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Page 1: Army Book - Chaos Dwarfs [2010]
Page 2: Army Book - Chaos Dwarfs [2010]
Page 3: Army Book - Chaos Dwarfs [2010]
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CHAOS DWARFS

3.10

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INTRODUCTION ..................................................................3 THE DAWI'ZHARR ................................................................4

Chaos Dwarfs ...........................................................6

The Road to Ruin .....................................................8

Zhargon the Great ...................................................10

An Age of Malice ...................................................12

The Dark Lands ......................................................14

The Invention of the Dawi'Zharr ............................18

A Legacy of Cruelty ...............................................20

Timeline - Centuries of Contempt .........................24

THE INFERNAL LEGIONS .................................................26 Army Special Rules ................................................28

Sorcerer Lords ........................................................29

Overlords ................................................................30

Despots ...................................................................31

Pyrophants ..............................................................32

Daemonsmiths ........................................................33

Chaos Dwarf Warriors ............................................34

Stormcallers ............................................................35

Hobgoblin Warriors ................................................36

Slaves ......................................................................37

Immortals ................................................................38

Acolytes of Hashut ..................................................39

Petrified Sorcerers ...................................................40

Mortal Engines ........................................................41

Hellborn Constructs .................................................42

Hobgoblin Wolf Riders ...........................................43

Black Orcs ...............................................................44

Ogres .......................................................................45

Bull Centaurs ...........................................................46

THE INFERNAL LEGIONS .............................................cont. Bull Centaur Doom Harnesses ...............................47

Altars of Hashut ......................................................48

Doomcannon ..........................................................49

Infernal Engines .....................................................50

Great Tauruses ........................................................54

Lammasu ................................................................55

Palanquins ..............................................................56

Ghorth the Cruel .....................................................57

Zhatan the Black .....................................................58

Astragoth ................................................................59

Lord Bhaal ..............................................................60

Hothgar Daemonbane .............................................61

Rykarth the Unbreakable ........................................62

Volgar the Mad .......................................................63

Ghuz Slavetaker .....................................................64

Gorduz Backstabber ...............................................65

THE LORE OF HASHUT ....................................................66 DAEMONIC UPGRADES ....................................................67 CREATIONS OF THE CURSED FORGES .........................68 A CALL TO RUIN ................................................................70 CHAOS DWARFS ARMY LIST ..........................................88 Lords ......................................................................91

Heroes ....................................................................93

Core Units ..............................................................95

Special Units ..........................................................96

Rare Units ..............................................................98

AFTERWORD ......................................................................100 SUMMARY ..........................................................................101

CONTENTS

Written by: Thomas Heasman-Hunt. Cover Art: John Blake.

Art: Apricotsoup, John Blake, Forgefire, Grupax, Ishkur Cinderhat, Igorvert, Marcus Leitdorf , M3lvin, Skink.

Book Design: Thomas Heasman-Hunt, based on original work by the Games Workshop Design Studio. Figure Painters: AngryBoy2K, Arekarkadiusz, Kris Aubin, bas_2312, Bassman, Paul Batchelor, Adam Benesz, Blackgonzo, John Blake, Borka, Dino, Exquisite Evil, GeOrc, Ghrask Dragh, Ghost, Grimstonefire,

Hammerhand, Thomas Heasman-Hunt, Ishkur Cinderhat, JMR. johnsen0107, Kendert, Kubasa, M3lvin, Malcolm Neill, Obsidian, Pyro Stick, Skink, Slim,

Snotling, Spiky James, Tjub, Ubertechie, Veski, Vexxus, Vulcanologist, Warh, Xander. Previous Editions of Chaos Dwarfs By: Alan Bligh, Allesio Cavatore, Rick Priestly, Jake Thornton, Grant William.

Special Thanks to: aka_mythos, John Blake, ChungEssence, Cornixt, Galadorn, Grimstonefire, Hashut's Blessing, Karmilis, klemanius, Servius, Slev,

Spartacus, Vulcanologist, Willmark, Xander, zobo1942 and everyone at Chaos Dwarfs Online, without whom this book would not have been possible.

"Black Orcs" rules taken from Warhammer: Orcs & Goblins by Jeremy Vetock. "Ogres" rules adapted from Warhammer: Warriors of Chaos by Phil Kelly.

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 Heasman-

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.

www.games-workshop.com www.chaos-dwarfs.com

2

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WHY COLLECT CHAOS DWARFS? 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 Chaos Dwarf 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 have a

variety of war machines and monstrous daemonic

constructions that they can unleash on their unfortunate

victims.

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 Dawi'Zharr. 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.

The Infernal Legions. 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.

A Call To Ruin. 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 In their citadels of black obsidian, the cruel and industrious Chaos Dwarfs plot the enslavement and

destruction of every other civilised race. With fire, iron and the most demented and inventive

imaginations in the world, they are truly a force to be reckoned with. This book provides all the

information you need to play a Chaos Dwarfs army in a game of Warhammer.

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THE DAWI'ZHARR

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 terrifying,

half-sentient Daemon-

machines.

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.

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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 their evil god

Hashut, 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.

LIMITLESS GREED For all their ambition, Chaos Dwarfs are remarkably short-

sighted and rarely stop to consider the long-term implications

of their plans. Their rulers, the conclave of Sorcerer Lords

who watch over the realms of the Dawi'Zharr from the

Temple of Hashut, are afflicted by a terrible curse that slowly

transforms their flesh to stone so that they live relatively short

lives – though the span of their years still eclipses that of

short-lived peoples like Men, Goblins and Skaven. Because

the Sorcerer Lords know they are doomed to die a horrible

death, transformed into lifeless statues, they ensure they

spread as much chaos and destruction as they can during their

lives, caring nothing for the generations that follow.

To this end, the twisted industry of the Chaos Dwarfs has

reduced their vast empire to a barren wasteland of smoking

slag pits, lakes of thick tar and mountains of smoking coal

and reeking refuse. Each Sorcerer Lord has an entire Legion

of warriors, engineers and craftsmen at his command, as well

as lesser Sorcerers like the Pyrophants who aid his rituals and

the Daemonsmiths who bend their warped talents to the

creation of tainted artefacts, and the labour of all these

unthinkingly loyal servants is spent on furthering whatever

maniacal aims their master may have dreamt up. All Sorcerer

Lords are at least slightly insane, not only from the horrifying

effects of the Sorcerers' Curse, but also from exposure to the

dark magic of Hashut, which is centred around the

summoning of Daemons and other fearsome spirits of the

Realm of Chaos. Even those who have managed to escape

relatively unscathed are rendered dangerously unstable thanks

to good, old-fashioned megalomania.

INFINITE CONTEMPT All Dwarfs believe themselves to be better than other

creatures. They are, they reason, simply tougher, stronger,

braver, cleverer and more lavishly bearded than any other

race, and so their innate superiority is simply undeniable. In

the evil Chaos Dwarfs, however, this understanding has been

truly perverted into outright xenophobia. Such is the power of

the Chaos Dwarfs in their own lands, that they consider all

other creatures to be completely expendable. As there is no

shortage of greenskins and other miserable folk in the

desolate Dark Lands, the Chaos Dwarfs have an almost

inexhaustible supply of captives whom they work to death as

slaves in their mines, quarries and factories, as well as using

them in battle.

Chaos Dwarfs will enslave anyone or anything that is

unfortunate enough to fall into their clutches. Ogres from the

Mountains of Mourn labour beside Men of the Old World and

Cathay and Skaven, Orcs and stranger creatures from far off

lands. The Chaos Dwarfs range far, fighting in their great

Legions on land and at sea, but almost always with the aim of

taking more slaves to be dragged back to the Dark Lands in

chains, to end their days choking in the sulphurous air of the

Plain of Zharr. The Chaos Dwarfs are not too proud to trade

with some of their neighbours, and produce many of the

weapons, armour and engines of destruction used by the other

mortal servants of the Dark Gods. But a bargain with the

Chaos Dwarfs is never undertaken lightly, for they may turn

on a supposed ally as soon as it is more profitable to do so,

and they always keep the secrets of their arcane engineering

to themselves, lest their own weapons be used against them in

turn.

A GOD OF DARK FIRE The Chaos Dwarfs worship but one Chaos God, and he is

known as Hashut, the Father of Darkness. What his origin and

his relationship to the pantheon of Chaos may be is known to

none but the oldest and most powerful Sorcerer Lords, and

they guard such secrets with their lives. What can be surmised

is that Hashut is a terrible god of fire and destruction. He

appears to his followers in the form of a mighty bull,

wreathed in flame and shadow, surrounded by roiling clouds

of smoke and ash. His breath is thunder and his eyes glow

with a furious malice.

Hashut does not take an interest in his servants like the other

Chaos Gods, and it instead falls to his priests, the Sorcerer

Lords, to interpret his will as they see fit. To their ancestors,

Hashut taught the secrets of his magic, and his foul

incantations are still practiced to this day. Chaos Dwarfs do

not wield magic in the manner of Elves and Men,

manipulating the raw force of the Winds of Magic, but

instead use complex rituals to summon and bind Daemons

and fire spirits known as K'daai to their will. With such

entities at their command, Chaos Dwarf Sorcerers can blast

their enemies with spectral flames, or cause the ground to

erupt in a storm of molten rock. Alternatively, the

Daemonsmiths may instead bind their infernal captives into

machines or weapons, creating artefacts of terrible destructive

power, or use their darkly won knowledge of metallurgy to

melt and control solid iron or steel. Only in the mighty

Sorcerer Lords are these two branches of Daemonic mastery

brought together to produce the awesome Lore of Hashut.

CHAOS DWARFS

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The origin of the Chaos Dwarfs lies in the same place as their

Western 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.

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 fastnesses, 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 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.

THE FATHER OF DARKNESS 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; perhaps

brother to the Fire Mouth worshipped by some Ogre tribes, or

even the very same entity. 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 and jealous

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.

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

THE ROAD TO RUIN

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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 summon magical creatures from the Realm of

Chaos, 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

Overlords 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 the powerful Overlords who

commanded armies of their own kinsmen known as Legions.

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 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 RISE OF THE SORCERER LORDS The power of the Overlords was finally shattered, and the

Sorcerers of Hashut emerged from their isolation to usher in

the next period in Chaos Dwarf history. The Sorcerers were

the Priests of Hashut, and promised to lead the Chaos Dwarfs

to glorious victory. They told the Legions 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,

each taking command of one Legion, all housed in a great city

which they built with their sorcery from black obsidian. So

began the Second Kingdom period.

The mighty tower of Zharr-Naggrund was large enough to

house all the Chaos Dwarfs, but the Sorcerer Lords 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 Orcs and

Goblins. This time they expanded their sphere of influence

steadily so that the fractious 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.

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

Lord 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 Lord of all:

Zhargon.

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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

had now begun 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.

THE GHOUL KING In the far south of the Dark Lands, a new threat arose. The

degenerate Crypt Ghoul tribes lurking below Cripple Peak,

the descendants of the ancient tomb-scavenging servants of

Nagash, united for the first time under Vorag Bloodytooth,

one of the cursed scions of Lhamia who had fled the defeat of

Nagash, the great Necromancer, a millennium before. Adrift

and alone in the desolate southern Dark Lands, Vorag had

degenerated into a foul, bestial monster, the first of the Ghoul

Kings. Vorag and his vile followers 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. The Chaos Dwarfs called

upon Zhargon to avenge this affront and, though he had not

been seen outside the Temple in over a century, he emerged

from his isolation. Most had assumed he had succumbed to

the Sorcerers' Curse, but he showed no sign at all of

petrification. He was encased in a suit of golden Chaos

armour and it was clear he had used some enchantment to

preserve himself and now led the combined Legions 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 prolonging his life.

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. However, Zhargon

had underestimated Vorag: never before had the Dawi'Zharr

encountered the undead and their mighty Vampire lords.

Repelled by vortices of dark magic and skies filled with

screeching, skeletal beasts brought into an unholy facsimile of

life from the raw material of the Plain of Bones, Zhargon's

mighty army was decimated and forced to retreat to the Plain

of Zharr. Only when Vorag was slain by a random shot from

a Goblin bolt thrower during the siege of Mount Grey Hag

would his dominion finally be ended.

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 weaponry and magic, and the Chaos Dwarfs rebelled

en masse, beginning a devastating civil war.

ZHARGON THE GREAT

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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 golden 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

daemonic incantation 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.

ZHARGON'S LEGACY 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

Sorcerer Lords 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 Sorcerer Lords 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 had begun to be

restored to its former glory and the Dawi'Zharr were

ascendant once again.

Zhargon's legacy was to convince the Sorcerer Lords 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 Legions drawn from their own kin.

These ties of blood and honour meant that Chaos Dwarf

society became divided into many disparate realms known as

Clans, 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 Sorcerer

Lords. The Bull Centaurs continued to guard the Temple of

Hashut, serving at the command of the Priesthood, 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.

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.

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Freed from the oppressive traditionalism of Zhargon's rule,

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.

THE BLACK ORC REBELLION While there had been other slave uprisings in the pits before,

they had always proved easy to quash, and the fractious

greenskins were incapable of maintaining their momentum

after the initial breakout – denied their banners, warlords and

shamans, they were unable to harness their intrinsic Waaagh!

energy that made them such a force to be reckoned with

elsewhere. Under the command of the intelligent and

resourceful Black Orcs, however, it was a different story. So

powerful and oddly charismatic were these brutes that other

Orcs instinctively obeyed them, putting aside their infighting

and taking up arms en masse. Even the cowardly Goblins

were swept up in the excitement and soon thousands upon

thousands of slaves were rising up together, both literally and

figuratively, advancing up the levels of Zharr-Naggrund battle

by bloody battle, slaughtering Chaos Dwarfs and liberating

other greenskins as they went.

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 mercenaries bought with the

promise of loot and pillage.

EXPANSION AND SUBJAGATION 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 fortified complex there. They also established

the Black Fortress near the Flayed Rock to watch over the

Desolation of Azgorh and a fell citadel at Daemon's Stump.

They quarried stone from Gash Kadrak, the Vale of Woe, and

recruited the vile Sneaky Gitz 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 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.

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.

A NEW POWER In recent centuries, the most powerful Sorcerer Lord 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.

AN AGE OF MALICE

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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 save for 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.

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The Chaos Dwarfs are as much a product of their foul

homeland as they are their bloody history.The seemingly

endless waste between the Worlds Edge Mountains and the

Mountains of Mourn known as the Dark Lands 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 and 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

furious volcanism also draws the Wind of Aqshy down from

the Realm of Chaos so that the Dark Lands are saturated in

the infernal energies of fiery Bright Magic, providing succour

for the K'daai and Great Tauruses that live there.

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 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. Rising

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. Each level

of the city is restricted to members of a certain Caste –

members of higher Castes may move through the lower levels

at will, but no Chaos Dwarf may venture higher than his

station allows, except at the behest of one of the Sorcerer

Lords. Fittingly, the highest level of the city is given over to

the Temple of Hashut, within which the Priest Caste, of which

the Sorcerer Lords are the most powerful members, perform

the gruesome rites of the Father of Darkness. Highest of all is

a huge statue of Hashut himself, a gargantuan iron bull with a

vast furnace in its belly so it constantly glows dull red.

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 Sea of Dread in the distant south.

THE DARK LANDS

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 Sorcerer Lords 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 the city 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.

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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 caravans

carrying the coal and precious minerals that they mine travel

across the Dark Lands to the Plain of Zharr.

Gorgoth's garrison is composed of many thousands of

Warriors and a number of Sorcerer Lords make their home

there. There are many reasons for such self-imposed exiles,

but most who reside so far from Zharr-Naggrund are merely

keeping an eye on their valuable mining interests. There are

dark rumours of vile experiments performed on some of the

numerous captives in the pens of Gorgoth by some of the

more inventive Sorcerer Lords and their servants though: with

so many helpless captives at their disposal, it is not surprising

that some fiendish Chaos Dwarfs have chosen to revisit the

terrible arts of fleshcrafting that inflicted the Black Orcs upon

the world.

THE GREAT SKULL LAND 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.

Uzkulak, the Place of the Skull, is a bleak and macabre

fortress, a tall, walled city of iron and basalt, with deep

foundations built into the bedrock of the mountains. As the

gateway to the realm of the Chaos Dwarfs, it is necessarily

formidable, and millions of slaves are herded through its

foreboding gates as the fleets make harbour after raids to the

north. Even the servants of the Chaos Gods have reason to

fear the name of Uzkulak, for imprisonment within its

sepulchral depths, denied the opportunity for glory, is

considered by most a fate worse than death. Though the

Marauder tribes covet the fortress, the majority have found it

safer to ally with the Dawi'Zharr there, and provide a tribute

of slaves in exchange for weapons and war machines.

THE ENCLAVES The Chaos Dwarfs maintain a number of other fortresses,

including various fastnesses and watch towers in the

Mountains of Mourn and along the edge of the Eastern

Steppes to keep a watch on their Ogre and Hobgoblin

neighbours. Their two largest keeps are the Daemon's Stump

and The Black Fortress.

Daemon's Stump is the site of an ancient cataclysmic battle

between a huge army of migrating Ogres and a horde of

Khornate Daemons. The residual energy from the storm of

magic that this created still permeates the air around

Daemon's Stump and it is a particularly fecund region for

summoning Daemons, so much so that it was to Daemon's

Stump that Hothgar Daemonbane, the most accomplished

Daemonsmith of his generation, fled during his exile. The

bowels of Daemon's Stump are given over to cavernous

arcane laboratories and hellforges wherein Daemonsmiths

summon and capture Daemons as raw material for their

experiments. Sometimes Daemons can even be induced to

fight alongside the Chaos Dwarfs, and will appear in the

region of Daemon's Stump spontaneously to aid the

Dawi'Zharr, though why they would do this is a mystery.

The Black Fortress lies to the south of the Dark Lands,

between the Flayed Rock and the Sentinels, on the River Ruin

but overlooking the Desolation of Azgorh to the west. Like

Gorgoth, it is home to a number of Sorcerer Lords in exile

from Zharr-Naggrund, but in this instance not of their own

volition. The Black Fortress has long been a convenient place

for the Conclave to send those members of the Priesthood

who have become inconvenient or disgraced themselves

somehow. Similarly, those Chaos Dwarf Warriors who have

committed some shameful or cowardly act often find their

way to The Black Fortress where they join the penitent ranks

of the Infernal Guard. In this way, outcasts from Zharr-

Naggrund form their own Legions, guarding the frontier

along the Desolation of Azgorh.

The Sorcerer Lords are content to allow this as it would still

be unthinkable for this force to be turned against Zharr-

Naggrund, and so the exiles act as a useful bulwark against

invasion. Decades ago, one particularly visionary Sorcerer

Lord did rise from the Black Fortress and threatened the

dominance of Zharr-Naggrund, but the fates proved fickle,

and it was the hubris of a human Chaos Lord that undid him.

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

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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.

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 fractious race 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 so-called Haunted 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. Opportunistic Chaos

Dwarf warbands will sometimes trek into the depths in search

of magical artefacts left behind by the Old Ones, for the

Haunted Forest was once part of the domains of the

Lizardmen, 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.

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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.

MALEVOLENT INDUSTRY It is not surprising therefore 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 caravans, 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 they can defend themselves

if attacked.

DARK ARTIFICE 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 Daemonsmith 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 Doomcannon, legions of

murderous Hellborn Constructs and the most dangerous of all

their creations: huge Infernal Engines. Such beasts of iron are

unnatural abominations, flesh melded with metal to create

sentient creatures bound into the hulls of fearsome

THE INVENTION OF THE DAWI'ZHARR

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cannon or tanks. Some of these machines are relatively

mundane: they may simply use Daemons as a power source,

or to instil their 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.

TWISTED INGENUITY 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 powerful denizens of Dark Lands,

namely the Great Taurus and the Lammasu. These huge

winged beasts, dating back to the Time of Chaos, are believed

to have once been Chaos Dwarfs just like the Bull Centaurs.

While already dangerous, the Sorcerer Lords have a

considerable stable of captured specimens that are bred,

mutated and augmented with techno-magical parts to make

them even more powerful. Great Tauruses and Lammasu are

ridden into battle by the leaders of the Chaos Dwarfs, but they

are not slaves – indeed, Lammasu are highly intelligent and

powerful wizards in their own right.

The art of alchemy has not bypassed the Chaos Dwarfs either.

Their natural Dwarfish affinity for metallurgy means that the

transmutation of base metals into gold is one of the first

daemonic 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 Doomcannon and Mortal

Engines are frequently packed with dangerous chemical

explosives.

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. Chaos Dwarfs do not expend the

lives of slaves needlessly of course, for slaves have value

(even Gnoblars), but experimentation has its price.

THE HAMMER OF HASHUT A memorable experiment in recent years was the Hammer of

Hashut. This was a rocket the size of a fortress tower built by

the Sorcerer Lords 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 Doomcannon or Mortal Engine, and there

seemed to be no reason that the sound principle 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.

As with all things in Chaos Dwarf society, any

experimentation is blighted by the narrow horizons of the

Sorcerer Lords, who always seek to further their own aims

and resent building upon the successes of their predecessors.

Unlike the chaotic Skaven though, there are Chaos Dwarfs

capable of forward planning and thinking beyond saving their

own skin – these visionaries, like Ghorth the Cruel and

Zhargon the Great before him, are a terrible danger to the rest

of the world, as only they can see the ultimate potential of

some of the Chaos Dwarfs' strangest innovations. Even now,

dozens of Daemonsmiths labour at the behest of Ghorth,

dreaming up the next super-weapon to blight the world.

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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 dared to attack the Place of the Skull

in over five centuries, 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 Overlord 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 Sorcerer Lords. 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. There was only one solution: to amass an army of a kind

never before seen fighting in the name of the Dawi'Zharr.

AN UNCONVENTIONAL FORCE 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

A LEGACY OF CRUELTY

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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!"

MASSACRE BEFORE THE GATES 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.

THE JARL'S STAND 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, drawing blood . But with a single mighty

swing of his huge Rune Axe, 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.

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 have heard 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

Overlord 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

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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.

BIRTH OF A LEGEND 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 Sorcerer Lords dispatched a force of

Immortals led by Rykarth the Unbreakable 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 battered knot 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.

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 Daemonsmith 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 a legion of the scarred

and mutated Hellforge Guard, deployed as infantry, but the

core of his force were his beloved constructions: marching

alongside his flesh and blood troops he had rank after rank of

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iron golems, each possessed by the spirit of a fearsome K'daai

fire Daemon, and towering Infernal Engines, each one bound

with one or more daemonic spirits. Behind them, rolling on

huge wheels or dragged by enslaved Ogres came battery after

battery of Doomcannon. The greatest of all his arcane

machines though was a 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 and

the Daemonsmith himself rode upon its back.

A WORTHY FOE This terrifying force of Daemonic machines 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 possessed 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 such pitiful devices held no fear

for Hothgar. He laughed and ordered his creations 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 Hellsmiths 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 Hellborn 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 by 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 Automata 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.

A CITY AT WAR

Zharr-Naggrund is a city at war with itself,

divided as it is between the ambitious Sorcerer

Lords. Each of them 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.

23

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c -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.

c -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.

c -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.

c -3500 Abandoned by their gods, the Dwarfs of Zorn Uzkul turn to

the worship of Hashut, the Father of Darkness.

c -3450 Hashut leads his worshippers to the Plain of Zharr, where

they begin to build mines and quarries.

c -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 Overlord 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 Sorcerer Lords 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.

-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,

some are captured and brought to Zharr-Naggrund and stabled

below the Temple of Hashut. Soon after, the first Lammasu is

born.

-714 Zhargon goes into isolation, seeking a cure for the Sorcerers'

Curse. During this time, he first discovers the prophecy of the

Everchosen of Chaos.

-700 The Chaos Dwarf armies drive many Ogre tribes from the

Dark Lands in a series of cataclysmic conflicts known to the

Ogres as the Ash Battles. The two races each return to their

homelands with a grudging respect for one another.

-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 of the evil Ghoul

Kings. 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.

-545 The Sorcerer Lords finally succeed in restoring Chaos Dwarf

society to its former status. Tens of thousands more slaves are

acquired from throughout the Dark Lands.

CENTURIES OF CONTEMPT A TIMELINE OF THE CHAOS DWARFS

Chaos Dwarf society has been largely isolated from the events in the Old World throughout its existence but in recent centuries

they have made common cause with the mortal Lords of Chaos and have thus come into contact with the inhabitants of that

region, who now curse their names. Already, the stage is set for a Dawi'Zharr incursion of unprecedented scale. The Chaos

Dwarfs have their own complex dating system, but the Imperial Calendar has been used here for clarity.

24

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-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.

223 Chaos Dwarfs and Daemons fight Ogres for possession of

Daemon's Stump. The Ogres are defeated and routed as they

attempt to cross the River Ruin, which runs red for a week

after the slaughter.

500 Rich volcanic deposits are first mined at Gorgoth.

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 Great

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.

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 captives in

the bleak, sunless Dark Lands.

1720 The Chaos Dwarfs begin trading with the northern tribes in

earnest. Amongst their first creations for their new allies is

the Banner of Gods, crafted from Daemonbone.

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 war machines face down the hideous

creations of Clan Moulder and the arcane engines of Clan

Skryre in the darkness below the earth.

2148 Astragoth – then known by the epithet 'Ironhand' - 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.

2302 – 2304 The Great War Against Chaos pits the Men of the Old World

against a vast horde of Chaos Warriors, Daemons and

Beastmen surging out of the Chaos Wastes. Legions of Chaos

Dwarfs march beside them, and Astragoth agrees to turn the

forges of the Plain of Zharr over to Asavar Kul, the

Everchosen of Chaos.

2452 Zhatan, already a protégé of Ghorth the Cruel, becomes the

Banelord of the Immortals. Ghorth's power is unmatched.

2500 Hothgar Daemonbane's latest experiment destroys several

laboratories in the lower levels of Zharr-Naggrund. He is

exiled to Daemon's Stump for the good of the city.

2510 Drazhoath the Ashen allies the Legion of Azgorh with

Tamurkhan, a mortal Chaos Lord of Nurgle, and the vast

combined host launches an assault on The Empire. They are

finally defeated outside the gates of Nuln. 2515 The Black-Iron Reaver, Lord Mortkin, leads another host of

Chaos into The Empire. With the help of Hothgar

Daemonbane's Doom Engines, he lays waste to the city of

Volganof before his death.

2518 The Great Hobgobla Khan, overlord of the Hobgoblin tribes

of the steppes, sends envoys of friendship to Zharr-Naggrund

as well as a great tribute of slaves from the east.

2521 Archaon, the Everchosen of Chaos, begins to gather the might

of the north to his banners for a second apocalyptic incursion

into the Old World in as many centuries. He personally

brokers a deal to secure batteries of Doomcannon as well as

other Daemonic war engines, tainted weapons and Chaos

armour in unprecedented quantities.

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THE INFERNAL LEGIONS

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 Infernal 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.

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On this page you will find all the rules that apply either to the

entire army or to several units the army. These rules are

integral to the way than a Chaos Dwarfs army works on the

battlefield. Special rules that apply to just one or two units in

the army 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 it 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 ZHARR 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

Zharr 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 is the master of molten rock and fire.

Those who are high in his favour may stride through a river of

magma and emerge unscathed, or even withstand the infernal

energy of a magical firestorm.

Units with the Blessing of Hashut rule have a 2+ ward save

against Flaming Attacks.

DISPOSABLE The Chaos Dwarfs use masses of slaves for labour, sacrifices

to Hashut and as part of their armies. 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.

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

be joined by characters without the Disposable rule, nor can

they ever benefit from the Bondage of Zharr special rule.

CHAOS ARMOUR The Chaos Dwarfs are rightly known as the blacksmiths of

Chaos and they craft the suits of magical Chaos armour, each

of which contains a portion of the very essence of Chaos.

Chaos armour grants a 4+ armour save.

ARMY SPECIAL RULES

28

BOUND DAEMON 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.

Units with the Bound Daemon rule are Unbreakable,

Unstable and are subject to the Rampage special rule, as

described below. All of a Bound Daemon's attacks –

including any ranged and special attacks it may have –

are magical and they are affected by any special rule or

spell that has a particular effect on Daemons. RAMPAGE At the beginning of the turn, if a unit which contains at

least one model with the Bound Daemon rule is not in

combat, it must take a Leadership test using its

unmodified Leadership. You may not use the battle

standard bearer's 'Hold Your Ground!' rule to re-roll this

test. If the test is passed, the unit may behave as normal.

If the test is failed, the unit may not shoot but gains the

Random Movement (2D6) rule. Pivot the unit to face the

nearest enemy unit before moving it. If a double is rolled

for its Random Movement, every model in the unit

immediately suffers a Wound with no saves of any kind

allowed. Bound Daemons that are subject to Frenzy will

benefit from the Extra Attack rule as normal, but ignore

the rules for Berserk Rage (this already being taken into

account with Rampage).

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The undisputed rulers of Zharr-Naggrund are the Priests of

Hashut, more commonly known as the Sorcerers. The

Sorcerers form a Caste unto themselves, living in and ruling

from the Temple of Hashut at the peak of the great obsidian

city of Zharr-Naggrund and the Sorcerer Lords are the oldest

and most powerful of their number, forming the Conclave that

governs the Chaos Dwarfs' empire. Each Sorcerer Lord rules

a part of the city and all the Chaos Dwarfs and slaves who

live in those areas. They are all 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 Daemon-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 Sorcerer Lords rarely remain in

power long enough to upset the status quo. Once a Sorcerer

Lord 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, the Sorcerer Lords are powerful magic users.

The incantations of Chaos Dwarfs differ from those of other

races: they do not try to harness the Winds of Magic like the

wizards of Men, but instead draw power from the Daemons

and other magical creatures of the Realm of Chaos. A Chaos

Dwarf Sorcerer might throw a fireball like an Imperial Bright

Wizard, but any scholar of thaumaturgy would instantly

recognise that the Chaos Dwarf's magic missile is composed

of dark, writhing fire spirits, and that it explodes with an

unearthly eldritch scream.

Only Sorcerer Lords have full mastery of the Daemon-magic

of Hashut. The lesser Sorcerers who serve them, known as

Pyrophants and Daemonsmiths, focus on but one aspect of the

Father of Darkness's hellish power, but a Sorcerer Lord is

party to the darkest rites and has learned his skill from the

most blighted tomes of evil knowledge. Ironically though, age

and the Sorcerers' Curse robs Sorcerer Lords of the ability to

make full use of their vile secrets. They no longer have the

time or energy to devote to manufacturing arcane engines and

so leave such trinkets to their Daemonsmith followers.

Likewise, the burning piety of the Pyrophants strikes most

Sorcerer Lords as naive and small-minded, even as they steep

themselves in the teachings of Hashut. Indeed, Sorcerer Lords

are so physically feeble that they must be carried around on

their followers atop a Palanquin, or ride on the back of a

Lammasu or Infernal Engine. Most Sorcerer Lords have legs

or entire lower bodies made from inert stone, and cannot

move under their own power at all. When a Sorcerer Lord's

hands begin to turn to stone, his magical power begins to

wane too, and he knows his time as master is almost over.

M WS BS S T W I A Ld

Sorcerer Lord 0 4 3 4 5 3 1 1 10

TROOP TYPE: Infantry (Character).

MAGIC: Sorcerer Lords are Wizards that use the Lore of

Fire, the Lore of Metal or the Lore of Hashut.

SPECIAL RULES: Bondage of Zharr.

Sorcerers' Curse: As Chaos Dwarf Sorcerers age and grow

in magical power, their bodies begin to turn to stone from the

feet upwards. While this change is horrifying and painful, it

does grant them a measure of natural protection. Models with

the Sorcerers' Curse special rule have a natural armour save

determined by their magic level. A Level 1 Wizard has not

yet succumbed to the Curse so gains no advantage, but a

Level 2 Wizard has a 6+ armour save, a Level 3 Wizard a 5+

armour save and a Level 4 Wizard a 4+ armour save. Like the

Scaly Skin special rule, this may be combined with ordinary

armour and other save bonuses. Furthermore, models with the

Sorcerers' Curse cannot be wounded automatically by

Poisoned Attacks – these must always roll To Wound.

Feet of Stone: Sorcerer Lords are already partially solid stone

and cannot move under their own power. Unless they have a

mount, Sorcerer Lords may not normally move (except by

magical means, etc.), may not charge, pursue or flee and if

they lose a break test in close combat, they are killed

automatically.

SORCERER LORDS

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Amongst the Dawi'Zharr, 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 Lord will ensure he has a steadfast lieutenant at

his side instead of a potential threat to his position.

Each Sorcerer Lord is normally served by a single Overlord, a

supreme warrior who enacts the will of his master on the

battlefield. An Overlord is a terrible, inscrutable foe. Unlike

those below him who crave greater influence, an Overlord 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 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.

An Overlord will usually be gifted with the most powerful

weapons and armour that the soul-forges of his master can

produce. Chaos Dwarfs are one of the few races that can

produce magical artefacts with any reliability, and even the

youngest and least experienced Overlords will go to war with

considerable arcane might at their disposal. Their weapons

are usually bound with evil and powerful sprits or Daemons

and, saturated with dark energy, glow with writhing black

fire. Like all Warriors, Overlords wear Chaos armour, suits of

all-enclosing plate iron wrought with baleful sigils and leering

daemonic faces.

Occasionally, an Overlord may emerge whose ambition and

strength of will eclipses that of his Sorcerer Lord master. As

Sorcerer Lords age, they begin to transform into stone and

become increasingly feeble; they can no longer coordinate

their forces, and the Overlord will begin to set his own

agendas. Eventually, he might become almost completely

autonomous, spending longer and longer away from Zharr-

Naggrund. The Sorcerer Lord may succumb to the Curse in

his general's absence, and then the Conclave 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. Such individuals threaten the stability

of Chaos Dwarf society and will be mercilessly hunted down

so they may be brought to justice. Inevitably this proves

easier said than done, and bloody battles have been fought in

the Dark Lands against Overlords gone renegade and their

hordes of slaves and savage Chaos Dwarf followers.

Whatever their allegiance, Overlords are the most skilled and

dangerous fighters in any Chaos Dwarf army. Only the

mightiest Chaos Champions, brutal Orc Warlords and the fell

Vampire Counts of Sylvania can stand up to them when in

their full panoply of war. Dwarf Lords are particular foes of

Overlords and will always seek them out to avenge the most

ancient of grudges, and then the clash of runic and daemonic

weaponry reverberates through the very fabric of reality.

M WS BS S T W I A Ld

Overlord 3 7 4 4 5 3 4 4 10

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Unyielding, Bondage of Zharr.

UPGRADE: Hellforged Artefact: An Overlord may upgrade one

mundane piece of equipment (except a mount) to a Hellforged

Artefact. The Hellforged Artefact counts as a magic item of

its type for the purposes of the Balance of Power rule (so you

could not take a magic weapon if you upgraded the Overlord's

hand weapon to Hellforged, for example) but does not count

against his magic item limit.

A Hellforged Artefact grants its wielder the Bound Daemon

special rule and also endows him with one Daemonic

Upgrade (see page 67). 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 it grants:

D6 Upgrade

1 Ferocious

2 Fiendish Blast

3 Immortal Hunger

4 Favour of Hashut

5 Obsidian Hull

6 Blazing Body

OVERLORDS

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While an Overlord may lead each Legion of a Sorcerer Lord's

Warriors, most of the day-to-day running of his domain is

carried out by Despots. These Warriors are skilled and

experienced veteran soldiers who have served for decades or

even centuries in the front line of a Chaos Dwarf slaving

band. They may fill a variety of roles, such as commanding

garrisons, drilling troops in the barracks or captaining

steamships, but their word is law, for they are the direct

servants of their Sorcerer Lord, and speak with his voice, and

hence the voice of Hashut.

In battle, the Despots serve as lieutenants of the Overlord,

using their considerable ferocity and battle knowledge to

anchor the line. With the authority of their masters behind

them, a Despot's orders are just as unquestionable. Like all

Warriors in a Sorcerer Lord's army, a Despot will be distantly

related to his master, but they are not promoted to their

position due to nepotism, for blood ties between Castes are

rarely acknowledged except to bind members of a Clan to one

Sorcerer Lord. Instead, Despots must prove themselves in

battle. Often, they will have served in the Immortals, and

earned glory fighting in all corners of the Dark Lands and

beyond. All Chaos Dwarf Warriors dream of reaching the

rank of Despot, as this is the only way to wield any true

authority in Zharr-Naggrund without being a Sorcerer.

Because of this, Despots are arrogant and cruel, even by

Chaos Dwarf standards, making the most of the relatively

little power that they have. All members of lower Castes

therefore live in fear of Despots, for while a Sorcerer Lord

would never even acknowledge an Artisan or Labourer, a

Despot will find any excuse to mete out brutal punishment.

A Despot will always seek to rise to the position of Overlord,

and some Chaos Dwarf Legions will see a microcosm of the

infighting that exists in the Temple of Hashut between the

Despots, with each trying to rise above his fellows and attract

the attention of the Sorcerer Lord. Assassination is not

unknown, with unscrupulous Despots sometimes making use

of Hobgoblin hirelings to arrange unfortunate 'accidents' or

even simply cutting their supposed allies down in the chaos of

battle and blaming the enemy in the aftermath. Sorcerer Lords

turn a blind eye to this kind of thing, believing the squabbling

results in the strongest rising to power as is only right and

trusting their Overlord to deal with any serious problems that

arise. While the Despots plot bitterly against one another,

only a truly desperate individual would make plans to directly

oust the Overlord, for the consequences of such a plan going

awry would be truly dire. There are always exceptions

though...

One Despot in a Chaos Dwarf Legion will be given the

honour of bearing the Sorcerer Lord's personal standard. This

is seen as a sign of great favour and the Despots vie fiercely

for the task, but it can quite often be a double-edged sword:

not only is a Chaos Dwarf battle standard likely to be an icon

tainted by the powers of Chaos, crafted from daemonbone or

bound with unquiet spirits that warp the bearer's body and

mind, but the large, ornate flags also attract the enemy's

attention. Cunning Overlords therefore sometimes give the

job of bearing the standard to an ambitious Despot they think

may be getting too big for their hat, as the Dawi'Zharr say,

banking on them being too tempting a target to survive the

battle. If they survive, perhaps they have some potential after

all, but if not, there are plenty more volunteers.

M WS BS S T W I A Ld

Despot 3 6 4 4 5 2 3 3 9

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Unyielding, Bondage of Zharr.

DESPOTS

Tzar Petyr wheeled his horse around and

gestured behind him at the ranks of

Kislevite warriors that filled the mouth of

the gorge. "There is no way out of this

valley, Dwarf!" he bellowed across the

bare stretch of frozen rock that separated

his host from the small knot of Chaos

Dwarf troops. "I will let you and your

followers leave unmolested if you

surrender now. You have fought bravely,

but if we are forced to destroy you all,

more lives will be lost. This fight is done."

Despot Dhurzhan shook his head bleakly. "I

have been given my orders. I will hold to the

last Dwarf. That is the word of my Sorcerer

Lord, and I shall follow it without question.

It is The Order of Things."

The Tzar stared at him in disbelief. "Do you

really want to give up your life for 'The

Order of Things'?"

Dhurzhan gave a dry chuckle. "It is not my

life to give up, manling...And it never was."

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When a member of the Sorcerer Caste has completed his

training as an Acolyte of Hashut, he becomes a full member

of the Temple and there are a number of paths open to him.

The vast majority of Sorcerers are ordained as Priests of the

Father of Darkness, for this is the path that leads most directly

to becoming the Sorcerer Lord of their Clan. Even at this

early stage in their careers, Sorcerers are ferociously

ambitious. As Priests, these young Sorcerers are initiated into

the clandestine rites of Hashut, and they learn the true secrets

of summoning and binding the denizens of the Realm of

Chaos and bending them to their will.

While a Daemonsmith may be more interested in using these

enslaved entities to create powerful artefacts and machines

and may therefore experiment with a number of different

techniques and subjects to achieve his esoteric aims, ordinary

Priests lack the imagination and patience for this. Being

ambitious and reckless, they wield the magic of Hashut as a

blunt instrument, seeking to use it to blast their enemies as

quickly and efficiently as possible. To this end, most

Sorcerers are content to bind to their will the most readily

available entities and, in the Dark Lands where the Wind of

Aqshy blows most strongly, these are the Fire Daemons

known as K'daai.

Unlike the servants of the four most powerful Chaos Gods,

K'daai do not have the protection of a mighty patron, nor do

they have the will to manifest in any great strength. They are

mindless, almost animalistic creatures, as uncontrollable and

wavering as the flames that make up their strange forms.

They trouble the world of mortals very rarely, but they can

make powerful weapons for Chaos Dwarf Sorcerers.

Because Chaos Dwarfs cannot control the Winds of Magic

directly like other races, they must use their ability as binders

of Daemons to summon and control K'daai, which they then

twist and shape into the desired form before using them with

the same effect as eldritch blasts of pure magic. Though they

are as blind as other Dwarfs to the Wind of Aqshy, with the

K'daai at their command a Chaos Dwarf Sorcerer can be as

formidable as a skilled pyromancer of the Bright College of

Altdorf.

Because of this apparent mastery over fire, Sorcerers of this

kind of known as Pyrophants. A Pyrophant is not only a

powerful wizard, but his scouring of the Realm of Chaos for

his infernal slaves means he is steeped in arcane lore and

forbidden knowledge. Pyrophants often demonstrate their

mastery with flamboyant accruements themed around the

subject of fire and Hashut. They may carry burning brands or

blazing torches with them wherever they go. Their mastery is

tied into the sacred rituals of the Father of Darkness, and they

therefore think of themselves as more pious than their

Daemonsmith contemporaries, who dilute their achievements

with their obsession with filthy metal and childish

mechanisms.

Like Acolytes of Hashut, Pyrophants are zealous and fervent

in their worship. They will often sing the Dirges of Hashut

themselves and join with Acolytes in their sonorous chanting.

In battle, they may be so in tune with one another – literally

and figuratively – that the Acolytes' Dirges aid the Pyrophants

in their Daemon summoning and increase the effectiveness of

their magic. So it is that Pyrophants will often use Acolytes of

Hashut as a bodyguard, both benefitting from their presence

and allowing them to learn from them in turn. Sorcerer Lords

look upon the enthusiasm of young Pyrophants with a certain

fondness, knowing that it will fade with time and the

Sorcerers' Curse, and also that such passion distracts them

from plotting against their master.

Only older Pyrophants, who have learned all that the didactic

rituals of the Temple can teach them, will be ready to ascend

to the status of Sorcerer Lords themselves, and when the old

incumbent dies, they will fight amongst themselves for rule of

the Clan. This is a dangerous time, for Daemonsmiths also

come to the fore, and many Clans down the ages have been

destroyed by infighting between the rival schools of

Sorcerers.

M WS BS S T W I A Ld

Pyrophant 3 4 3 3 4 2 2 1 9

TROOP TYPE: Infantry (Character).

MAGIC: Pyrophants are Wizards that use the Lore of Fire.

SPECIAL RULES: Unyielding, Sorcerers' Curse (see page

29), Flaming Attacks.

Dirgemaster: Any Pyrophant that has joined a unit of

Acolytes of Hashut has a +1 bonus to all channelling

attempts.

PYROPHANTS

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Chaos Dwarf Sorcerers may be drawn from any of the lower

Castes, as the talent to perform the rituals of Hashut arises as

randomly as magical potential in other races. Most leave their

pasts behind them, happy to forget the ignominy of being a

lesser creature, but not all completely forget what they may

have learned in the lower levels. Those Sorcerers who were

born amongst the Artisans are sometimes reluctant to let go of

their natural inclination towards craft and design. No doubt

their Dwarfish nature has some part to play in this, for all

Dwarfs – corrupted or not – share a love of finely wrought

objects and cunning machineries. These Sorcerers, who use

their newfound ability to summon Daemons in the creation of

powerful arcane artefacts, are known as Daemonsmiths.

In many ways, Daemonsmiths are the lifeblood of the Chaos

Dwarfs' empire. While Pyrophants are ambitious and Sorcerer

Lords are the driving force behind the works of the

Dawi'Zharr, the labours of the Daemonsmiths are required to

allow the Chaos Dwarfs to make war, and to generate the

trade required to bring gold into the coffers of their masters. It

is the Daemonsmith Sorcerers, working at their red-lit

Hellforges with the aid of their servants the Hellsmiths, that

create the weapons and armour of the Chaos Dwarf Legions,

as well as the huge engines of war that make them so

formidable. It is the mad invention of the Daemonsmiths that

drives Chaos Dwarf technology forward, for each of them

constantly seek to create larger and more terrifying machines

that will earn them wealth and glory. In their own way,

Daemonsmiths are as ambitious as other Sorcerers, but their

drive is focused almost solely on their wild and dangerous

innovations. Pyrophants are content to bind the animalistic

K'daai to their will, but Daemonsmiths scour the Realm of

Chaos for more dangerous prey. A Daemonsmith will

summon and capture a Daemon of one of the four great Chaos

Gods if he believes it will improve one of his inventions, and

risk the complete annihilation of his Hellforge and everyone

in it – including himself. Such was almost the fate of Hothgar

Daemonbane, the most accomplished Daemonsmith in Zharr-

Naggrund.

While Daemonsmiths do most of their work in their

Hellforges and workshops, they are not averse to taking to the

battlefield, where they are considerable foes. A

Daemonsmith's art is similar to a Pyrophant's, and he uses

bound Daemons in the same fashion, though his knowledge of

mechanisms and chemistry alters his focus. The

Daemonsmith's natural inclination towards base metals means

that he will always use his enslaved Daemons to warp, melt

and twist iron, steel and even gromril. Though he may not

realise it, his spectral charges work the Wind of Chamon to

achieve these ends, so that a Daemonsmith is actually an

accomplished alchemist, albeit of an unusual kind.

Daemonsmiths may use their magical power to attack the foe

directly, but they are often more useful to their comrades in a

supporting role, tending to their Daemonic creations.

Daemonsmiths often stay close to the Hellborn Constructs,

Infernal Engines and Doomcannon – which they most likely

created themselves – controlling their eldritch occupants with

muttered incantations, or directing their fire using their

superior knowledge of their own inventions. An experienced

Daemonsmith is thus doubly useful to a Sorcerer Lord, both

as a deadly wizard and a shepherd to his hellish flock.

M WS BS S T W I A Ld

Daemonsmith 3 4 3 3 4 2 2 1 9

TROOP TYPE: Infantry (Character).

MAGIC: Daemonsmiths are Wizards that use the Lore of

Metal.

SPECIAL RULES: Unyielding, Sorcerers' Curse (see page

29).

Daemon Binder: Any unit with the Bound Daemon rule

within 6" of at least one Daemonsmith may re-roll the

Leadership test for Rampage. This re-roll may be used even if

the test is passed.

Arcane Engineer: A Doomcannon, Mortal Engine or an

Infernal Engine with the Mawter Daemonic Upgrade within

6" of at least one Daemonsmith fires, it may re-roll the

artillery dice in the event of a misfire.

EQUIPMENT: Hellfire Pistol: This Daemonic weapon fires bolts of pure

daemon-fire and has the following profile:

Range Strength Special Rules

12" 4 Armour Piercing, Quick to Fire,

Flaming Attacks

In addition, any unit that takes a Panic test in the same phase

during which it was wounded by a Hellfire Pistol must do so

with a -1 Leadership penalty.

DAEMONSMITHS

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The fighting forces of Zharr-Naggrund are composed of the

Legions, those members of the Clan that belong to the

Warrior Caste, an unswervingly loyal army of skilled and

ruthless soldiers. The Warrior Caste are the only Dawi'Zharr

normally 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

thick shields of forge-blackened iron, 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. A phalanx of fully-equipped

Chaos Dwarf Warriors is like unto an anvil of scorched and

bruised iron and lesser troops hurl themselves at them, only to

be dashed apart like inferior steel while the Warriors remain

utterly immovable.

Within the Warrior Caste there is a many-layered hierarchy,

and each Warrior in the Legion knows his place and his role.

Foremost amongst the common 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 black

iron, from which they get their title. Ironguards are merciless

foes, and their regiments are loyal to them unto death. In turn,

they serve the Despots with the same blind faith.

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 Lord 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.

Even individually, a Chaos Dwarf Warrior is a formidable

foe. Skilled, tough and courageous, albeit in the cause of his

race's warped ideals, there are few other troops able to match

him. Thankfully for the enemies of the Chaos Dwarfs, they

are relatively few, usually being outnumbered by the mobs of

their pitiful slaves.

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.

CHAOS DWARF WARRIORS

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 Legions, and they can no longer

properly be called a cult.

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Though Chaos Dwarf society is dominated by tradition and

order, they are all too ready 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.

Stormallers have proved their effectiveness time and time

again over the centuries, and are most devastating against

lightly armed rabble such as hordes of greenskins or Skaven,

against whom Chaos Dwarfs often compete over the scant

resources of the Dark Lands. One famous tale recalls a battle

over ownership of a meteor of pure warpstone. A scurrying

tide of verminous Skaven braved the surface world – under

cover of the Dark Lands' continuous grey pall, of course – to

win this coveted prize, but the Chaos Dwarfs of Sorcerer Lord

Huzaroth had reached it first. His Stormcallers held out for

days against wave after wave of Skavenslaves, driven forward

by their squealing Warlords and Grey Seers, slicing each rank

to pieces with continuous volleys from their blunderbusses. In

the end, the Chaos Dwarfs were forced to use shards of the

warpstone itself as ammunition, which only made them more

deadly. By the end, the meteor was two-thirds its original size

and the Skaven had been annihilated.

M WS BS S T W I A Ld

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 firearm unique to the Chaos Dwarfs

which becomes more dangerous when fired en masse. It 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 like bows.

Saparra: Some Stormcallers fit their blunderbusses with

these wicked blades. A Stormcaller unit with saparra counts

as being armed with halberds.

STORMCALLERS

"Hold...hold...hold...

"...FIRE!!!"

Stormguard Zaghaz Blackheart

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Of all the many slaves that live in the Chaos Dwarfs' empire,

one race enjoys special favour; the treacherous and conniving

Hobgoblins. These unpleasant greenskins are a kind of tall,

rangy Goblin native to the eastern steppes. Hobgoblins are

physically quite similar to their goblinoid cousins, but they

are taller, with needle-like teeth and sneering, beady eyes.

They tend towards grotesquely bulbous noses and floppy ears,

not unlike Gnoblars, but their features can vary quite

considerably as proximity to the dark magic of their masters

can lead to frequent mutation. One feature all Hobgoblins

have in common though is a bony, scarred hump on their

backs. This has evolved over the millennia to compensate for

the defining trait of the Hobgoblin race: they are utterly,

irredeemably treacherous and backstabbing. In fact, so deeply

ingrained is the Hobgoblins' reputation for underhandedness

that they were despised by all other greenskins even before

the events of the Black Orc rebellion.

Chaos Dwarfs found Hobgoblins 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.

While Chaos Dwarfs still treat Hobgoblins with absolute

contempt, and take pains to ensure they are always aware of

their place in the pecking order, their supervisory role over

the wretched hordes of lesser slaves makes them invaluable.

The Chaos Dwarfs lack the numbers to enforce their rule

personally, so would be lost without the Hobgoblin slave

drivers. Similarly, by placing the despised Hobgoblins over

the other (mostly greenskin) slaves, this means that any

feelings of resentment, and even outright uprisings, will be

focused on them rather than the Dawi'Zharr themselves.

Hobgoblins are allowed to keep their own tribes and other

cultural peculiarities. In their own lands beyond the

Mountains of Mourn, Hobgoblins rule the vast steppes as

tribes of Wolf Riders and some of the Dark Lands Hobgoblins

follow this tradition, vying with the Goblin Wolf Riders for

dominance over the wastes. But the majority of Hobgoblins in

the service of Zharr-Naggrund prefer to fight on foot. Their

numerous tribes are essentially indistinguishable to anyone

except the Hobgoblins themselves, but they include the Red

Hoodz, the Barbed Choppaz, the Wolf Eyez and the Daemon

Stikkaz. Most notorious of all though are the Sneaky Gitz.

These vile traitors are infamous even amongst Hobgoblins for

their conniving nature. Being willing to sell one other down

the river for a pittance as well as having the virtue of keeping

their own numbers in check thanks to their frequent and

generally unprovoked assassinations makes them even more

useful to the Chaos Dwarfs, so they have risen to a position of

prominence. The Sneaky Gitz have sovereignty over Gash

Kadrak, the Vale of Woe, and the quarries there produce

much of the masonry required for the Chaos Dwarfs' building

projects.

All Hobgoblins are notorious for their tendency to use poison.

They envenom their axes, swords and even their arrows so

that even the most superficial wound festers and putrefies.

They have perfected the poisoners' art because it is the easiest

way for the cowardly Hobgoblins to successfully assassinate

each other with minimal risk to themselves. The Sneaky Gitz

are the most reviled poisoners of all though, and they use

pairs of distinctive curved knives in battle. Their natural

slippery nature also means Sneaky Gitz – and other

Hobgoblins too – will slink out of danger when finally

brought to battle, remerging at the foes' flanks and rear to

bury their knives in their backs, as is their wont.

M WS BS S T W I A Ld

Hobgoblin Warrior 4 3 3 3 3 1 2 1 6

Hobgoblin Boss 4 3 3 3 3 1 2 2 6

TROOP TYPE: Infantry.

SPECIAL RULES: Disposable, Poisoned Attacks.

Backstabbers: Hobgoblins have a seemingly supernatural

ability to work their way around to an enemy's flanks and

eventually rear so they can stab them in the back. In the first

round of each close combat, a unit of Hobgoblin Warriors

automatically receives the +1 combat result bonus for a flank

attack. In the second and subsequent rounds of the same

combat, this is increased to +2 for a rear attack. Do not

actually move any models – only a few of the gits manage to

slip out of formation and this is represented by the bonus.

However, even though they always count as flanking or

attacking from the rear, a Hobgoblin Warrior unit may never

negate the enemy's rank bonus by disrupting them (even if

they actually do attack from the flank or rear) because they

are much too slippery to actually stand their ground and fight

fairly!

HOBGOBLIN WARRIORS

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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. The majority of these 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. Slaves are also

used in great numbers in the Temple of Hashut, but here they

do not have to work: instead, they are part of the gruesome

sacrifices to the Father of Darkness, and are exterminated in

numerous grisly rituals. Most often slaves are immersed in

cauldrons of molten lead or gold, but they may also be roasted

alive in iron bull-idols, flayed alive by Bull Centaurs or

simply fed to Great Tauruses. There is no depth of savagery

to which the Sorcerers will not sink if they believe it will win

them the favour of Hashut and, indeed, these acts of wanton

cruelty and bloodshed do aid their daemonic magic by

drawing the entities to them like sharks to blood.

Many slaves are also obtained through trade. Greenskins are

particularly unscrupulous in this regard, and will cheerfully

sell their own kind to the Chaos Dwarfs rather than simply

slaughter the survivors of a defeated tribe. Orc tribes in the

Dark Lands often pay a tribute in Goblin flesh in exchange

for their own continued freedom, and Ogres march thousands

of Gnoblars to the Plain of Zharr in order to trade them for

weaponry for their Leadbelchers or more esoteric treasures.

Marauder tribes of the north bring slaves from as far as Grand

Cathay and the Old World, and even Men from the so-called

civilised lands of the Empire and Kislev have been drawn to

the potential profits of the slave trade, though the

consequences for dealing with Zharr-Naggrund are dire

indeed – not least from the Chaos Dwarfs themselves, for

they will turn on potential trading partners as soon as they

outlive their usefulness.

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 Hellforges 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 Fimir 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.

When Chaos Dwarfs go to war, they often have Hobgoblin

Overseers herd their slaves before them, driving them forward

with whips in great packs of wailing, chained individuals.

Unlike Hobgoblin tribes, slaves are not permitted their own

banners or musicians; the Chaos Dwarfs have discovered

through bitter experience that slaves given something to unite

beneath will do exactly that, and more often than not will do

so against their masters. Slave regiments are therefore kept

intentionally shambolic and ineffective. Since their only real

objective is to die, their ability to fight as a unified force is

largely irrelevant.

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 are in a position to 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 Overseer 4 3 3 3 3 1 2 2 6

TROOP TYPE: Infantry.

SPECIAL RULES: Disposable.

SLAVES

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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 Lord. Instead, veteran Warriors

may be volunteered by their Overlords 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 Overlords served in the Immortals

during their youth. When an Immortal's service ends, 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

length of service are the mighty Baneguards, who are those

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 Clan, 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.

The Immortals are a powerful weapon; an elite force even

amongst an army of indefatigable and unswervingly loyal

soldiers and they are not deployed idly. Any Sorcerer Lord

may appeal to the Conclave of the Temple to have a unit

placed under the command of his Overlord and, if his mission

is judged by a majority to be in the best interests of

Dawi'Zharr society as a whole, his request will be granted.

Unsurprisingly, the voting process is not always fair. A weak

Sorcerer Lord with little influence is unlikely to be able to

secure the services of the Immortals, and he must instead buy

favours from the Sorcerer Lords who wield the true power in

the Temple. In practice, this makes the Immortals little more

than mercenaries, for many times they have been assigned to

a Legion in exchange for tributes of slaves or gold to the likes

of Ghorth the Cruel or High Priest Astragoth, who then used

their influence to sway the voting. For their part, the most

powerful Sorcerer Lords can always rely upon a force of

Immortals to command should they ever require it.

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

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

Weapons and shields.

Oathsworn: Immortals are sworn to defend the masters of

Zharr-Naggrund to the death. If a Sorcerer Lord joins a unit of

Immortals, they are Immune to Psychology.

EQUIPMENT: Cursed Weapons: Immortals are armed with a mixture of

axes, maces and warhammers, all bearing foul daemonic

runes. Cursed Weapons count as magical hand weapons

(including allowing a parry save) and grant Immortals +1

Strength in close combat.

IMMORTALS

"You are the Immortals. You do not

know pain. You do not know fear. You

do not know death."

Baneguard H'Zharkh

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When the ability to work the strange rituals of Hashut is

discovered in young Chaos Dwarfs, they are brought to the

Temple to be initiated into the Sorcerer Caste. Eventually,

they will be ordained as Priests and become Pyrophants and

Daemonsmiths, and a tiny fraction will rise to become the

Sorcerer Lord of their Clan, but until that time they will serve

in the Temple, aiding the dark rites of the god of Zharr-

Naggrund. They are known as Acolytes of Hashut 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

summoning Daemons, 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, stirring the Winds of Magic into a frenzied tempest

and dragging Daemons too weak to fight its power into the

material world.

Sorcerers use Acolytes and their Dirges as a human lord

hunting game might use his squires and their hounds, harrying

their prey from cover. Acolytes are an important part of many

of the rituals of Hashut within the Temple. Alongside the

Bull Centaurs, they preside over many gruesome rites of

sacrifice. It is the job of the Acolytes to herd cowering slaves

towards the cauldrons of molten metal, which they do using

long ceremonial glaives with curved and cruelly hooked

blades. As the souls of their victims escape into the

Empyrean, gathering Daemons to the border between reality

and the Realm of Chaos like prowling wolves, the Acolytes

and the Sorcerers strike, letting up a hellish cacophony that

elicits an answering scream from those Daemons and K'daai

who now find themselves slaves to a mortal master.

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. These screeching

spectres attach themselves to those loyal to Hashut,

empowering them with daemonic energy or even warping

their bodies like the Sorcerers' Curse, temporarily making

their flesh as hard as granite. Individually, each Acolyte is as

yet unable to perform even the simplest cantrip, but together

they are capable of considerable feats of magical power, and

the Dirges can whip the Winds of Magic into a tempest. Once

they reach the lines of the foe, they attack with methodical

precision, cutting their enemies down with the same glaives

they use for ushering slaves to their doom. Acolytes of

Hashut are as formidable as any other Chaos Dwarf in battle,

and wear thick plate amour of scorched iron, although they do

not have access to the expensive suits of Chaos armour,

reserved for Warriors and the Daemonsmiths who produce it.

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 the more complex

summoning rites that make up the strange battlefield magic of

the Dawi'Zharr. Khazn are furious fighters, but as they start to

summon Daemons on their own 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 controlling player's

magic phase, Acolytes of Hashut may select one of the

following Dirges to sing, the effects of which last until the

start of their next Magic phase:

Dirge of Fire: The unit and all other friendly units without the

Disposable rule within 6" have the Hatred and Flaming

Attacks special rules. Bound Daemons also gain the Extra

Attack special rule.

Dirge of Stone: The unit and all other friendly units without

the Disposable rule within 6" have the 6+ Scaly Skin special

rule. Bound Daemons also gain Regeneration (6+).

Dirge of Storms: A friendly Sorcerer Lord, Pyrophant or

Daemonsmith within 6" of at least one unit using the Dirge of

Storms has a +1 casting bonus in this magic phase.

In addition, Acolytes of Hashut units always count as

including a musician.

ACOLYTES OF HASHUT

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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 that cannot be attributed merely to their baleful

appearance.

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 Lord'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 Dwarfs' 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 Sorcerer

Lords, 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. Such an honoured battalion

bears the Petrified Sorcerer like a standard, and the Legion

will frequently form around them, the lifeless idol becoming a

focus for their collective malice. Despite their own dread of

their eventual fate, living Sorcerers fighting beside a Petrified

Sorcerer are careful not to give away any sign of discomfort,

for they are as bound to their eventual demise as their

followers are to the lifetime of service that is demanded of

them. To shirk acceptance of the Sorcerers' Curse is to deny

the Order of Things, and an uncomfortable reminder of the

disastrous end of Zhargon's reign of terror over Zharr-

Naggrund. It is for this reason that any Sorcerer who attempts

to find a cure for the Curse must keep his experiments secret.

If he were to be discovered, he would soon be overthrown.

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. Such impromptu Petrified Sorcerers are more

powerful than the weathered statues of centuries past, for the

dark magic of the fallen Sorcerer seems to linger much more

strongly. There is a dark suspicion in the Temple, never

voiced, that when the Sorcerers' Curse finally renders one of

their number completely inert, the mind or spirit may live on,

trapped in a prison of lifeless stone, growing maddened by the

horrific confinement. It is impossible to know if this is true or

not but, nonetheless, more recently transformed Petrified

Sorcerers do seem to retain a greater store of the power that

they had in life, as if some spark of sentience was striving

from deep within to reach out and affect the world around it

again.

M WS BS S T W I A Ld

Petrified Sorcerer 3 * 0 * 4 6 2 4 10

TROOP TYPE: Unique.

SPECIAL RULES: Bondage of Zharr, 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

characteristics of the unit carrying it, follows any movement

rules they may use and counts as being armed with the same

weapons, even if there are no other models remaining in the

unit. 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) – the Petrified Sorcerer

may not be targeted separately in any circumstances. Only

when the rest of the unit has been killed does the Petrified

Sorcerer start taking Wounds, even in close combat. Any unit

containing a Petrified Sorcerer has the Blessing of Hashut

special rule.

Dark Power: If an Acolytes of Hashut unit is carrying a

Petrified Sorcerer, the range of their Dirges is increased to

12".

PETRIFIED SORCERERS

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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 arcane forces, the Chaos Dwarfs trust their slaves to

operate them. A Goblin or Gnoblar cannot be relied upon to

load and fire a bolt thrower, of course, but a Hobgoblin can

generally manage it and many of these simple engines are

actually designed and built by the cunning greenskins. The

destructive power of such a device pales in comparison to

anything the Chaos Dwarfs themselves can build, but they can

be fielded in large batteries and are quite capable of causing

havoc if used under the guidance of a Chaos Dwarf general.

Some Mortal Engines can be quite large and their ammunition

heavy and cumbersome. In order to use these effectively, the

Chaos Dwarfs must be assisted by enslaved Ogres. Such a

beast needs to understand nothing of the cannon he is loading,

which is fortunate as Ogres have no talent whatsoever with

machinery (except at eating it if required) and the only

resource they bring to the endeavour is their brute strength.

The unexpected bonus of having such a burly crewman is that

he will defend the Mortal Engine alongside the other

operators, adding his considerable combat prowess to their

own fighting strength, ensuring the batteries can continue to

unload their fearsome ammunition into the enemies' ranks.

M WS BS S T W I A Ld

Mortal Engine - - - - 7 3 - - -

Hobgoblin Crew 4 3 3 3 3 1 2 1 6

Chaos Dwarf Crew 3 4 3 3 4 1 2 1 9

Slave Ogre 6 3 2 4 4 3 2 3 7

TROOP TYPE: War Machine (Bolt Thrower).

SPECIAL RULES: 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 each use their own Weapon Skill, Strength

and Attacks characteristics when they attack in close combat.

When removing casualties, Hobgoblins are always removed

first, followed by the Slave Ogre and finally any Chaos

Dwarfs. The Mortal Engine will not benefit from the Chaos

Dwarfs' armour save until only Chaos Dwarf crew are left.

Slave Ogre: Particularly large Mortal Engines require more

brute strength than Hobgoblins can provide. For heavy guns

like these, Chaos Dwarfs use enslaved Ogres to haul the

ammunition. A Slave Ogre 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 that have been

upgraded to Arcane Artillery may take a single Daemonic

Upgrade as described in their army list entry.

EQUIPMENT: Mortal Engine: Mortal Engines follow the rules for bolt

throwers as described in the Warhammer rulebook. A Mortal

Engine upgraded to Arcane Artillery instead counts as a stone

thrower with a maximum range of 48". Mortal Engines

upgraded to Arcane Artillery use the Black Powder War

Machine Misfire chart. If they have been given any Daemonic

Upgrades, all rolls on the Misfire chart have a -1 penalty.

Treat results of less than 1 as 1.

MORTAL ENGINES

Usually, Mortal Engines have to be dragged into

battle by enslaved Ogres or some other beast of

burden, but Chaos Dwarf Legions with access to

the services of a talented Daemonsmith may be

able to procure something more unusual, such as

a monster made of hissing pistons and grinding

wheels, given a semblance of life by Daemonic

enchantments. More common are the great steam

engines which can haul an entire caravan of

Mortal Engines across the Dark Lands. Though

usually mundane in nature, the knowledge of

alchemy and engineering required to reliably

build such a complex machine is almost as

valuable as the Daemonsmiths' arcane lore.

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Since time immemorial, the dream of every Daemonsmith has

been to create an entire army of automatons bound with the

essences of enslaved Daemons. Although Chaos Dwarfs are

generally unswervingly loyal troops, a force of iron soldiers,

inured to injury and fear, would be a force that would shake

the world to its very foundations. Each year the

Daemonsmiths come closer and closer to this goal, and the

result of their experiments are the Hellborn Constructs. A

collective term for a wide variety of strange and unstable

creations, Hellborn Constructs can take many forms, but most

are crafted in the shape of a squat, hulking figure, not unlike a

large Dwarf with flesh of iron, gromril or even living stone.

Towering over mortal soldiers, these weird beings are

sometimes called Golems, after similar artificial warriors

from the most ancient Dwarf legends. Golems, it was said,

would obey any command given, but were prone to executing

them too efficiently, and demolishing entire mountains after

no one thought to tell them to stop digging. Hellborn

Constructs are equally unstable, but for different reasons; the

capricious entities that empower them rage against their

confinement, and send their prisons of metal or stone out of

control.

Some Hellborn Constructs take the form of beasts or

monsters. The most common such form chosen is that of the

bull, the shape in which Hashut most often manifests.

Hellborn Constructs like this are generally more ferocious,

perhaps adopting on some level the characteristics of the

fierce god they were intended to evoke. Burning with barely-

suppressed infernal energy, these Constructs resemble smaller

versions of the mighty Great Taurus, and it is not unknown

for them to serve as a mount for a Daemonsmith in a similar

way to the larger monster. Such an arrangement is not without

risk, of course, but a Hellborn Construct is nothing if not

deadly, and it is typical of the Chaos Dwarfs to potentially

sacrifice their wellbeing, or even their very lives, for the

possibility of short-term gain.

All kinds of Daemons are enslaved to create Hellborn

Constructs, but the most commonly used are the K'daai. Just

as in the summoning incantations of the Chaos Dwarfs, these

strange creatures' natural affinity with fire makes them easy

prey for Daemonsmiths, and even Pyrophants have been

known to attempt to bind them to create beasts similar to

Hellborn Constructs. The efforts of such dangerously

imaginative individuals produce not a machine of metal and

gears powered by a Daemon, but instead an altogether

stranger and, if possible, even more unstable servant.

Fireborn, as these are sometimes called, are creatures of

molten rock and blazing fire; infernal soldiery roughly

confined to a Dwarfish shape that flicker and sputter their

way across the battlefield before crashing into the ranks of the

foe, immolating them with their own crackling bodies. Such

dangerous living weapons are rarely encountered, but few

enemies can forget the frightening experience of trying to

fight them in battle.

M WS BS S T W I A Ld

Hellborn Construct 6 4 0 5 5 3 2 3 7

TROOP TYPE: Monstrous Beast.

SPECIAL RULES: Bound Daemon, Fear.

Daemonic Upgrades: Hellborn Constructs have access to

Daemonic Upgrades as detailed in their army list entry. All

Hellborn Constructs in a unit must take the same combination

of Daemonic Upgrades.

HELLBORN CONSTRUCTS

K'daai

If there exists a coherent origin for the

Fire Daemons known as K'daai, it is not

recorded, even in the most dismal and

dread tomes of Zharr-Naggrund. It is most

likely that they are just naturally

occurring manifestations of the Wind of

Aqshy, no different in their basic nature

from the Forest Spirits of Athel Loren or

the fierce elemental spirits of Araby

known as Djinn. This would explain their

presence in the Bright Magic saturated

wastes of the Dark Lands. However, some

Chaos Dwarf Sorcerers have the notion

that the K'daai are creatures of Hashut,

sent to serve the Dawi'Zharr long ago, or

even that they were created by the

earliest Pyrophants from the stuff of

magic and the souls of those sacrificed on

the first primitive altars to the Father of

Darkness. Whatever the truth of it, the

destiny of the K'daai is now inextricably

bound to that of their Chaos Dwarf

masters.

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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. This peace has never

been completely robust, but both races enact token

punishments on any tribes or Clans that flout the letter of the

agreement and the illusion of an alliance between two of the

most evil and untrustworthy peoples in the world is

maintained.

Hobgoblins are naturally treacherous and deceitful. 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.

Those Hobgoblin tribes that subsist as slaves of the Chaos

Dwarfs in the Dark Lands are not so adept on wolfback as

their cousins, but they are still a valuable element in the

forces of their masters. Even if they lack sufficient numbers

of Wolf Riders to field a force of them in their battle line, few

Legions will march into the Dark Lands without a handful of

wolf-mounted guides to scout the way. Despite their general

incompetence, none know the shifting ash wastes of the Dark

Lands like the Hobgoblins, who are perfectly comfortable in

the grim desolation of their adopted homeland.

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. The

dysfunctional relationship is therefore of benefit to both races,

even as they fail to disguse their mutual loathing.

M WS BS S T W I A Ld

Hobgoblin Wolf Rider 4 3 3 3 3 1 2 1 6

Hobgoblin 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 roll for both together.

HOBGOBLIN WOLF RIDERS

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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 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 of Man 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 Legions as mercenaries. That said,

they still hold a special hatred for Hobgoblins and, when their

employers backs are turned, they often amuse themselves

with a captured Hobgoblin Warrior or Wolf Rider, seeing just

how much he likes being stabbed in the back instead.

Black Orcs are ferocious and near-fearless fighters – although

the Chaos Dwarfs' breeding experiment ended in disaster, it

was technically extremely successful – and their own

Warlords are amongst the most physically powerful and

aggressive generals in the Warhammer world. The Chaos

Dwarfs make sure never to recruit entire Black Orc tribes into

their armies, as such a leader would soon start making plans

to take oust the Overlord and begin a destructive Waaagh!

across the Dark Lands. Instead, they offer employment only

to small warbands, and will mercilessly suppress any larger

tribes that cross their path. Since Orcs of all kinds don't mind

who they fight, it is therefore not uncommon for Black Orcs

to find themselves on opposing sides in such battles.

Although this presents no immediate problems, it does

sometimes give the Black Orc mercenaries ideas and,

greenskins being the fractious, quarrelsome creatures that

they are, it is quite rare for a contract between Chaos Dwarfs

and Black Orcs to end in anything but bloodshed, as it

eventually becomes necessary to put down the inevitable

rebellion before it begins.

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.

BLACK ORCS

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Ogres are giant, monstrous humanoids with a voracious

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. Ogres who fight in Chaos

Dwarf Legions in this manner are used as shock troops, for

they pack a considerable punch in close combat, not least

because of their huge guts, which they protect with a large

armoured plate called, with typical Ogre creativity, a gut

plate. The gut is the focus of an Ogre's identity, both

physically and spiritually, and he will always ensure it is

well-armoured. Working for the Chaos Dwarfs offers an

advantage for Ogres because it gives them easy access to a lot

of metalwork – Ogre mercenaries and slaves are almost

always clad in heavy suits of armour, a luxury only the

wealthiest tribes enjoy in the Mountains of Mourn.

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, Impact Hits (1).

OGRES

Sorcerer 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 the mysterious Empire of 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.

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The mightiest inhabitants of Zharr-Naggrund are not the

Warriors or even the Sorcerer Lords, 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 the Temple. A pair stand at the huge golden

gates and their hulking forms can be seen roaming around the

corridors and chambers, lit by the flickering forge fires.

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. It is the Bull Centaurs who

immerse captives in molten gold or lead, their supernatural

constitutions making them inured to the ferocious heat and

toxic fumes. They also flay and torture captives and, it is said,

engage in cannibalistic rites. Though they keep scrupulously

to their own chambers in the Temple, all Chaos Dwarfs

beardlings know the dark tales of slaves – and even

Dawi'Zharr – eaten alive by the bloodthirsty Bull Centaurs in

their macabre feasts. 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 Sorcerer Lords, 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 Sorcerer Lords

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.

The Bull Centaurs are no less capable or intelligent than other

Chaos Dwarfs, but they are dangerously single-minded. A

Sorcerer Lord will entrust vital tasks to Bull Centaurs, but if it

conflicts with their idea of Hashut's will, he may find his

orders casually disregarded. Fortunately this happens only

rarely, for a Sorcerer Lord who is less than devout will always

give the Bull Centaurs a wide berth. For their part, although

they remain aloof from the infighting in the Temple, Bull

Centaurs feel no need to hide their contempt for Sorcerers

who do not measure up to their high ideals of devotion to the

Father of Darkness.

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 Overlord, 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: War Beasts.

SPECIAL RULES: Fear, Flaming Attacks, Blessing of

Hashut, Bondage of Zharr, Immune to Psychology,

Impact Hits (1), 6+ Scaly Skin.

EQUIPMENT: Temple Blades: Bull Centaurs are armed with a variety of

deadly weapons, from traditional axes, glaives like those

wielded by Acolytes of Hashut, flails and flensing hooks for

flaying slaves alive and saparra-like attachments that are

secured to their wrists or forearms. To represent this

murderous variety, all Bull Centaurs are considered to be

armed with Temple Blades, which Require Two Hands, and

grant both +1 Strength and the Extra Attack special rule.

BULL CENTAURS

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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. All of the Doom Harnesses

were created thousands of years ago during the First Kingdom

period and the secrets of their manufacture have been lost,

despite the efforts of the Daemonsmiths to replicate them.

The number of Doom Harnesses is thus 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.

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. Despite the dangers,

those Bull Centaurs who take the terrible risk of using them

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. Whilst no Daemonsmith has ever

managed to build a Doom Harness, 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.

Bull Centaurs are unwilling to deploy their ever-dwindling

store of Doom Harnesses in battle, and they are generally

only removed from their iron prisons in the Temple for the

most cataclysmic battles. A handful took part in the Battle of

Uzkulak, where they charged alongside the ranks of Bull

Centaurs, and literally tore a Chaos Marauder shieldwall into

shreds, mangling wood and iron as easily as flesh. Such was

their dire reputation following this battle that they have

already entered the mythology of the Norscan tribes where

they are depicted as steel thunderbolts sent by the Chaos Gods

to punish Man's hubris in the mortal world. The Chaos

Dwarfs have done nothing to discourage this.

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 or

engaged in combat at all. Models can move into contact with

it during the Remaining Moves sub-phase 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.

Do not calculate any combat results and neither unit counts as

actually being engaged in close combat at any point.

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.

BULL CENTAUR DOOM HARNESSES

UPGRADES: Whirlwind: The Whirlwind is fitted with wickedly

barbed chains that spin at breakneck speed.

Any unit attempting to attack a Whirlwind in close

combat suffers a -1 Strength penalty down to a minimum

of 1.

Tenderiser: The Tenderiser has an array of huge,

mechanical mallets on its front that pulverise anyone

unfortunate enough to be in its path.

All hits inflicted by a Tenderiser are resolved at Strength

7.

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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 summoning 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 sacrificial slaves are kept nearby and herded towards

the Altar by Acolyte 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 Khazn, one of the

Dirgecallers of Hashut, working exclusively at the Altar who

completes the ritual and, in doing so, he summons up

daemonic spirits from the Realm of Chaos.

The spectral Daemons and K'daai are sent flying across the

battlefield and where they land, they sow terror. A cunning

Sorcerer can use the Daemons in lieu of summoning

his own and his magic is empowered as a result. Loyal Chaos

Dwarfs who hold their ground will find themselves aided by a

fearsome host of noisome entities who enshroud their

weapons in daemonfire and instil their minds with the bleak

malice of the Father of Darkness. As for enemies unfortunate

enough to be in the path of the howling 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 - - -

Khazn Dirgecaller - 4 3 3 4 1 2 2 9

Sacrificial Slave - - - - 4 1 - - -

TROOP TYPE: War Machine (Stone Thrower).

SPECIAL RULES: 3+ armour save, 4+ ward save.

EQUIPMENT: Sacrificial Altar: Throughout the battle, the Khazn will

perform sacrificial rites, ritually murdering slaves that are

chained to the Altar. The Sacrificial 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. Resolve

the shot following the rules for stone throwers, but use the

large (5") template. 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 Khazn. When

the Altar runs out of Slaves to sacrifice, it may no longer

shoot. In close combat, the Khazn fights and all hits are

resolved against his characteristics as normal, but continue to

remove Slaves to track the Altar's remaining Wounds. An

Altar of Hashut may not move during the battle (it's much too

heavy to be dragged around!).

Summoned Daemons: The Altar of Hashut does not follow

the normal damage rules for stone throwers. Instead any and

all units with at least one model underneath the template's

final location will be affected as described below:

Acolytes of Hashut or any unit containing at least one

model with the Bondage of Zharr special rule have the

Flaming Attacks, Fear and Hatred special rules until the

beginning of the next Chaos Dwarf shooting phase.

Any Sorcerer Lord, Pyrophant or Daemonsmith has a +2

bonus to cast spells in their next magic phase. Each model

may only claim this bonus once per turn.

Any unit with the Bound Daemon special rule gains

Regeneration (5+) until the beginning of the next Chaos

Dwarf shooting phase.

Any other unit suffers 2D6 Strength 3 hits. This is

increased to Strength 4 if the unit includes or is a Wizard.

In addition, all units beneath the template (friend or foe!)

must take a Panic test. Note that, unlike normal shooting

attacks, it is perfectly acceptable to nominate friendly units as

targets for the Altar of Hashut, and it may even be fired into

close combat, in which case all units involved in the combat

will be affected as appropriate, even if they are not actually

underneath the template.

ALTARS OF HASHUT

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When a master Daemonsmith or a Sorcerer Lord brings his

evil ambition to bear and locks himself in his Hellforge, he is

capable of producing truly astonishing results. One of the

most common manifestations of the arcane engineering of the

Chaos Dwarfs are the fearsome Doomcannon. A

Doomcannon is a mighty engine of terrible destructive power:

essentially a huge, living artillery piece, within each

Doomcannon is enslaved the spirit of a truly powerful

Daemon, or sometimes entire cabals of the vile creatures.

With such a power source at its heart, a Doomcannon is

capable of unleashing apocalyptic levels of destruction. It can

fire shells the size of a Dwarf, or rockets taller than an Ogre.

A Doomcannon does not even always require physical

ammunition: if bound with a K'daai it can vomit forth a wall

of raging fire, or hurl eldritch bolts of flame into the air.

Doomcannon are much more powerful than Mortal Engines,

but they are also much more unstable and dangerous. A

Doomcannon must be staked to the ground by its crew – a

detachment of the masked and mutated Hellforge Guards – or

it will rage out of control. In order to sustain the dark fury of

its operation, it must be fed with a constant supply of corpses,

or even living victims. These are shovelled into a flesh

furnace at its rear to slake the thirst for suffering of the

Daemon within, but if the stockpile runs low, or it simply

becomes too greedy, it will break free of its chains and seek

out fresh meat on the battlefield.

When this happens, the Doomcannon will be too busy trying

to feed to shoot, and its crew must try to bring it back under

control if they can or, when it is advantageous to do so, they

may simply allow it to rampage. Though a Doomcannon is

primarily intended as long-ranged artillery, its arcane

construction means it is also deadly in combat. With flesh of

iron and gromril, grinding wheels and crushing pistons it can

pulverize flesh and bone, soaking its hull with gore and

drawing strength from its destructive frenzy.

All Doomcannon are unique. Because the art of their

construction is so arcane, they are impossible to mass-

produce so each Daemonsmith or Sorcerer Lord must use the

full weight of his invention and ambition to create one. Quite

apart from the many possibilities of how and what a

Doomcannon fires, there are myriad other possible

permutations. It may mount multiple barrels, enabling it to fill

the sky with shells or firebolts, its hull may be reinforced or

armoured or, most terrifyingly of all, it may tower over the

battlefield like a huge, iron behemoth, nigh impossible to

destroy with mortal weaponry. Some Doomcannon can vomit

a stream of Daemonic ichor, or be bound with Daemons of

such horrifying power that they burst free from their bindings

with worrying ease. Some are so corrupt and foul that their

merest touch promises madness and mutation, and any victim

of their firestorms will be twisted into unrecognisable shapes

as a warpstone rain falls from the sky, and then death

becomes a welcome release from the hell that has been

unleashed.

The Chaos Dwarfs sometimes sell Doomcannon to their

Chaos Warrior allies, where they have become the favoured

siege engines of those who serve the Gods of the North. Such

gifts are mighty indeed, but a contingent of Hellforge Guard

always go with them, lest they be turned against their makers.

M WS BS S T W I A Ld

Doomcannon 3 4 3 5 6 4 1 3 6

Hellforge Guard - 4 3 3 - - 2 1 9

Hellsmith - 4 3 3 - - 2 2 9

TROOP TYPE: Monster.

SPECIAL RULES: Bound Daemon, Terror, Large

Target.

Hellforge Guard: The Doomcannon and its Hellforge Guard

crew have their own characteristics, but are treated as a single

model. If the Doomcannon is removed as a casualty, then the

Hellforge Guard are removed with it. When moving, the

model always uses the Movement characteristic of the

Doomcannon. The Doomcannon and the Hellforge Guard use

their own Weapon Skill, Strength, Initiative and Attacks

characteristics when they attack. All can attack any opponent

that the model is in base contact with. Hellforge Guard use

their own Ballistic Skill when making shooting attacks. All

hits upon the model are resolved using the Doomcannon's

Toughness and Wounds. In close combat, enemy models

attacking the model compare their Weapon Skill to the

Doomcannon's Weapon Skill when rolling To Hit. However,

we assume the Hellforge Guard to be (more or less) in

complete control of their charge, so the Doomcannon's

Leadership is never used while any Hellforge Guard are alive.

A Doomcannon model is treated as a monster in all other

respects, as described in the Warhammer rulebook.

Daemonic Upgrades: No two Doomcannon are identical, and

they have access to Daemonic Upgrades as described in the

Doomcannon's army list entry.

EQUIPMENT: Doomcannon: The Doomcannon may fire in the shooting

phase following the rules for a stone thrower, except that hits

are resolved at Strength 5(10). The Doomcannon has the

Move or Fire and Slow to Fire special rules.

Doomcannon Misfire table: Roll on the following table if a

misfire is rolled when firing the Doomcannon.

D6 Result

1 Destroyed! The Daemon within the Doomcannon

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. Remove

D3 Hellforge Guard.

4-5 Rampage! The Daemon goes wild after firing.

After resolving the Doomcannon's shot, move the

unit as per the Rampage rule.

6 Boom! The Doomcannon fires a spectacular blast.

All hits from the shot are resolved at Strength 10,

but it may not fire for the rest of the game.

DOOMCANNON

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At the heart of every Hellforge is a blood-soaked chamber

marked with glowing runes that twist and warp before the

very eye, barred with gates of obsidian, watched by an

unceasing guard of Hellsmiths and Acolytes. In these evil and

secret dungeons, the most powerful Daemons are summoned

into the mortal world and the most diabolical and adept

Daemonsmiths and Sorcerer Lords break them to their will

with the aid of forbidden magic and dread pacts. For these

individuals, the possibilities inherent in Hellborn Constructs

and Doomcannon are not enough to satisfy their relentless

ambition: they hunger for an act of creation so blasphemous

that it causes the Realm of Chaos itself to howl in fury as one

of its mightiest denizens is trapped in a prison of black iron.

These beasts of living metal and fire are known as Infernal

Engines, and they are the most powerful weapons in the

arsenal of Zharr-Naggrund.

An Infernal Engine is a blend of Daemon and machine, with

sinews of molten lava and limbs that lie somewhere between

muscle and piston. Their eyes glow with a terrible fury and

their claws are etched with magical glyphs. Even once

constructed, an Infernal Engine does not hold its shape: the

dread power of its occupant causes its hull to swell and twist

so that, over time, it comes to resemble its true, unbound

form. The Daemonsmiths encourage this, even as they court

their own destruction, for they know that the true strength of

an Infernal Engine lies in its unpredictability. They are not so

much used in battle as they are unleashed upon the foe, driven

forward by insane Hellforge Guards or sometimes simply

allowed to rampage out of control as their hellish whims

dictate. Their potential for devastation is incalculable,

equalled only by the largest and fiercest monsters.

An Infernal Engine has no set form. Some are like squat,

baroque tanks, mounted with a fearsome array of blades and

saws. An entire detachment of Hellforge Guard can ride such

a machine into combat, firing blunderbusses even as their

mount mows over the enemy's ranks. Others resemble huge,

towering bulls that shake the ground as they walk and simply

crush the enemy beneath their massive iron-shod hooves. Still

others are like enormous versions of Hellborn Constructs, as

tall as Giants but clad in steel or obsidian and swinging

weapons wreathed in living flame. Perhaps the strangest of all

are those created with the aid of a coterie of Pyrophants,

bound with the spirit of a Greater K'daai. Known as

Destroyers or Magmaborn, these Infernal Engines are more

like true Daemons of shadow and flame, their hides encrusted

with cooling stone pockmarked with weeping sores of lava so

they seem to glow with an inner fury. Such a monster is an

incredibly dangerous foe on the battlefield, for they are the

most ferocious of all Infernal Engines, and the very air ignites

before them as they charge.

Like many of the Daemon-machines of the Chaos Dwarfs, it

is not at all uncommon for an Infernal Engine to tear itself

apart in the throes of its bloodlust. Trapped within a form not

of its own choosing, a Daemon or K'daai constantly tries to

break free and return to the Realm of Chaos. Sometimes an

Infernal Engine's barely-controlled rampaging is not merely

to satiate its need for bloodshed, but is born out of a desire to

bring about the destruction of its ironbound gaol. Infernal

Engines are thus a danger not only to the enemy, but also

themselves, as they seek to end their own torment.

Daemonsmiths do little to discourage this self-destructive

behaviour and ensure that Infernal Engines are chained down

INFERNAL ENGINES

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in the Hellforges when not required for expeditions into the

Dark Lands and beyond. Bonds of wrought obsidian are the

choice of fetter for an Infernal Engine, but even these are not

always completely safe – large and ancient Infernal Engines

have been known to escape their pens below the Hellforges

and go berserk through the deepest chambers. Daemon's

Stump, where many of the most infamous Hellforges are

located, has had its lower levels reduced to charred ruins

several times before the Hellforge Guard were able to subdue

or destroy an escaped Infernal Engine.

M WS BS S T W I A Ld

Infernal Engine 6 4 0 5 6 6 2 4 5

Hellforge Guard - 4 3 3 - - 2 1 9

Hellsmith - 4 3 3 - - 2 2 9

TROOP TYPE: Monster.

SPECIAL RULES: Bound Daemon, Terror, Large

Target.

Hellforge Guard: An Infernal Engine may be ridden by up to

eight Hellforge Guards following the Hellforge Guard special

rule on page 49. An Infernal Engine without any Hellforge

Guards will follow the ordinary rules for monsters.

Infernal Steed: An Infernal Engine may be included in your

army as a ridden monster for a Sorcerer Lord or a

Daemonsmith. It may still be accompanied by Hellforge

Guards, but any shooting attacks will hit the Infernal Engine

on a D6 roll of 1-4 and the rider on a roll of 5+, just like an

ordinary ridden monster.

Daemonic Upgrades: Infernal Engines display huge variety

and may be given Daemonic Upgrades as described in their

army list entry.

Hothgar Daemonbane, the greatest living Daemonsmith of his generation, cast his gaze over the Hellforge,

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 Hellsmiths 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 drummed his fingers against the obsidian rod in his hand that looked like a black slash in the fabric

of reality and nodded to the Acolyte. 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 rune-inscribed chamber was off to one side of the workshop. Its floor 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," Hothgar 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 Hothgar, it was no more

arcane than casting the barrel of a cannon or hammering rivets into place. A shape was already starting to

coalesce and the inexperienced Acolytes stepped back warily. Hothgar 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.

Hothgar simply turned back in the direction of the Hellforge 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.

* * *

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 maniacally.

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UPGRADE – ENGINES OF LEGEND: Even with the incredible variety displayed by Infernal

Engines, a few have stood out over the long millennia of

Chaos Dwarf history as creations of singular destructive

power. These Engines of Legend are all unique – you may

only take each upgrade once, and only one Infernal Engine in

your army may be an Engine of Legend: no exceptions!

Engines of Legend are still free to take any other upgrades

(including Daemonic Upgrades) available to them,

representing prototypes or later imitations of the more famous

originals.

DEATHGRINDER The Deathgrinder was a gruesome device mounting a huge

spiked roller on its prow. With it, the Sorcerer Lord Zornakth

Grimbrow was able to subjugate dozens of greenskin tribes,

mostly by piloting the Deathgrinder straight into their battle

lines and crushing them into pulp. Unfortunately for its

creator, the Deathgrinder claimed so many lives that the

Daemon within grew too powerful. It was last sighted heading

north towards the Realm of Chaos, its hull distended and

warped beyond all recognition.

The 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 the Deathgrinder have a

+1 Strength bonus.

THE BLACK KRAKEN The Black Kraken was a hellish warship that plied the waters

around Sartosa. Built and captained by Lord Tordrek

Hackhart, its Daemonic construction slowly warped into the

shape of a mighty leviathan and swelled to truly gargantuan

proportions, as well as working terrible changes on its crew.

The Black Kraken has the Sea Creature special rule.

ANCESTOR GOLEM Discovered below the abandoned Chaos Dwarf stronghold of

Thag-A-Durz by ruthless explorer Kromlek Blackhand and

his Daemon-hunting Embersworn, the Ancestor Golem is an

ancient machine bound with the spirits of the tormented

ancestors of the Chaos Dwarfs. Once roused to battle, it is

almost unstoppable, ploughing through enemies with burning

fists made of solid gromril.

If the Ancestor Golem charges and subsequently breaks or

destroys all enemy units in the ensuing round of combat, it

adds D6 to its Attacks characteristic in the following turn (roll

at the start of each round of combat). This bonus is

cumulative, so if it continues to break and destroy all its

enemies in consecutive turns, it will continue to gain Attacks!

THE KOLOSSUS Hothgar Daemonbane's greatest creation, the Kolossus was a

towering bull-shaped monstrosity of immense size and power.

When it walked, it caused tremors that shook apart entire

regiments. The Kolossus was deployed only once, but

Hothgar still strives to reproduce his masterpiece and once

against visit its horror upon a unsuspecting world.

The Kolossus has the Colossal Daemonic Upgrade and it

inflicts 2D6 Thunderstomp hits in combat.

IRON DAEMON Adapted from a mundane steam-powered traction engine, the

Iron Daemon was brought into existence by Drazhoath the

Ashen of the Black Fortress. Fed by glowing warpstone coals

and driven by many cackling fire spites, the Iron Daemon was

capable of pulling an entire train of Mortal Engines behind it.

In this capacity it was placed in the employ of a Chaos Lord

of Nurgle and went on to terrorise the Old World as part of

his foetid horde.

Any Mortal Engine may move into base contact with the Iron

Daemon, or into base contact with another Mortal Engine that

is already in base contact with it. Any Mortal Engines

arranged in this way at the start of the Chaos Dwarf turn may

be moved at the same rate as the Iron Daemon, counting their

troop type as monster for the duration of the Movement

phase, providing they are able to remain in base contact

throughout (some interpretation may be required, so be

sportsmanlike!). Mortal Engines moved in this way may still

fire in the Shooting phase, however if the Iron Daemon fails

its Rampage test, they will be carried along with it!

If the Iron Daemon charges while it has any Mortal Engines

coupled to it like this, all Impact Hits and Thunderstomp hits

inflicted by it in the first round of combat have a +1 Strength

bonus.

HELLBORE The mad Daemonsmith Grondag Ashbreath claimed to have

been given the idea for the Hellbore in a feverish nightmare.

Modified from one of the many great tunnelling engines used

by the Chaos Dwarfs in their mines, the Hellbore was used to

destroy the Chaos stronghold of Dweomerkeep by digging up

from beneath its dungeons and causing its foundations to

collapse.

The 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 Hellbore takes D3 wounds with no saves of

any kind possible, but does not scatter. The Hellbore may act

normally on the turn it emerges (remember that, as it is the

Remaining Moves sub-phase, it cannot declare a charge).

DEATH ZEPPELIN Floating high in the air, Lord K'zargh's Death Zeppelin was

the wonder of its age. Raining down fire upon its foes, it won

many battles single-handedly, but was fatally vulnerable to its

own Daemonic ammunition and was destroyed in a

catastrophic explosion of hellfire during the siege of Mount

Grimfang.

The Death Zeppelin has the Hover special rule. If it

Rampages, it ignores terrain. If it 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.

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Since the earliest days of the Chaos Dwarfs' dominion over

the northern Dark Lands, they have known of the fearsome

Great Tauruses that haunt the plateau of Zorn Uzkul and soar

on the volcanic thermals that blow across the Desolation of

Azgorh. Like many foul and mutated monsters, they

undoubtedly emerged from the Time of Chaos, but the ancient

Chaos Dwarfs felt a strange kinship with these particular

beasts, and were inexorably drawn to them. Was it simply that

they resembled the chosen form of Hashut – a mighty winged

bull wreathed in daemonic fire – or that their unnatural

constitutions seemed to be sustained by Wind of Aqshy, the

same power that birthed the K'daai? Perhaps so, but the most

learned Priests of Hashut suspected something else. Not all

the ancestors of the Chaos Dwarfs had emerged alive from the

Time of Chaos. Many Clans remained unaccounted for, and

though undoubtedly most had perished, some surely must

have been twisted beyond recognition, warped to an even

greater extent than the Bull Centaurs and the Chaos Dwarfs

themselves.

Over time, as the Chaos Dwarfs began to study and

eventually tame (after a fashion) the Great Tauruses, they

came to the conclusion that they were of one kind: like them,

the Great Tauruses were once ordinary Dwarfs, but Hashut

had transformed them completely into the creature most

pleasing to him. The Great Taurus was nothing less than a

living, burning idol to the Father of Darkness, and the

Sorcerers knew it was their sacred duty to make them a part

of their armies, their civilisation and their cult. Now, the

Chaos Dwarfs breed Great Tauruses as war beasts in Zharr-

Naggrund itself, and they are stabled in a labyrinthine

complex of pens beneath the Temple of Hashut.

The Dark Lands are home to many terrifying monsters, but

the Great Taurus is the dominant force in the ash-strewn

region. In the wild, Great Tauruses make their lairs within the

calderas of active volcanoes, for their hides are proof against

the terrible heat of the magma within and, indeed, their whole

bodies burn with such terrific intensity that their flesh can

literally ward off blows from mundane weapons. Some Chaos

Dwarf Sorcerers believe the Great Tauruses are actually a

form of K'daai somehow made mortal, perhaps by merging

with the ancestors of the Chaos Dwarfs during the Time of

Chaos, and it is undoubtedly true that they are empowered by

Bright Magic and even enchantments intended to harm them

only make them stronger.

Away from the Dark Lands, it requires a skilled Bright

Wizard to gather the necessary power to summon and bind a

Great Taurus, but the Chaos Dwarfs have mastered these

monsters fully and use a version of their own binding rituals

to sustain them. Sorcerer Lords and mighty Overlords ride

them into battle, soaring high into the air, only to plummet to

earth like a thunderbolt, scattering terrified enemies. A Great

Taurus is a cruel creature of flame and smoke, perfectly

attuned to the character of its masters and, despite its wild

nature, it does not often resist its use as a mount. Perhaps this

is because of the ancient kinship between the two races, or

perhaps beast and rider are simply of one mind. In either case,

it is clear that there exists some supernatural bond between

the Chaos Dwarfs and Great Tauruses. For their part, the

Chaos Dwarfs hold the Great Taurus to be a holy

manifestation of Hashut's divine personage in the world.

Chaos Dwarfs breed and modify Great Tauruses,

experimenting and innovating as is their wont. While not true

Daemons, there is undoubtedly something infernal in the

constitution of the Great Taurus and a skilled Sorcerer Lord

or Daemonsmith can use his talents to graft mechanical

augmentations to their very flesh. Coteries of Pyrophants

working in concert may also use their mastery of K'daai to

emphasise aspects of a Great Taurus's character and physical

form, transforming it into something even more powerful.

Like many large monsters, Great Tauruses are almost

immortal unless slain in battle, and they continue to grow

larger as they age. The mightiest of their kind are called Bale

Tauruses, and they are true monstrosities, as large and

powerful as a Dragon. It is very rare for a captive Taurus to

grow to such a size, so a Bale Taurus must be captured in the

wild, and expeditions are led by the Chaos Dwarfs to the most

ancient volcanoes to seek them out. Binding such an awesome

beast to the will of a rider is a mighty undertaking in itself,

but it has been achieved a handful of times.

M WS BS S T W I A Ld

Great Taurus 6 5 0 6 5 4 3 4 6

TROOP TYPE: Monster.

SPECIAL RULES: Fly, Large Target, Terror.

Daemonic Upgrades: A Great Taurus may be given

Daemonic Upgrades as described in its army list entry. In

addition, they automatically have the following Daemonic

Upgrades: Blazing Body and Fuelled by Fire.

GREAT TAURUSES

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Once in every few generations, a rare mutation will arise in

the Great Taurus population stabled below the Temple of

Hashut: a creature of such insidious cunning that it rivals even

the Chaos Dwarf Sorcerers in sheer cruelty and malice. This

beast resembles its Great Taurus forbears in many ways, with

its bovine body, hoofed rear limbs and leathery wings, but it

is fundamentally a very different creature. Its forelimbs are

more like clawed hands, misshapen and twisted, but otherwise

functional, and instead of the glowering visage of a bull, it

has a leering humanoid face, bearded and horned like a Chaos

Dwarf. Astonishingly ugly and no less malevolent, these vile

monsters are known as Lammasu, and the Chaos Dwarfs

consider them the purest of Hashut's mutant creations;

implicitly the true vision the Father of Darkness has for his

chosen people – a horrifying thought.

The Lammasu do not burn bright with daemonfire like Great

Tauruses, but instead have a strange magical aura that

protects them from spells and other arcane assaults. Indeed,

the Lammasu are wholly magical creatures and are

accomplished spell casters in their own right, albeit of an

untrained and crude kind. Unlike Chaos Dwarfs, Lammasu

are capable of true magic and have mastery over arts that

evade even the Sorcerer Lords. They are also highly

intelligent, and are not mere beasts like the Great Tauruses

and some Sorcerer Lords believe the Lammasu is a throwback

to the Chaos Dwarf origins of the Great Taurus. They are

weirdly charismatic creatures, and though a Lammasu speaks

in a guttural roar, its words sound like sweet music to a

listener it has enchanted with its sly incantations.

Using this strange ability to entrance, as well as their inherent

magical power, a Lammasu will quickly rise to dominance

over a Great Taurus herd. In this capacity it will drive out any

other males – though physically weaker, its magic more than

levels the playing field – and take the females for itself.

Lammasu are always male but, because they are mutants, they

are also sterile. Allowing a Lammasu to live thus always

spells ultimate doom for a herd. If one is born in the wild, the

mother almost always kills it immediately and devours the

carcass. In the Taurus stables, the Sorcerers must ensure a

Lammasu calf is separated from its mother and raised in

isolation, for Lammasu will also kill any of their own kind

they are able to. Whether their evil character is due to their

inherently corrupted nature or because every Lammasu grows

to maturity alone in the darkness, knowing no destiny but that

of a fighting beast, is a question no Dawi'Zharr would even

bother to ask: the Lammasu's vileness matches their own, and

this suits them perfectly.

Lammasu are usually mounts for Sorcerer Lords, who alone

have the magical prowess to master them. Occasionally an

Overlord will be called upon to ride a Lammasu, though this

is rarely a happy pairing as the fierce and malleable Great

Tauruses are better steeds for a warrior. Even when deigning

to carry a Sorcerer Lord, Lammasu are always attempting to

pursue their own ends, and they must be bargained with to

allow themselves to be used in battle. If it can, a Lammasu

will break free and disappear into the wastes of the Dark

Lands, where it will dominate other creatures with its powers

and forge its own herd of bewitched monsters. Lammasu who

do this may grow as large as Bale Tauruses, and they are

known as Ancient Lammasu, for they are often millennia old.

Such a monster is very difficult to recapture, but a canny

Sorcerer Lord can attempt it and win for himself one of the

most dangerous mounts in the known world, both a huge and

ferocious monster and a potent wizard. Ancient Lammasu are

bitter foes of Bale Tauruses and if two such beasts have the

misfortune to encounter one another they will always fight to

the death. Intelligent Sorcerer Lords ensure this never occurs,

although accidents have happened in the past.

M WS BS S T W I A Ld

Lammasu 6 3 0 5 5 4 1 2 8

TROOP TYPE: Monster.

MAGIC: Lammasu are Wizards that use the Lore of Fire, the

Lore of Death or the Lore of Shadow.

SPECIAL RULES: Fly, Large Target, Terror, Magic

Resistance (3).

Sorcerous Miasma: Magic Weapons carried by models in

base contact with the Lammasu lose all their magical

properties and are treated as 'normal' weapons of their type (if

it is not clear what sort of weapon it is, treat it as a hand

weapon). This effect applies to both friendly and enemy

models (but not the Lammasu's rider) and lasts while they

remain in base contact. In addition, all of a Lammasu's attacks

(including breath weapons) count as magical.

Daemonic Upgrades: A Lammasu may be given Daemonic

Upgrades as described in its army list entry.

LAMMASU

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As Sorcerer Lords 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

Lammasu or Great Taurus, 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 Clan, as well as runic emblems

particular to his rituals so that his summoning 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.

The sight of a regiment of black-armoured Immortals carrying

a Palanquin down through the streets and passages of Zharr-

Naggrund – its sides carefully closed off with dark curtains,

or even ingenious mechanical shutters, lest the Sorcerer Lord

be troubled by members of the lower Castes – is quite a

common one, though it inspires no small amount of dread: a

Priest of Hashut travelling with such panoply is always doing

so with some malevolent aim in mind.

When a Sorcerer Lord 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 3 5 3 4 4 1 2 4 9

TROOP TYPE: Unique.

SPECIAL RULES: Unyielding, Magical Attacks.

Borne Aloft: A Palanquin follows the rules for a cavalry

mount, but does not have the Swiftstride special rule, nor does

it Fear models with Flaming Attacks. It adds +2 to the rider's

armour save rather than +1. The unit type of a Sorcerer Lord

riding a Palanquin is considered to be infantry.

PALANQUINS

Clan and Caste

Each Sorcerer Lord in the Temple of Hashut controls a part of Zharr-Naggrund and all of the lesser

Chaos Dwarfs that live and work in these areas belong to him. A complex web of blood ties binds these

Dawi'Zharr together and they are known as a Clan. Unlike the Clans of the western Dwarfs though,

there is little affection or camaraderie between members: what loyalty they have descends solely from

the Temple and the fealty they all owe to their Sorcerer Lord. Within a Clan there are Chaos Dwarfs

of each Caste and, from these families, other Sorcerers may be born. The ability to perform the unique

magic of the Dawi'Zharr is usually spotted early and the fortunate child is brought to the Temple to

become an Acolyte of Hashut. Like Immortals, Acolytes belong to no Clan and are in theory at the

disposal of every Sorcerer Lord. In practice though, most Sorcerer Lords will use Acolytes of their

own Clan for their rituals. The Acolytes, Pyrophants and Daemonsmiths that belong to a Sorcerer

Lord are known as his Household, and it is from this cabal of Sorcerers that the next Sorcerer Lord

will come when death or the Sorcerers' Curse finally claims the incumbent. When this happens, there is

invariably a violent power struggle as the lesser Sorcerers vie for dominance. Victory belongs to the

most powerful and cunning surviving Sorcerer, but all too often this is achieved by the simple expedient

of being the only Sorcerer that survives. Once a Clan acknowledges a new Sorcerer Lord, all the

assets of the Clan pass to him, including its members, but he must still carve a name out for himself

within the Conclave. Thus do the fortunes of the Dawi'Zharr clans wax and wane.

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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 always correlate, and a Sorcerer's strength with the dark

arts wanes in later life, precocious Sorcerer Lords 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 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.

It is Ghorth who guides the decisions of the Conclave of

Sorcerer Lords, sometimes with subtlety and sometimes with

brute force. His most bitter foe is Astragoth, whose position

as High Priest of Hashut prevents Ghorth from achieving the

absolute power he so craves. His rival's time is running out

though, for Astragoth has nearly transformed entirely to inert

stone and Ghorth is very much younger, with long years of

undisputed rule ahead of him.

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. Ghorth shows no signs of ailing

health though and is more active than ever, 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

summons Daemons 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 of Chaos to supply his hordes with fearsome Doomcannon 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.

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

TROOP TYPE: Infantry (Special Character, Sorcerer Lord).

MAGIC: Ghorth is a Level 4 Wizard. He uses spells from the

Lore of Hashut.

SPECIAL RULES: Bondage of Zharr, Sorcerers' Curse

(see page 29), Feet of Stone (see page 29).

MAGIC ITEMS: The Black Throne: This Palanquin is the most impressive

example of its kind; a huge and baroque throne of twisted

gromril and obsidian bound with many unquiet spirits.

Enchanted Item. The Black Throne follows all the normal

rules for a Palanquin, but also causes Fear and grants Ghorth

a 5+ ward save. Such is the Black Throne's size that it gives

Ghorth the Large Target special rule.

The Mask of Zhargon: 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.

Talisman. The Mask of Zhargon grants Ghorth Magic

Resistance (3).

Daemonic Thralls: Many are the daemonic spirits that

Ghorth gathers about himself, chittering incessantly and

bound into the runic devices of the Black Throne. Having thus

prepared his incantations ahead of time, Ghorth is rarely

caught unawares by any battlefield situation.

Arcane Item. Ghorth generates an additional power dice in his

own Magic phase and an additional dispel dice in the enemy

magic phase. Furthermore, Ghorth may re-roll the result if he

suffers a miscast.

The Book of Hashut: 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.

Arcane Item. Ghorth has the Loremaster (Hashut) special

rule.

GHORTH THE CRUEL SUPREME LORD OF THE CONCLAVE, MASTER OF ZHARR

"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

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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 forth. 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. 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. Even in a society as twisted and evil as that

of the Chaos Dwarfs, Zhatan's cruelty became the stuff of

legend. It is said that under him, the Immortals began to

partake in the same cannibalistic rites as the Bull Centaurs

and that he himself has taken to drinking daemonblood from a

chalice made from the skull of his predecessor. His face is

never seen, for he wears the bronze mask of the Immortals at

all times and some say he has had it ritually sealed to him

while still scalding hot in the manner of the disgraced Infernal

Guard of the Black Fortress.

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 has been 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, Overlord).

SPECIAL RULES: Unyielding, Bondage of Zharr.

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: This huge two-handed warhammer

is a mighty relic of ancient times, dating back to the founding

of Zharr-Naggrund.

Magic weapon. Always Strikes Last. Requires Two Hands. In

close combat, Zhatan has +2 Strength. In addition, wounds

inflicted by the Hammer of Zharr ignore armour saves.

The Ring of Unmaking: 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.

Talisman. 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. If the type of

weapon is unclear, treat it as a hand weapon.

The Black Mantle: 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.

Enchanted Item. Zhatan causes Fear.

ZHATAN THE BLACK COMMANDER OF THE TOWER OF ZHARR, THE BANELORD

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Astragoth is the current High Priest of Hashut and therefore

the oldest living Chaos Dwarf Sorcerer Lord. Once he was the

most powerful Sorcerer to walk the Plain of Zharr in a

thousand years and known as Astragoth Ironhand, as much

for his physical vitality as the uncompromising nature of his

rule. Now, however, 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 daemonic sorcery and technology: a mechanical

body grafted to his stone limbs that enables him to move and

perform summoning rituals. Where other Sorcerer Lords 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 his Legion, as well as using his

mechanical might to physically pummel his enemies.

Most Chaos Dwarfs 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. As it is, the

Temple currently exists in a state of uneasy truce.

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. Still an accomplished Sorcerer despite his

stone body, Astragoth has no intention of meekly accepting

his fate. Too religiously conservative to actively fight against

the Curse, Astragoth nevertheless demonstrates that the

uncompromising character of the Dawi'Zharr can overcome

any handicap. While he still has the will to power his bizarre

piston-driven body, he will undoubtedly continue to be an

active and determined member of the Temple of Hashut,

much to the frustration of Ghorth the Cruel.

M WS BS S T W I A Ld

Astragoth 3 4 3 5 5 3 3 2 10

TROOP TYPE: Infantry (Special Character, Sorcerer Lord).

MAGIC: Astragoth is a Level 4 Wizard. He uses spells from

the Lore of Fire, the Lore of Metal or the Lore of Hashut.

SPECIAL RULES: Bondage of Zharr, Dirgemaster (see

page 32), Swiftstride.

The Stone That Walks: Almost all of Astragoth's body has

been turned to stone. He has the Sorcerers' Curse special rule

as described on page 29, but due to the advanced state of his

petrification his armour save is increased to 3+.

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: Ironhand: Astragoth's semi-mechanical body incorporates a

piston-driven hammer which sometimes goes into overdrive,

bludgeoning enemies into a bloody pulp. Driven by

daemonfire, it is unstoppable once activated and can reduce

even sturdy armour to worthless scrap.

Magic Weapon. The Ironhand grants Astragoth the Killing

Blow special rule.

The Rod of Obsidian: This short rod of volcanic glass is a

symbol of Astragoth's authority. Blind to the Winds of Magic,

the High Priests of old used it to protect themselves against

hostile magic.

Arcane Item. The Rod of Obsidian allows any failed dispel

attempt to be re-rolled.

The Rune of Hashut: 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. No other Chaos Dwarf

has such a blessing, as Hashut is not a generous god.

Talisman. The Rune of Hashut grants Astragoth a 5+ ward

save and the Blessing of Hashut special rule.

ASTRAGOTH HIGH PRIEST OF HASHUT, OLD ROCKBEARD

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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. 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 a huge, glowering beast, and wide horns sprout

from his brow. Hashut rarely takes a personal interest in his

followers, but it appears as if Bhaal may be one of the few

exceptions to this rule for, upon his accession to the office of

Eldest, he claimed to have received a message from the

Father of Darkness in his dreams. Following the instructions

of his terrible god, Bhaal took his personal bodyguard of Bull

Centaur Guardians into the Chaos Wastes where they

followed an ancient road to a pulsing rift in spacetime that led

directly to the Realm of Chaos. Passing through this fell

gateway, Bhaal and his warriors were spirited to the

murderous hell-dimension of the Chaos Gods where Hashut

bade them do battle against innumerable Daemons and other

terrible foes. Though only a few months passed in the mortal

realm, Bhaal and the Guardians fought for many decades in

the Realm of Chaos. Across hundreds of blighted hellscapes

did those mighty creatures make war in the name of Hashut,

and world after world was smashed asunder by their fury.

When Bhaal returned he brought with him a mighty axe of

infernal provenance and a new epithet: the Death of Worlds.

He was changed by his experience, and had now become a

burning avatar of Hashut, the very apex of the Bull Centaur

race.

Now, Lord 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 an Overlord or

Sorcerer Lord may have devised. He is completely single-

minded, and so assured of his own might that he has never

seen any cause to adopt any strategy except full frontal

assault. It is a testament to the ferocity of the Death of Worlds

that this tactic has rarely failed to produce the desired effect,

and he has been known to lead a regiment of Bull Centaurs

straight into and through a barred fortress gate without having

to even slow down. 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: War Beast (Special Character).

SPECIAL RULES: Blessing of Hashut, Bondage of Zharr,

Devastating Charge, Flaming Attacks, Immune to

Psychology, Impact Hits (D3), 6+ Scaly Skin, Terror.

Chosen of Hashut: Bhaal leads the Chosen of Hashut into

battle, the survivors of the Guardians who accompanied him

into the Realm of Chaos. They have the profiles of Bull

Centaur Guardians (i.e. +1 Attack) and they and Bhaal are

both subject to Frenzy. If the army includes the Chosen of

Hashut, Bhaal must set up with the unit and may not leave it.

No other character may join the unit.

MAGIC ITEMS: Dread Axe: Lord Bhaal bears the Dread Axe, a weapon

stolen from the tomb of an ancient Champion of Chaos from a

world beyond the outermost stars, accessible only through the

Realm of Chaos. It is encrusted with vile runes of the Dark

Gods and glows with a sickly, green miasma.

Magic weapon. Always Strikes Last. Requires Two Hands.

All hits inflicted by the Dread Axe wound automatically. For

the purposes of armour save modifiers, the Dread Axe adds

+2 to Lord Bhaal's Strength.

LORD BHAAL LAST GUARDIAN, EDLEST OF THE BULL CENTAURS, THE DEATH OF WORLDS

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The most talented and powerful Daemonsmith of the current

generation is Hothgar Daemonbane. With a natural affinity

for summoning and binding Daemons, Hothgar might have

been a prodigy within the Priesthood of Hashut, but he has

always taken a highly pragmatic view of his dark art, seeing

only the practical applications of his enslaved entities rather

than working towards the glory of Hashut. 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 war machines. Hothgar built the

Doomcannon that were eventually sold to Archaon the

Everchosen and, before that, constructed the towering 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.

In person, Hothgar is oddly jovial and charismatic and will

readily expound excitedly on his latest creation to anyone

who shows even the slightest interest. As his companions'

eyes glaze over he continues to gush about the finest details

of his work. It is easy to be lulled into a false sense of security

by such an apparent eccentric for, though he may appear

nothing more than an overly-enthusiastic tinkerer, Hothgar's

trade is in death. Blood sacrifice powers his magic, and his

inventions are invariably machines of horrifying destructive

power. When thwarted, Hothgar's true character emerges: he

has a short, explosive temper and he goes about his

experiments with a worryingly reckless attitude. If something

goes awry, he will take out his frustration on his Hellsmiths,

and Hellforge Guards, dispatching them in savage displays of

wanton cruelty and using their deaths to power his next ritual.

There are always more apprentices lining up though, for

Hothgar is one of the wealthiest Chaos Dwarfs in the Dark

Lands, and the opportunity to study with him is not to be

snubbed.

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, Daemonsmith).

MAGIC: Hothgar is a Level 2 Wizard. He 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 special rule within 18"

of Hothgar. The affected unit immediately recovers D3+1

Wounds lost earlier in the battle. Models slain earlier in the

battle may be resurrected following the same procedure as the

Regrowth Lore of Life spell.

SPECIAL RULES: Unyielding, Sorcerers' Curse (see page

29), Daemon Binder (see page 33), Arcane Engineer (see

page 33).

MAGIC ITEMS: The Rod of Daemon Binding: 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.

Magic Weapon. Hothgar has the Killing Blow special rule.

When used against any model with magical attacks, the Rod

of Daemon Binding instead grants Heroic Killing Blow.

Soul Armour: Hothgar wears a suit of rune-encrusted Chaos

armour that is specially warded against the attacks of

Daemons and other magical spirits.

Magic Armour. The Soul Armour grants a 4+ armour save

and a 5+ ward save. Against magical attacks, this is improved

to a 2+ ward save.

HOTHGAR DAEMONBANE SORCERER OF THE FORGE, SCOURGE OF THE EMPYREAN, THE SOUL SLAVER

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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 Overlord 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 Legion but the

Conclave intervened again: they requested that Rykarth

remain with the Immortals as a captain within their ranks,

leading as only he could. Ulzuth 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 Doomcannon built by Hothgar Daemonbane

and it is said that when the Lord of the End Times visited the

Hellforges 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 Overlord, a position he has always

left unfilled. If Rykarth has any opinions about his

circumstances, he has not seen fit to voice them. Unlike the

savage Zhatan, Rykarth is a model Dawi'Zharr and obeys the

orders of Ghorth and the Conclave unthinkingly. Time and

time again he has fought against suicidal odds and emerged

victorious. Indeed, it is as if he and his Granite Guard are

being thrown recklessly into hopeless fights – either Ghorth is

testing his servant or some other agency is working from

within the Temple to dispose of Rykarth. If the latter is true,

then Rykarth has disappointed them at every turn by always

returning at the head of a triumphant Legion. However, if he

exults in such achievements he has never expressed it. For

Rykarth, obedience is its own reward, and total victory

merely an expectation of his station.

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, Despot).

SPECIAL RULES: Unyielding, Hatred, Bondage of

Zharr, Unbreakable.

Granite Guard: Rykarth leads the Granite Guard, an elite

formation of the Immortals. The Granite Guard are 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: Rykarth carries a larger version of the

cursed axes borne by the Immortals, so massive it must be

wielded in two hands.

Magic weapon. Always Strikes Last. Requires Two Hands.

The Cursed Rune Axe grants Rykarth +2 Strength and has the

Armour Piercing special rule.

RYKARTH THE UNBREAKABLE CAPTAIN OF THE GRANITE GUARD, THE HAND OF GHORTH

Guards of the Tower of Zharr

The Immortals are divided into a number of different

formations, known as Guards, each having a

different area of responsibility and expertise. The

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.

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All Chaos Dwarf Sorcerers secretly long to find a way to halt

the effects of the Sorcerers' Curse, but Volgar was more

obsessed than most. Although nominally a Pyrophant, he

spent years researching different possible solutions to the

Curse, 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 respect. 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. This was a profoundly

disturbing experience for the young Pyrophant: Dwarfs are

almost blind to the Winds of Magic and Chaos Dwarfs are no

exception. All of his training in sorcery had thus far focused

on using Daemons and K'daai to achieve his ends, but now

Volgar found he had access to the raw stuff of magic. It was a

harsh learning curve, and no one else in the Temple could aid

him – not that they wished to associate with any Priest who

had so visibly defied the Order of Things and mutilated

himself in the process anyway. Many called for Volgar's

excommunication or, better yet, execution, but it was Ghorth

who stayed the Conclave's hand, reasoning that Volgar would

be more use to them alive than dead, and that he would make

too powerful an enemy to simply release into the Dark Lands.

Some said Ghorth had an ulterior motive – that he was

interested in the possibility Volgar's transmutation

represented, although if his was a possible solution to the

Sorcerers' Curse, it was not one any other Sorcerer was

willing to embrace.

Although Volgar has been allowed to continue to remain a

part of Chaos Dwarf society, his transformation has driven

him quite mad. Quite apart from the horror of the Realm of

Chaos that has now been unveiled before him, his body is

constantly racked by pain as his physical form twists and

distorts into glowing crystal. Each time Volgar uses his

magic, he undergoes another crippling mutation. It seems that

manipulating raw magic accelerates the Sorcerers' Curse

much more aggressively, or perhaps it is just the nature of the

crystal growth. In either case, what sanity Volgar had is now

shattered. He has become addicted to the magic that pulses

through his body and wastes no opportunity to take to the

battlefield. There he runs amok, a kind of living, gibbering

weapon, blasting his foes with destructive death magic.

Volgar's mastery of his magic is impressive, but it will

doubtless eventually destroy him.

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 Wizard. He uses spells from the

Lore of Death.

SPECIAL RULES: Unyielding, Sorcerers' Curse (see page

29), 6+ Scaly Skin, Immune to Psychology.

Crystal Resonance: Volgar's crystals are attuned to the Wind

of Shyish, 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.

VOLGAR THE MAD SHATTERMIND, THE LIVING CONDUIT

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.

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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.

Nonetheless, Ghuz is a devout servant of Hashut and pays his

respects to the Temple when called upon to do so. It is simply

that he believes the pursuit of profit above all else is the most

important of the Father of Darkness's commandments, a

particular theological interpretation mostly espoused by the

mining Clans of Gorgoth. Ghuz himself hails originally from

Uzkulak, and that dark, sepulchral fortress evidently had an

influence on him, since he left as soon as he could, leaving

behind his ties to his Clan. He retained the skills of mariner

that have been so honed by the Chaos Dwarfs of Uzkulak and

went into service on one of the thunder-roller ram ships that

act as escorts for the larger ironclads in Chaos Dwarf fleets.

Evidently he was something of a prodigy, or possibly just

extremely ruthless, for he soon became captain of the vessel

and eventually the commander of the entire fleet.

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, Despot).

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: 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 were a

gift from a Daemonsmith for carrying out a particularly

tricky sea raid.

Magic weapon. Requires Two Hands. The Daemonscourge

Pistols grant Ghuz the Extra Attack and Flaming Attacks

special rule in close combat, and may also be fired with the

profile shown below.

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

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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 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 Gitz

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 epithet. 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.

As befits his dubious station, Gorduz rides upon the back of

one of the slavering giant wolves that prowl the Dark Lands.

Unlike the great Khans of the Eastern Steppes, Gorduz has

made no effort to bond with his mount or secure a more

fearsome specimen of the race: he just likes to be taller than

his fellows and knows that it's much harder to get stabbed in

the back when you're riding about on something. Like all

Hobgoblins, he makes sure his weapons are coated in virulent

poison and he also carries with him the deadly Black Bow, a

gift from his Chaos Dwarf masters. All Hobgoblins are

despised as snivelling lackeys of the Dawi'Zharr, but there is

none more servile and sycophantic than Gorduz Backstabber

who has not yet discovered the limit of the depths to which he

will debase himself to gain the favour of the Sons of Hashut.

And, vile as he is, none can deny that Gorduz is a canny foe.

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

43), 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

Gitz tribe of Hobgoblins, the most well-known and despised

of all their race. Despite this, Gorduz has the Inspiring

Presence special rule, but it may only be used by Hobgoblin

Warriors and Hobgoblin Wolf Riders.

MAGIC ITEMS: Black Bow: 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 daemonbone. The Black Bow

is unerringly accurate as if guided by some animalistic

sentience, and its shots can hammer through almost any

armour.

Magic Weapon. The Black Bow counts as a bow and grants

Gorduz the Sniper special rule. In addition, any model

wounded by the Black Bow must re-roll successful armour

saves.

Wolf Pelt: 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.

Talisman. Gorduz has a +1 armour save bonus against

shooting attacks.

GORDUZ BACKSTABBER HOBGOBLIN CHIEFTAIN, SNEAKIEST GIT

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FUGUE OF HASHUT Cast on 8+ (Signature Spell) The Sorcerer Lord unleashes a terrifying, complex

hymnal to the Father of Darkness, a more dangerous

version of the evil Dirges of Hashut, and its dark power

envelops his followers.

Fugue of Hashut is an augment spell that may be cast on

any friendly unit within 18". The affected unit gains the

Hatred and Flaming Attacks special rules until the start of

the caster's next magic phase. If the unit has the Bound

Daemon special rule, they also gain Regeneration (5+).

The Sorcerer Lord can choose to expand the effect of this

spell to all friendly units within 18". If he does so, the

casting value is increased to 16+.

1 STORM OF ASH Cast on 5+ The Sorcerer Lord summons forth a coven of smoke-spirits

that enshroud 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 FLAMES OF AZGORH Cast on 7+

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 breath weapon with the

Flaming Attacks special rule 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 10+.

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+.

THE LORE OF HASHUT

Daemon Binding, Diablomancy, Evocation

WARPSHRIEK (Lore Attribute) Sorcerer Lords drag 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 enemy unit that suffers any Wounds from a Lore of Hashut spell

(including breath weapon hits from a Sorcerer Lord using Flames of

Azgorh) must take a Panic test regardless of the number of casualties

caused. Friendly units with the Disposable rule that are targeted by

any Lore of Hashut spell must also take a Panic test.

66

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 an apocalyptic

Dirge of Hashut. All that hear the sound are filled with the

fear of Hashut and his fiery wrath.

Bullroar is an augment spell cast on the Sorcerer Lord

himself. Until the beginning of the caster's next Magic phase,

all friendly units within 18" of the caster automatically pass

all Panic tests they are required to take. The Sorcerer Lord

can choose to emit a louder and more powerful version of this

spell that affects all friendly 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 D6 Strength 4 hits

for each rank of models in the unit with no armour saves

allowed. If at least one double is ever rolled for the template's

movement or number of hits, the rift immediately collapses

before moving or resolving any hits and all units within 12"

of the template 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+.

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To represent the myriad output of the Hellforges, some units

in the Chaos Dwarfs army may be given Daemonic Upgrades.

The Upgrades available and their points costs are detailed in

the appropriate army list entries.

BLAZING BODY The machine burns with daemonic fire, incinerating all it

touches in an instant.

Any model (friend or foe, but not the model's rider if it has

one or any other model with this Upgrade) in base contact at

the start of the close combat phase suffers a Strength 4 hit

with the Flaming Attacks special rule and any non-magical

attacks directed against the model are resolved at -1 Strength,

down to a minimum of 1. In addition, all of the model's

attacks (including shooting attacks, impact hits, Stomp, etc.)

have the Flaming Attacks special rule.

COLOSSAL The machine is a huge, towering monstrosity.

The model has +2 Wounds.

DAEMONIC BARRAGE The machine has multiple barrels, and fills the air with such a

weight of ammunition that the target area is utterly saturated,

leaving few survivors.

When the model fires using its stone thrower attack, it may

re-roll all failed To Wound rolls.

DEATH ROCKETS The machine fires rockets imbued with cackling daemonic

spirits that cause them to spiral out of control.

If the model rolls both a hit and a misfire when using its stone

thrower attack, do not roll on the misfire table. Instead, the

shot scatters a further 4D6" in the direction indicated by the

small arrow on the hit symbol. No damage is inflicted at the

shot's original target point.

DIABOLIC SENTIENCE The machine has an animalistic intellect, allowing it to direct

its fire, after a fashion.

When the model fires using its stone thrower attack, it may

re-roll the scatter dice.

ERUPTION CANNON Instead of hurling its ammunition skyward, the machine

instead blasts its targets with a gout of scalding magma.

The model fires using the rules for a fire thrower as described

in the Warhammer rulebook instead of a stone thrower. If

taken by a Doomcannon, hits are resolved at Strength 6.

FAVOUR OF HASHUT The machine resembles a bull, the chosen form of the Father

of Darkness himself.

The model has +1 Strength and the Blessing of Hashut special

rule.

FEROCIOUS The Daemon within the machine is especially powerful and

enraged.

The model has +2 Attacks but -2 Leadership. In addition, if it

fails its Leadership test for Rampage, it has the Random

Movement (3D6) rule.

FIENDISH BLAST The machine can project a wall of deadly fumes, fire or

daemonic ichor.

The model has a Strength 4 Breath Weapon.

FUELLED BY FIRE As a creature of the Wind of Aqshy, this creation cannot be

harmed by Bright Magic – such spells only make it stronger.

The model cannot be wounded by spells from the Lore of

Fire. If it is the target of a successfully cast spell from the

Lore of Fire, the unit immediately regains D3 Wounds lost

earlier in the battle. This may not resurrect models that have

already been destroyed.

IMMORTAL HUNGER The Daemon within the machine is ravenous for fresh blood

and warm, living flesh.

The model has the Hatred special rule, but it applies in every

round of close combat, not just the first, so it may always re-

roll failed To Hit rolls.

INFERNAL SHELLS The machine fires huge shells that shake the ground when

they crash to earth.

Any unit that suffers at least one Wound from the model's

stone thrower attack may not march or shoot in its following

turn. War Machines may only shoot on a D6 roll of 4+. If the

affected unit charges, it must take a dangerous terrain test.

IRONCLAD The machine is protected by plates of blackened forge-iron.

The model has a 4+ armour save.

MAWTER The Infernal Engine has a great cannon set in its jagged,

smoking maw.

The model may fire in the shooting phase following the rules

for a stone thrower as described in the Warhammer rulebook

and gains the Move or Fire and Slow to Fire special rules. If a

misfire is rolled, the model does not fire this turn and suffers

a single Wound with no saves of any kind allowed.

OBSIDIAN HULL The machine's hull is bound with magic-resistant obsidian.

The model has Magic Resistance (2).

THUNDEROUS CHARGE The machine charges into combat with unstoppable force.

The model has the Impact Hits (D6) special rule.

WARPFIRE The engine's ammunition is imbued with raw warpstone and

its targets are mutated and twisted when it explodes.

Any unit that suffers at least one Wound from the model's

stone thrower attack must take a Panic test with a -1

Leadership penalty.

WHIRLING BLADES The machine is fitted with dozens of spinning blades that slice

enemies into bloody ribbons.

The model has the Random Attacks (3D3) special rule.

DAEMONIC UPGRADES

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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 by an insane Daemonsmith. What price he paid to

enslave so mighty a creature can never be known, for even

his name has been erased from the histories. One who knows

the secrets of the weapon may unleash the enraged Daemon,

whereupon he will lash out explosively 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, although the price he exacts is

higher each time. Only a highly wealthy and influential

Sorcerer Lord can afford such a service and thus arm one of

his servants with the Dark Mace of Death.

In close combat, the wielder of the Dark Mace of Death has

+1 Strength. Once per game the bound Daemon may be

released in a devastating magical attack instead of making

normal attacks in close combat. The wielder must take a

Leadership test: if the test is passed, place the small blast

template anywhere within 6". All models beneath the

template suffer an automatic Strength 5 hit with no armour

saves possible. If the Leadership test is failed, centre the

template on the wielder instead. Once this special attack has

been used, the Dark Mace of Death counts as destroyed and

may no longer be used during the game.

BLACK HAMMER OF HASHUT 40 points Magic Weapon

The Black Hammer of Hashut is a weapon blessed by the

Father of Darkness himself. Legend has it that it descended to

the Plain of Zharr in a bolt of lightning on an auspicious and

portentous night. Those slaves who were ordered to retrieve

it were burned to a char the second they laid their filthy

hands upon it – it would take one who was worthy in the eyes

of Hashut to lift it. 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. Many Overlords have wielded the Black

Hammer down the ages, and only one who is blessed in the

eyes of the Father of Darkness truly has the skill to use it.

The Black Hammer grants the Flaming Attacks special rule

and ignores armour saves. 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 down

to a minimum of 6+. For example, a model with light armour

and shield (5+ armour save) would be wounded on a 5+.

However, the weapon's heat makes using it highly dangerous:

at the beginning of each of his turns, any model carrying the

Black Hammer suffers an automatic Strength 3 hit with the

Flaming Attacks special rule.

ARMOUR OF THE FURNACE 55 points Magic Armour

Forged in the deepest Hellforge of Zharr-Naggrund itself

from ensorcelled iron quenched with the blood of a mighty

Champion of Tzeentch, this suit of rune-encrusted Chaos

armour was then tempered in the breath of Great Tauruses. It

is not only harder than gromril, but also proof against even

the fiercest flame. The Overlord Daknaz the Bloodthirsty

wore it on his expedition to the Fire Mouth, the great volcano

of the Mountains of Mourn. There, he withstood the onslaught

of the Ogre Firebellies and walked directly into the caldera

of the mountain where Aspoth, mightiest of the Bale Tauruses

made his lair. Daknaz fought and tamed the beast and rode it

into battle for the rest of his long and bloody career. The Armour of the Furnace grants a 3+ armour save, a 5+

ward save and the Blessing of Hashut special rule. In

addition, the wearer causes Terror in all models with the

Flaming Attacks special rule.

BLACK IRON DEATHMASK 25 points Magic Armour

This skeletal iron mask was once worn by Lord Uzdrath of

the Black Fortress, who led his Legion against the might of

the Kurgan. He sent over a hundred thousand slaves back to

Zharr-Naggrund, but was finally killed by a stampeding War

Mammoth. Once the slaughter was done, his followers

cremated his body with great ceremony, but his mask

survived the conflagration. All who have worn it since have

claimed the same thing: that some vestige of Uzdrath's

monstrous sprit entered the artefact, and that his strength and

cruelty live on.

The wearer of the Black Iron Deathmask adds +1 to his

armour save. In addition, all enemy units in base contact have

the Flammable special rule.

AMULET OF AZGORH 50 points Talisman

Wrought from a chunk of glowing magma ejected from the

mighty volcano Azgorh in the south of the Dark Lands, this

ruby-red amulet glows with a magical inner light. Its power

must be renewed each day at the mouth of the volcano that

birthed it for, as night begins to fall, its fiery heat cools to a

dying ember.

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 This section contains the rules and background for some of the most iconic and powerful magical

artefacts used by the Chaos Dwarfs. These may be used in addition to the magic items found in the

Warhammer rulebook.

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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 and remind them of the price of failure.

Any friendly units with the Disposable rule within 12" of the

Banner of Obeisance may re-roll any failed Fear, Terror or

Panic tests.

INFERNAL ICON 40 points Magic Standard

This brass standard, shaped like the head of a bull, is the

symbol of the Black Fortress and the Legion of Azgorh that

resides there. The dread Infernal Guard, psychotic outcast

Warriors, bear it into battle. These grim Warriors have been

exiled from their Clans and, as punishment, are ritually

sealed into their bronze masks while they are still hot from

the forge. Only their Ironguards have earned the right to

remove their helms, revealing scarred and mutilated faces.

The Infernal Guard fight with the desperate ferocity of those

with nothing to lose, and their macabre mortification rites

endow them with an almost supernatural ability to withstand

flame.

This standard may only be taken by a unit of Chaos Dwarf

Warriors or Stormcallers. A unit with the Infernal Icon has +1

Strength and a 5+ ward save against Flaming Attacks.

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

Attacks and the unit automatically passes all Fear tests it is

required to make. In addition, any unit from Warhammer:

Daemons of Chaos that the unit destroys completely in close

combat or runs down in a pursuit is worth double victory

points.

CHALICE OF ETERNAL DARKNESS 75 points Arcane Item

This rune-covered chalice is one of the oldest artefacts

possessed by the Chaos Dwarfs. Within its depths are bound

a coterie of Daemons. Denied the sustenance they crave for

millennia, they now draw in magic whenever they can,

absorbing it into the black depths of the Chalice. Some

Sorcerer Lords have speculated that the Daemons may be

growing in power as they absorb more of the Winds of Magic

and have counselled caution when using the Chalice lest they

suddenly find themselves able to break free and wreak havoc.

The Chalice of Eternal Darkness is therefore rarely taken

from its obsidian vault. It is surely only a matter of time

though until it overloads with magic and its fearsome

occupants are released...

At the start of each magic phase, after the Winds of Magic

have been rolled, roll a D3 – this is the number of power and

dispel dice that are removed from each side's pool. Both sides

are still free to channel in order to generate more power or

dispel dice. The controlling player may also elect to sacrifice

his own power or dispel dice to the Chalice. Keep track of

how many dice the Chalice has absorbed during the game: at

the end of the controlling player's Magic phase, roll 2D6 and

multiply it by the turn number. If the result is lower than the

total number of dice stored in the Chalice, the Daemons

suddenly break free! All Wizards (friend or foe!) on the table,

with the exception of the bearer of the Chalice, must

immediately roll on the micast table and apply the result.

Ignore instructions to remove dice from the power pool. Once

the Daemons have escaped, the Chalice is considered

destroyed and has no further effect.

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 Zharr

rule.

If you do not have a suitable ziggurat model to place, you

may not use the Ziggurat Foundation Stone.

The Realm of Chaos

Daemons hail from the Realm of Chaos, a dimension given form by the emotions of mortal creatures. Only in

the 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.

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 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.

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A CALL TO RUIN

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.

Page 76: Army Book - Chaos Dwarfs [2010]

Volgar the Mad by Kubasa. Pyrophant by

John Blake.

Daemonsmith by

Snotling.

Astragoth by Thomas Heasman-Hunt.

Sorcerer Lord mounted on Lammasu by M3lvin.

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Overlord

by Malcolm Neill.

Despot by Snotling.

Zhatan the Black

by Adam Benesz.

Despot with battle

standard by Kris Aubin.

A cruel Overlord commands from the front with his standard

bearer beside him. By John Blake.

Overlord mounted on Great Taurus by Ishkur Cinderhat.

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Chaos Dwarf Warriors with great weapons by Bassman.

Ironguard with pistol

by Paul Batchelor.

Chaos Dwarf Warrior

by Exquisite Evil.

Ironguard

by Snotling.

Chaos Dwarf Warriors by Ishkur Cinderhat.

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Stormcallers with saparra by Vulcanologist.

Stormcallers by Ishkur Cinderhat.

Stormcallers by Tjub.

Stormcaller

by Paul Batchelor.

Stormcaller

by Skink.

Stormcaller

by Grimstonefire.

Stormcaller

by John Blake.

Stormcaller

by Snotling.

Standard bearer

by Bassman.

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Vile Hobgoblin Sneaky Gitz fight with pairs of poisoned knives. By Ghost.

A motley mob of Hobgoblins by Snotling.

Hobgoblin Warrior

by Warh.

Hobgoblin Warrior

by Arekarkadiusz.

Hobgoblin Warriors with shield by Xander.

Hobgoblin Warriors

by M3lvin.

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Human Slaves with a Hobgoblin Driver. By Tjub.

Slave Brutes by Bassman.

These tottering Daemon-dolls are the creations of a maniacal Daemonsmith, and are

used to represent Slaves in Snotling's army.

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Immortals bear cursed weapons that glow with daemonic fury. By Skink.

Petrified Sorcerer by Vulcanologist Immortal standard bearer and musician

by Grimstonefire.

Immortals by Slim.

Rykarth the Unbreakable

by Angryboy2K

78

Baneguard by JMR.

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An awesome Bull Centaur Elder, one of Hashut's most formidable champions. By Ishkur Cinderhat.

The mighty Bull Centaurs are some of the most feared shock troops in the world. By Bassman.

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Hobgoblin Wolf Riders with shields by Bassman.

Gorduz Backstabber by Ishkur Cinderhat.

Hobgoblin Wolf Rider

with spear by Ishkur Cinderhat.

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Mortal Engine with Eruption Cannon

by Ghrask Dragh.

Mortal Engine with Death Rockets

by Tjub.

Mortal Engine by Snotling.

Mortal Engine with Death Rockets by Bassman.

Mortal Engine by Ishkur Cinderhat. Chaos Dwarf crewman

by Obsidian.

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A terrifying effigy of the Father of

Darkness himself.

Molten gold, into which unfortunate slaves are cast

to power the Altar's dread rituals.

Bull Centaur attendant.

Altar of Hashut by John Blake.

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Hellborn Construct by John Blake. Hellborn Construct by John Blake. Hellborn Construct by GeOrc.

These fearsome Hellborn Constructsby Tjub are lumbering beasts of living magma.

Hellborn Constructs in the form of barely-controlled K'daai by John Blake. Daemonsmith mounted on Hellborn Construct

by John Blake.

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Doomcannon with Daemonic Barrage by Xander.

Doomcannon with Infernal Shells by Ishkur Cinderhat.

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Iron Daemon, Engine of Legend, by johnsen0107.

Infernal Engine with

Mawter and Hellforge

Guards armed with

blunderbusses.

By Bassman.

Hothgar Daemonbane

by M3lvin.

Hellsmith

by Pyro Stick. 85

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This awesome Infernal Engine by John Blake has the Blazing Body, Favour of Hashut, Ferocious and Fuelled by Fire

Daemonic Upgrades in order to represent a monstrous, unbound K'daai Magmaborn.

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This gargantuan Infernal Engine by Ishkur Cinderhat has been

upgraded to a Kolossus Engine of Legend, and has been further

augmented by the Favour of Hashut, Ironclad, Mawter, Fiendish Blast

and Thunderous Charge Daemonic Upgrades to make it a truly

terrifying machine of destruction. It also swarms with additional

Hellforge Guard and is watched over by a cruel Daemonsmith.

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CHAOS DWARFS

ARMY LIST

The Chaos Dwarfs need no

encouragement to gather

together in preparation for a

slave raid to capture 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 merciless

Legion 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.

Page 94: Army Book - Chaos Dwarfs [2010]

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 take 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

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:

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 malevolent 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

1

2

2

3

3

4

4

5

5

6

6

7

7

8

8

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.

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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, Sorcerer Lord)

The Black Throne 3 5 3 4 4 1 2 5 9 -

Mount:

The Black

Throne

Magic:

Ghorth is a Level 4

Wizard. He uses the

Lore of Hashut.

Equipment:

The Mask of

Zhargon

Daemonic Thralls

The Book of Hashut

Special Rules:

Bondage of Zharr

Feet of Stone

Sorcerers' Curse

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, Overlord)

Equipment:

Chaos armour

The Hammer of Zharr

The Ring of Unmaking

The Black Mantle

Special Rules:

Bondage of Zharr

Reckless Hate

Unyielding

Options:

May be mounted on one of the

following:

- Great Taurus ............175 points

- Lammasu .................195 points

ASTRAGOTH 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, Sorcerer Lord)

Magic:

Astragoth is a Level

4 Wizard. He can

use the Lore of Fire,

the Lore of Metal or

the Lore of Hashut.

Equipment:

Ironhand

The Rod of

Obsidian

The Rune of Hashut

Special Rules:

Bondage of Zharr

Dirgemaster

Steam Attack

Swiftstride

The Stone That Walks

LORD BHAAL 450 points Profile M WS BS S T W I A Ld Troop Type

Lord Bhaal 8 7 3 5 5 4 5 5 10 War Beast (Special Character)

Equipment:

Chaos armour

Dread Axe

Special Rules:

Blessing of Hashut

Bondage of Zhaar

Chosen of Hashut

Devastating Charge

Flaming Attacks

Immune to Psychology

Impact Hits (D3)

Terror

6+ Scaly Skin

Notes:

If Bhaal is taken, then one unit of

Bull Centaurs in your army may be

upgraded to the Chosen of Hashut at

no additional points cost – see the

Chosen of Hashut special rule (page

60) for further information.

LORDS

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SORCERER LORD 190 points Profile M WS BS S T W I A Ld Troop Type

Sorcerer Lord 0 4 3 4 5 3 1 1 10 Infantry (Character)

Magic:

A Sorcerer Lord is a

Level 3 Wizard. He

can use the Lore of

Fire, the Lore of

Metal or the Lore of

Hashut.

Equipment:

Hand weapon

Special Rules:

Bondage of Zharr

Feet of Stone

Sorcerers' Curse

Options:

May be upgraded to a Level 4 Wizard ......................................35 points

May be mounted on one of the following:

- Palanquin ................................................................................35 points

- Great Taurus .........................................................................175 points

- Lammasu ..............................................................................195 points

- Infernal Engine (see page 99 for points and options. Count the cost

against your allowance for Lords) ........................................180 points

May take magic items up to a total of .....................................100 points

OVERLORD 145 points Profile M WS BS S T W I A Ld Troop Type

Overlord 3 7 4 4 5 3 4 4 10 Infantry (Character)

Equipment:

Hand weapon

Chaos armour

Special Rules:

Bondage of

Zharr

Unyielding

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 upgrade one piece of equipment to a Hellforged Artefact ..........................................50 points

May be mounted on one of the following:

- Great Taurus ............................................................................................. .......................175 points

- Lammasu .........................................................................................................................195 points

May take magic items up to a total of ...............................................................................100 points

CHARACTER MOUNTS Profile M WS BS S T W I A Ld Troop Type Special Rules

Palanquin 3 5 3 4 4 1 2 4 9 Unique Ironbound, Unyielding

Great Taurus 6 5 0 6 5 4 3 4 6 Monster Blazing Body, Fly, Fuelled by Fire, Large

Target, Terror

Lammasu 6 3 0 5 5 4 1 2 8 Monster Large Target, Magic Resistance (3),

Sorcerous Miasma, Terror

Hellborn Construct 6 4 0 5 5 3 2 3 7 Monstrous Beast Bound Daemon, Fear

Infernal Engine 6 4 0 5 6 6 2 4 5 Monster Bound Daemon, Hellforge Guard, Infernal

Steed, Large Target, Terror

Magic:

A Lammasu is a Level 1 Wizard. It can use the Lore of Fire, the Lore of Death or the Lore of Shadow.

Equipment:

A Palanquin is armed with a cursed weapon.

Options:

A Great Taurus may take any of the following Daemonic Upgrades:

- Colossal .................................................................................................................... ..............................................50 points

- Favour of Hashut ....................................................................................................................................................40 points

- Fiendish Blast .................................................................................. .......................................................................30 points

- Immortal Hunger ............................................................................................................. .......................................30 points

- Ironclad .................................................................................................................... ...............................................25 points

A Lammasu may take any of the following Daemonic Upgrades:

- Colossal ..................................................................................................................................................................50 points

- Fiendish Blast .........................................................................................................................................................30 points

A Lammasu may be upgraded to a Level 2 Wizard,

and a Level 3 Wizard if it takes the Colossal Daemonic Upgrade .................................................. ...........35 points per level

LORDS

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HOTHGAR DAEMONBANE 240 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, Daemonsmith)

Magic:

Hothgar is a Level 2

Wizard. He uses the

Lore of Metal.

Additionally,

Hothgar knows Bind

Daemon as well as

his other spells.

Equipment:

The Rod of Daemon

Binding

Soul Armour

Special Rules:

Arcane Engineer

Daemon Binder

Sorcerers' Curse

Unyielding

Options:

May be mounted on one of the following:

- Infernal Engine (see page 99 for points and options. Count the cost

against your allowance for Heroes) ......................................180 points

- Hellborn Construct (see page 97 for points and options. Count the

cost against your allowance for Heroes) .................................45 points

Notes:

If Hothgar is taken, Hellborn Constructs and Infernal Engines ignore the

normal restrictions for duplicate choices.

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, Despot)

Equipment:

Chaos armour

Cursed Rune Axe

Special Rules:

Bondage of Zharr

Granite Guard

Hatred

Unbreakable

Unyielding

Notes:

If Rykarth is taken, then you must include a unit of Immotals in your army

and they must be upgraded to the Granite Guard at no additional points

cost – see the Granite Guard special rule (page 62) for further information.

You may choose other units of normal Immortals for your army in

addition to these if you wish.

VOLGAR THE MAD 170 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

Wizard. He uses

spells from the Lore

of Death.

Equipment:

Hand weapon

Special Rules:

Crystal Resonance

Immune to Psychology

Living Conduit

Sorcerers' Curse

Unyielding

6+ Scaly Skin

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, Despot)

Equipment:

Chaos armour

Daemonscourge

Pistols

Special Rules:

Crew of The

Bull's Fury

Slavetaker

Unyielding

Notes:

If Ghuz Slavetaker is taken, then you must include a unit of Chaos Dwarf

Warriors in your army and they must be upgraded to the Crew of The

Bull's Fury at no additional points cost – see the Crew of the Bull's Fury

special rule (page 64) for further information. You may choose other units

of normal Warriors for your army in addition to these if you wish.

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 -

Mount:

Giant wolf

Equipment:

Hand weapon

Light armour

Shield

Black Bow

Wolf Pelt

Special Rules:

Disposable

Fast Cavalry

Git

Hobgoblin Chieftain

Late as Usual!

Poisoned Attacks

Notes:

If Gorduz Backstabber is taken,

Hobgoblin Wolf Riders are Core

Units instead of Special Units.

HEROES

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DESPOT 70 points Profile M WS BS S T W I A Ld Troop Type

Despot 3 6 4 4 5 2 3 3 9 Infantry (Character)

Equipment:

Hand weapon

Chaos armour

Special Rules:

Bondage of

Zharr

Unyielding

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 take magic items up to a total of .................................................................................50 points

PYROPHANT 90 points Profile M WS BS S T W I A Ld Troop Type

Pyrophant 3 4 3 3 4 2 2 1 9 Infantry (Character)

Magic:

A Pyrophant is a

Level 1 Wizard. He

uses the Lore of

Fire.

Equipment:

Hand weapon

Special Rules:

Dirgemaster

Flaming Attacks

Sorcerers' Curse

Unyielding

Options:

May be upgraded to a Level 2 Wizard ......................................35 points

May take magic items up to a total of .......................................50 points

DAEMONSMITH 125 points Profile M WS BS S T W I A Ld Troop Type

Daemonsmith 3 4 3 3 4 2 2 1 9 Infantry (Character)

Magic:

A Daemonsmith is a

Level 1 Wizard. He

uses the Lore of

Metal.

Equipment:

Hand weapon

Chaos armour

Special Rules:

Arcane Engineer

Daemon Binder

Sorcerers' Curse

Unyielding

Options:

May be upgraded to a Level 2 Wizard ......................................35 points

May take a Hellfire Pistol .........................................................12 points

May be mounted on one of the following:

- Infernal Engine (see page 99 for points and options. Count the cost

against your allowance for Heroes) ......................................180 points

- Hellborn Construct (see page 97 for points and options. Count the

cost against your allowance for Heroes) .................................45 points

May take magic items up to a total of .......................................50 points

BULL CENTAUR ELDER 175 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 War Beast (Character)

Equipment:

Temple blades

Chaos armour

Special Rules:

Blessing of Hashut

Bondage of Zharr

Fear

Flaming Attacks

Immune to

Psychology

Impact Hits (1)

6+ Scaly Skin

Options:

May replace temple blades with great weapon ................................free

May take throwing axes .............................................................4 points

May take a shield .......................................................................2 points

May take magic items up to a total of .....................................50 points

HEROES

BATTLE STANDARD BEARER One Despot or Bull Centaur Elder in the army may carry the

Battle Standard for +25 points. The Battle Standard Bearer

can have a magic standard (no points limit). A model that

carries a magic standard cannot have any other magic items.

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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 take 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

STORMCALLERS 13 points per model Profile M WS BS S T W I A Ld Troop Type

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 Stormcaller to a Stormguard .........................................................................10 points

- May take a pistol .................................................................................................................2 points

Upgrade one Stormcaller to a musician ...............................................................................10 points

Upgrade one Stormcaller to a standard bearer .....................................................................10 points

- May take 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

HOBGOBLIN WARRIORS 4 points per model Profile M WS BS S T W I A Ld Troop Type

Hobgoblin Warrior 4 3 3 3 3 1 2 1 6 Infantry

Hobgoblin Boss 4 3 3 3 3 1 2 2 6 Infantry

Unit Size: 10+

Equipment:

Hand weapon

Special Rules:

Backstabbers

Disposable

Poisoned

Attacks

Options:

Upgrade one Hobgoblin Warrior to a Hobgoblin Boss ......................................................10 points

Upgrade one Hobgoblin Warrior to a musician ...................................................................10 points

Upgrade one Hobgoblin Warrior to a standard bearer .........................................................10 points

The entire unit may be armed with one of the following:

- Spears ..................................................................................................................½ point per model

- Bows ...................................................................................................................2 points per model

- Additional hand weapons ....................................................................................1 point per model

The entire unit may take throwing weapons .........................................................½ point per model

The entire unit may take light armour ...................................................................½ point per model

The entire unit may take shields ............................................................................½ 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 Overseer 4 3 3 3 3 1 2 2 6 Infantry

Unit Size: 10+

Equipment:

Hand weapon

Special Rules:

Disposable

Options:

Upgrade one Slave to a Hobgoblin Overseer ......................................................................10 points

May upgrade all Slaves to Brutes .........................................................................2 points per model

The entire unit may be armed with one of the following:

- Spears ..................................................................................................................½ point per model

- Bows ....................................................................................................................1 point per model

- Great weapons (Brutes only) ...............................................................................1 point per model

- Flails (Brutes only) .............................................................................................1 point per model

The entire unit may take shields ............................................................................½ point per model

CORE UNITS

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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 weapon

Chaos armour

Shield

Special Rules:

Hatred

Indomitable

Defence

Oathsworn

Stubborn

Unyielding

Options:

Upgrade one Immortal to a Baneguard .....................................10 points

- the Baneguard may be given 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 take a magic standard worth up to ..................................50 points

The entire unit may exchange

their cursed weapons for great weapons ............................................free

One unit of Immortals may contain 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:

Dirges of Hashut

Unyielding

Options:

Upgrade one Acolyte of Hashut to a Khazn .............................10 points

Upgrade one Acolyte of Hashut to a standard bearer ...............10 points

- May take a magic standard worth up to ..................................50 points

One unit of Acolytes of Hashut may contain 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 10 Unique

Special Rules:

Bondage of Zharr

Blessing of Hashut

Dark Power

Fear

Fell Icon

4+ armour save

4+ ward save

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.

MORTAL ENGINE 30 points Profile M WS BS S T W I A Ld Troop Type

Mortal Engine - - - - 7 3 - - - War Machine (bolt thrower)

Hobgoblin Crew 4 3 3 3 3 1 2 1 6 -

Chaos Dwarf Crew 3 4 3 3 4 1 2 1 9 -

Slave Ogre 6 3 2 4 4 3 2 3 7 -

Unit Size: 1 Mortal Engine

Crew: 2 Hobgoblins

Equipment:

Hand weapon

Heavy armour

(Chaos Dwarfs

only)

Special rules:

Mixed Crew

Slave Ogre

Options:

Include an additional Hobgoblin crew member ..........................5 points

Upgrade any number of Hobgoblin crew to

Chaos Dwarfs .............................................................5 points per model

Upgrade the Mortal Engine to Arcane Artillery ........................30 points

Arcane Artillery may include an additional Slave Ogre ............35 points

Arcane 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

SPECIAL UNITS

You may take 2 Mortal Engines for each

duplicate Special Unit choice allowed in

your army as long as they are not upgraded

to Arcane Artillery.

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HELLBORN CONSTRUCTS 45 points per model Profile M WS BS S T W I A Ld Troop Type

Hellborn Construct 6 4 0 5 5 3 2 3 7 Monstrous Beast

Unit Size: 3+

Equipment:

Rune-etched

claws (hand

weapon)

Special Rules:

Bound Daemon

Fear

Options:

The entire unit may take any of the following Daemonic Upgrades:

- Blazing Body ....................................................................................................10 points per model

- Favour of Hashut ...................................................................................... ........10 points per model

- Fuelled by Fire .................................................................................................15 points per model

- Immortal Hunger ..............................................................................................10 points per model

- Ironclad ............................................................................................................10 points per model

- Obsidian Hull ...................................................................................................10 points per model

- Whirling Blades ...............................................................................................25 points per model

HOBGOBLIN WOLF RIDERS 14 points per model Profile M WS BS S T W I A Ld Troop Type

Hobgoblin Wolf Rider 4 3 3 3 3 1 2 1 6 Cavalry

Hobgoblin Khan 4 3 3 3 3 1 2 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

Late as Usual!

Poisoned Attacks

Options:

Upgrade one Hobgoblin Wolf Rider to a Hobgoblin Khan ......10 points

Upgrade one Hobgoblin Wolf Rider to a musician ..................10 points

Upgrade one Hobgoblin 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

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:

Choppas

Disposable

Fool Me Once

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

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

Impact Hits (1)

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 any 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

SPECIAL UNITS

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BULL CENTAURS 43 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 War Beast

Bull Centaur Guardian 8 5 3 4 4 2 3 3 9 War Beast

Unit Size: 5+

Equipment:

Hand weapon

Temple blades

Chaos armour

Special Rules:

Blessing of Hashut

Bondage of Zharr

Fear

Flaming Attacks

Immune to

Psychology

Impact Hits (1)

6+ Scaly Skin

Options:

Upgrade one Bull Centaur to a Bull Centaur Guardian ............10 points

- the Guardian may be given 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 take a magic standard worth up to ..................................75 points

The entire unit may replace its temple blades

with great weapons ............................................................................free

The entire unit may take throwing axes .....................2 points per model

The entire unit may take shields ................................2 points per model

BULL CENTAUR DOOM HARNESS 175 points Profile M WS BS S T W I A Ld Troop Type

Doom Harness 2D6 - - 6 5 4 - * 10 Unique

Unit Size: 1

Special Rules:

Crash!

*Immovable Object

Immune to

Psychology

Random Movement

(2D6)

Torn Apart

*Unstoppable Force

3+ armour save

Options:

May be upgraded to one of the following:

- Tenderiser ...............................................................................25 points

- Whirlwind ...............................................................................25 points

NB. A Bull Centaur Doom Harness

is mounted on a 50 x 100 mm base.

ALTAR OF HASHUT 185 points Profile M WS BS S T W I A Ld Troop Type

Altar of Hashut - - - - 7 9 - - - War Machine (stone thrower)

Khazn Dirgecaller - 4 3 3 4 1 2 2 9 -

Sacrificial Slave - - - - 4 1 - - - -

Unit Size: 1 Altar of Hashut

Crew: 1 Khazn Dirgecaller

and 8 Sacrificial

Slaves

Equipment (Crew):

Hand weapon

Equipment (Altar of

Hashut):

Sacrificial Altar

Special rules:

3+ armour save

4+ ward save

RARE UNITS

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DOOMCANNON 130 points Profile M WS BS S T W I A Ld Troop Type

Doomcannon 3 4 3 5 6 4 1 3 6 Monster

Hellforge Guard - 4 3 3 - - 2 1 9 -

Hellsmith - 4 3 3 - - 2 2 9 -

Unit Size: 1 Doomcannon and

3 Hellforge Guard

Equipment

(Hellforge Guard):

Hand weapon

Equipment

(Doomcannon):

Grinding gears

(hand weapon)

Doomcannon

Special Rules:

Bound Daemon

Hellforge Guard

Large Target

Terror

Options:

Upgrade one Hellforge Guard to a Hellsmith ...........................10 points

The Doomcannon may take one of the following Daemonic Upgrades:

- Death Rockets .........................................................................20 points

- Eruption Cannon .....................................................................10 points

- Infernal Shells .........................................................................30 points

The Doomcannon may take any of the following Daemonic Upgrades:

- Colossal ..................................................................................30 points

- Daemonic Barrage ..................................................................25 points

- Diabolic Sentience ..................................................................25 points

- Ferocious ................................................................................20 points

- Fiendish Blast .........................................................................30 points

- Ironclad ...................................................................................25 points

- Warpfire ..................................................................................15 points

INFERNAL ENGINE 180 points Profile M WS BS S T W I A Ld Troop Type

Infernal Engine 6 4 0 5 6 6 2 4 5 Monster

Hellforge Guard - 4 3 3 - - 2 1 9 -

Hellsmith - 4 3 3 - - 2 2 9 -

Unit Size: 1 Infernal Engine

Equipment

(Hellforge Guard):

Hand weapon

Equipment

(Infernal Engine):

Hellish fangs

and claws (hand

weapon)

Special Rules:

Bound Daemon

Hellforge Guard

Infernal Steed

Large Target

Terror

Options:

May be ridden by three Hellforge Guard .............................................................................30 points

- may have up to five additional Hellforge Guard ..............................................10 points per model

All Hellforge Guard may be armed with one of the following:

- Great weapons ....................................................................................................2 points per model

- Blunderbusses ......................................................................... ...........................3 points per model

Upgrade one Hellforge Guard to a Hellsmith ......................................................................10 points

The Infernal Engine may take any of the following Daemonic Upgrades:

- Blazing Body .....................................................................................................................25 points

- Favour of Hashut ............................................................................................................ ...30 points

- Ferocious ................................................................................................................... ........25 points

- Fiendish Blast ...................................................................................... ..............................30 points

- Fuelled by Fire ............................................................................................................. .....25 points

- Immortal Hunger ...............................................................................................................30 points

- Ironclad .................................................................................................................... ..........25 points

- Mawter ..............................................................................................................................30 points

- Obsidian Hull ............................................................................................................... .....20 points

- Thunderous Charge ...........................................................................................................25 points

- Whirling Blades ............................................................................................................. ....45 points

One Infernal Engine in the army may be upgraded to an Engine of Legend .......................50 points

99

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"If something's worth doing, it's worth doing right."

- Old saying

"If you want something done right, do it yourself."

- Corollary to the above

To call this project "a labour of love" would be something of

an understatement. If someone in my position has worked so

long at something so pointless for so little reward, they

haven't told me about it – but then, I suppose they wouldn't,

would they? I began working on my vision of Warhammer:

Chaos Dwarfs in early 2008, having worked on and off on a

similar project extrapolated from the previous "Ravening

Hordes" Chaos Dwarfs army list for some years before that.

In those days, it was something of a rite of passage on the

Chaos Dwarfs Online (CDO) forums to produce some sort of

"Chaos Dwarf army book" for whatever edition of

Warhammer was current and some of the more successful

efforts of that era – such as those by Revlid, Grimstonefire

and Cornixt – would eventually be a major source of

inspiration for this book. The embryonic form of this latest

version of Warhammer: Chaos Dwarfs probably emerged in

playable form in May '08, inspired by the recent Warhammer

Armies: Warriors of Chaos, which gave Chaos Dwarfs a very

prominent background role as "the Daemonsmiths of Chaos".

This concept sparked off a basic idea in my head, which can

be summarised with two pretty broad objectives:

"customisable Daemon-machines" and "everyone gets Chaos

armour". These two rather silly foundations have remained

pretty much intact until today, although the customisation

aspect – what would eventually become the Daemonic

Upgrades system – has been through dozens of iterations

since I came up with it. It began as something akin to Magic

Items or Dwarf Runes, eventually morphed into what might

as well have been a system for creating your own monster

before being reigned in quite severely for this version of the

book.

I don't have accurate figures for how many revisions this book

has been through. I remember the major ones, but there were

innumerable tweaks and alterations that happened in response

to comments and feedback on CDO. Spiritually, this should

be considered the third "generation" of this book. The first

was the rather rough "good first try" you can actually still find

online if you search for my name or handle (Thommy H). It

has the image of the Great Taurus used for the bestiary in this

version as its cover. Inside it looks rather plain now, as it

lacks textures or borders of any kind, and it's crammed with

licensed artwork, the incredible artistic efforts of the CDO

community then not having flowered as they have since. The

second version is better known, perhaps, and eventually

became full-colour as Games Workshop began to release its

8th

Edition Armies books and I worked hard to keep up with

their new, gorgeous formatting. Others have claimed I

produced something as good as that, but it still looks a little

busy to my eye. It does contain completely original artwork

throughout though, which was a major turning point for me,

and a testament to the amazing talent and creativity of the

CDO community. I liked that book, but it got outdated fast

and I was itching to update it but, just as when I'd moved

from the first to the second generation, I knew it would

require a blank slate. A new document, some new formatting

and, hopefully, some new and better ideas.

The big question that must be asked though is "why?", or

perhaps "why?!", because this is perhaps the least timely

moment to ever attempt Warhammer: Chaos Dwarfs. Yes, we

now live in the age of Warhammer Forge's Tamurkhan: The

Throne of Chaos by Alan Bligh and its fully-playable 'Legion

of Azgorh' Chaos Dwarf army list. And while that book is an

astonishing piece of work and I fully expect (indeed hope)

that it becomes the gold standard for Chaos Dwarf players, it

still doesn't fulfil all of our needs, in my opinion. I have issues

of my own with some of the decisions made too, but this is

not the place for that kind of thing! There are many things I

like about its vision of Chaos Dwarfs – things I have absorbed

into the background presented in this book, and hopefully

both lists can coexist happily until such a time as the main

Games Workshop studio releases its own "official" Chaos

Dwarfs. In the meantime, the online Chaos Dwarf community

was also treated to Kevin Coleman's Warhammer: Dwarfs of

Chaos, the so-called "Indy GT book", as it was written with

the intention of being used for various independent

Warhammer tournaments, mainly in North America. There

was much to like in this book too, especially its professional-

looking format and layout, which spurred me on to better the

appearance of my own work, but I'm afraid I could never

quite get behind its philosophy!

So, if my work has a place in the pantheon of Chaos Dwarf

lists, beside the venerable Ravening Hordes list, the Indy GT

book and the new Games Workshop-sanctioned Legion of

Azgorh, it must be as a distant fourth place – which is not to

imply I'm in any way not content with this! Indeed, I am

deeply flattered that anyone has taken the time to read the

various versions of this book (and many people have) and

utterly astonished that anyone would actually use it for their

own games of Warhammer (which, again, they have). To

those people – Galladorn, Vulcanologist, Spartacus, JMR,

GlimpseTheVoid, Mahtipakarat, amongst others – I give my

sincerest thanks and appreciation for your totally invaluable

playtesting and feedback. Again, to use even a small amount

of your precious leisure time playing games with words I

wrote is incredibly flattering.

My thanks must also go out to the whole CDO community

and all those members of it who have helped and supported

me on this weird little journey – they know who they are.

Thanks especially to John Blake (aka Baggronor) whose

particular vision of evil stunties has so informed my own. His

artwork and models are prominently featured throughout this

book and, conversely, you can read some of my writing on his

website (www.titanwargames.com). It's fair to say that

without both his visual contributions and his invaluable

experience as a regular player of Warhammer tournaments,

this book would have been much impoverished!

Thank you to everyone who has taken the time to read this

book. I wrote it for no other reason than I felt I could and that

the eventual result would be worthwhile. I hope that you

agree with this conclusion.

Thomas Heasman-Hunt

January 2012

AFTERWORD

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LORDS M WS BS S T W I A Ld Type Pg SPECIAL M WS BS S T W I A Ld Type Pg

Astragoth 3 4 3 5 5 3 2 2 10 In(SC) 59 Acolyte of Hashut 3 4 3 3 4 1 2 1 9 In 39

Ghorth the Cruel 0 4 3 4 5 4 1 1 10 In(SC) 57 - Khazn 3 4 3 3 4 1 2 2 9

- The Black Throne 3 5 3 4 4 1 2 5 9 Black Orc 4 4 3 4 4 1 2 1 8 In 44

Lord Bhaal 8 7 3 5 5 4 5 5 10 WB(SC) 60 - Black Orc Boss 4 5 3 4 4 1 2 2 8

Overlord 3 7 4 4 5 3 4 4 10 In 30 Hellborn Construct 6 4 0 5 5 3 2 3 7 MB 42

Sorcerer Lord 0 4 3 4 5 3 1 1 10 In 29 Hobgoblin Wolf Rider 4 3 3 3 3 1 2 1 6 Ca 43

Zhatan the Black 3 8 4 4 5 4 4 4 10 In(SC) 58 - Giant Wolf 9 3 0 3 3 1 3 1 3

- Hobgoblin Khan 4 3 3 3 3 1 2 2 6

HEROES M WS BS S T W I A Ld Type Pg Immortal 3 5 3 4 4 1 2 1 9 In 38

Bull Centaur Elder 8 6 3 5 5 3 4 4 9 WB 44 - Baneguard 3 5 3 4 4 1 2 2 9

Daemonsmith 3 4 3 3 4 2 2 1 9 In 33 Mortal Engine - - - - 7 3 - - - WM 41

Despot 3 6 4 4 5 2 3 3 9 In 31 - Hobgoblin Crew 4 3 3 3 3 1 2 1 6

Ghuz Slavetaker 3 6 4 4 5 2 3 3 9 In(SC) 64 - Chaos Dwarf Crew 3 4 3 3 4 1 2 1 9

Gorduz Backstabber 4 5 3 4 4 2 3 3 7 Ca(SC) 65 - Slave Ogre 6 3 2 4 4 3 2 3 7

- Giant Wolf 9 3 0 3 3 1 3 1 3 Ogre 6 3 2 4 4 3 2 3 7 MI 45

Hothgar Daemonbane 3 4 3 3 4 2 2 2 9 In(SC) 61 - Ogre Berserker 6 3 2 4 4 3 2 4 7

Pyrophant 3 4 3 3 4 2 2 1 9 In 32 Petrified Sorcerer 3 * 0 * 4 6 2 4 10 Un 40

Rykarth the Unbreakable 3 6 4 4 5 2 3 3 9 In(SC) 71

Volgar the Mad 3 4 3 3 4 2 2 1 9 In(SC) 63 RARE M WS BS S T W I A Ld Type Pg

Altar of Hashut - - - - 7 9 - - - WM 48

CORE M WS BS S T W I A Ld Type Pg - Khazn Dirgecaller 3 4 3 3 4 1 2 1 9

Chaos Dwarf Warrior 3 4 3 3 4 1 2 1 9 In 34 - Sacrificial Slave - - - - 4 1 - - -

- Ironguard 3 4 3 3 4 1 2 2 9 Bull Centaur 8 5 3 4 4 2 3 2 9 WB 44

Hobgoblin Warrior 4 3 3 3 3 1 2 1 6 In 36 - Bull Centaur Guardian 8 5 3 4 4 2 3 3 9

- Hobgoblin Boss 4 3 3 3 3 1 2 2 6 Doom Harness 2D6 - - 6 5 4 - * 10 Un 44

Slave 4 2 2 3 3 1 2 1 5 In 37 Doomcannon 3 4 3 5 6 4 1 3 6 Mo 49

- Brute 4 3 2 3 4 1 2 1 5 - Hellforge Guard 3 4 3 3 4 1 2 1 9

- Hobgoblin Overseer 4 3 3 3 3 1 2 2 6 - Hellsmith 3 4 3 3 4 1 2 2 9

Stormcaller 3 4 3 3 4 1 2 1 9 In 35 Infernal Engine 6 4 0 5 6 6 2 4 5 Mo 50

- Stormguard 3 4 4 3 4 1 2 1 9 - Hellforge Guard 3 4 3 3 4 1 2 1 9

- Hellsmith 3 4 3 3 4 1 2 2 9

MOUNTS M WS BS S T W I A Ld Type Pg

Great Taurus 6 5 0 6 5 4 3 4 6 Mo 54

Lammasu 6 3 0 5 5 4 1 2 8 Mo 55

Palanquin 3 5 3 4 4 1 2 4 9 Un 56

SUMMARY

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

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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.

A Warhammer Armies supplement for

The Game of Fantasy Battles

You will need a copy of Warhammer

to use the contents of this book.

games-workshop.com

chaos-dwarfs.com

ENGLISH LANGUAGE

5 316266 4432105