army.
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.
Warhammer: Chaos Dwarfs is one of a series of
supplements for Warhammer. Each book in the series
describes in detail an army, its history and its heroes.
ENGLISH LANGUAGE