0% found this document useful (0 votes)
23 views48 pages

Warhammer - Chaos Dwarfs 1.71

The document is an unofficial army list for Warhammer, specifically detailing the Chaos Dwarfs and their units, special rules, magic items, and lore. It includes sections on army special rules, core units, special units, and magic spells associated with the Lore of Hashut. Additionally, it provides information on various character mounts and special characters, along with detailed descriptions of unique abilities and items available to the Chaos Dwarf army.

Uploaded by

cghhwdjz4j
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
23 views48 pages

Warhammer - Chaos Dwarfs 1.71

The document is an unofficial army list for Warhammer, specifically detailing the Chaos Dwarfs and their units, special rules, magic items, and lore. It includes sections on army special rules, core units, special units, and magic spells associated with the Lore of Hashut. Additionally, it provides information on various character mounts and special characters, along with detailed descriptions of unique abilities and items available to the Chaos Dwarf army.

Uploaded by

cghhwdjz4j
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 48

WARHAMMER ARMIES:

CHAOS
DWARFS

By Mathias Eliasson
v.1.71
UNOFFICAL ARMY LIST
1
CONTENTS
ARMY SPECIAL RULES ................................................ 3 SPECIAL UNITS ..............................................................23
THE LORE OF HASHUT .............................................. 5 Infernal Guard ................................................... 23
MAGIC ITEMS....................................................................6 Zealot Berzerkers .............................................. 24
Magic Weapons ....................................................6 Acolytes of Hashut ............................................ 25
Magic Armour ......................................................6 Devastators ........................................................ 26
Talismans .............................................................7 Bull Centaurs ..................................................... 27
Arcane Items ........................................................7 Whirlwind/Tenderiser ........................................ 27
Enchanted Items ...................................................8 Sneaky Gits........................................................ 28
Magic Standards ...................................................8 Spear Chukka .................................................... 28
Black Orcs ......................................................... 29
LORDS .................................................................................... 9 Slave Ogres........................................................ 30
Sorcerer-Prophet ..................................................9 K'daai Fireborn .................................................. 30
Overlord .............................................................10 Iron Daemon ...................................................... 31
HEROES ................................................................................ 11 Magma Cannon ................................................. 32
Deathshrieker Rocket Launcher ........................ 33
Sorcerer-Priest .................................................... 11
Overseer .............................................................12 RARE UNITS ..................................................................... 34
Daemonsmith .....................................................13 Immortals .......................................................... 34
Bull Centaur Taur'ruk .........................................14 Bull Centaur Renders ........................................ 34
Hobgoblin Chieftain ...........................................15 Lammasu ........................................................... 35
CHARACTER MOUNTS ............................................. 16 Dreadquake Mortar............................................ 36
Hellcannon......................................................... 37
Giant Wolf ..........................................................16
Juggernaut Siege Tower..................................... 38
Palanquin............................................................16
Kollossus ........................................................... 39
Great Taurus .......................................................16
K'daai Destroyer ................................................ 40
Bale Taurus.........................................................17
Siege Giant ........................................................ 41
Altar of Hashut ...................................................17
CORE UNITS..................................................................... 18 SPECIAL CHARACTERS (LORDS) ...................... 43
Astragoth Ironhand ............................................ 43
Warriors ..............................................................18
Zhatan the Black ................................................ 44
Blunderbusses ....................................................18
Drazhoath the Ashen.......................................... 45
Hobgoblin Cutthroats .........................................19
Shar'tor the Executioner .................................... 46
Hobgoblin Archers .............................................19
Wolf Raiders.......................................................20 SPECIAL CHARACTERS (HEROES) ................... 47
Orc Slaves ..........................................................21 Rykarth the Unbreakable ................................... 47
Goblin Slaves .....................................................22 Gorduz Backstabber .......................................... 47
CREDITS ............................................................................. 48

2
ARMY SPECIAL RULES
This section of the book describes all the different units DAEMONIC
used in a Chaos Dwarf army, along with any rules Models with this special rule have the Magical Attacks
necessary to use them in your games of Warhammer. and Unstable special rules. In addition, models that are
Where a model has a special rule that is explained in not mounts have a 5+ Ward save which gets reduced to
the Warhammer rulebook, only the name of that rule is a 6+ Ward save against Magical Attacks.
given. If a model has a special rule that is unique to it,
that rule is detailed alongside its description. However, HELLBOUND
there are a number of commonly recurring ‘army Models with this special rule have a 6+ Ward save
special rules’ that apply to several Chaos Dwarf units, against non-magical Attacks and gain the Fear and
and these are detailed here. Magical Attacks special rules. Additionally, once per
game, a War Machine with this special rule may re-roll
BACKSTABBERS one Scatter dice or one Artillery dice. However, should
A unit with this special rule that successfully restrains a Hellbound model ever have to make a roll on a
from pursuing after breaking an enemy unit in close Misfire table, it suffers a -1 modifier to the result.
combat causes D6 Strength 3 hits on the fleeing unit
for every complete rank the Hobgoblin unit has (up to a NAPTHA BOMBS
maximum of 3). Resolve any casualties before moving Throwing weapon. Naptha Bombs have Strength 3,
the fleeing unit. Armour Piercing (1), Flaming Attacks and the Magical
Attacks special rules. If the enemy unit is Hit, it suffers
BLACKSHARD ARMOUR D3 Strength 3 Hits. However if a '1' is rolled to hit, the
Models with this special rule add +1 to their armour thrower instead suffers a single automatic Wound with
saves if they wear light, medium or heavy armour. the Flaming Attacks and Magical Attacks special rules.
In addition, they have the Immunity (Flaming Attacks) This is a non-physical attack.
special rule.
RELENTLESS
BLAZING BODY Units entirely composed of models with this special
Any model in base contact with a model with this rule do not need to pass a Leadership test in order to
special rule at the start of the Close Combat phase march, regardless of the proximity of enemy units.
takes an automatic non-physical Strength 3 Hit with the
Flaming Attacks special rule. In addition, any non- RESOLUTE
magical attacks suffer a -1 Strength penalty against When taking Break tests, models with this special rule
them. count as having lost the combat with 1 point less than
they actually have.
CONTEMPT
Units with this special rule treat friendly Hobgoblins, SORCERER'S CURSE
Goblins, and Orcs as if they had the Expendable Whenever a model with this special rule suffers a
special rule. Miscast during the game, after resolving the effects of
the Miscast on them normally, they must pass a
COWARLDY DESPOILERS Toughness test or suffer a Wound with no saves
Models with this special rule gain +1 To Hit in the first allowed.
round of combat if they successfully charge an enemy
in the rear or flank. FIREGLAIVE
Polearm. Fireglaives also have the following missile
profile:

Range: Strength: Special Rules:


18" 4 Armour Piercing (1)

3
TREACHEROUS GITS ANIMOSITY
Units with this special rule must test for Treachery in Units with this special rule must test for Animosity in
the Charge sub-phase after all normal charges has been the Charge sub-phase after all normal charges has been
declared during each of your turns, by every unit that is declared during each of your turns, by every unit that is
subject to Treachery, unless any of the following subject to Animosity, unless any of the following
applies: applies:

• The unit has less than 5 models. • The unit has less than 5 models.
• The unit has declared a charge this turn. • The unit has declared a charge this turn.
• The unit is engaged in close combat. • The unit is engaged in close combat.
• The unit is garrisoning a building. • The unit is garrisoning a building.
• The unit is fleeing or currently off the battlefield. • The unit is fleeing or currently off the battlefield.

Roll a D6 for each eligible unit. If the dice roll is a 2 or Roll a D6 for each eligible unit. If the dice roll is a 2 or
more, the unit behaves normally this turn. If the roll is more, the unit behaves normally this turn. If the roll is
a 1, however, the unit has failed its Treachery test and a 1, however, the unit has failed its Treachery test and
must roll on the Treachery table below: must roll on the Animosity table below:

D6 Result D6 Result
1 Traitor! If the unit is armed with missile 1 Get 'Em: For every complete rank the unit
weapons, they will immediately resolve a has, it suffers D3 hits at the Strength
round of shooting against the nearest friendly characteristic of the majority on the models
unit within Line of Sight. If the unit does not in the unit. The unit may not voluntarily
have any missile weapons or if there are no move or shoot this turn. Wounds caused by
friendly units within Line of Sight, they will the Get 'Em result never cause Panic tests.
inflict D3 Strength 3 Hits for every complete 2-4 Squabble: If it is possible to do so, the unit
rank the unit has on themselves instead (any must declare a charge against the closest
Wounds suffered will not cause a Panic test). enemy unit. If the unit is unable to declare a
The unit may not move, shoot or cast spells charge, the unit may not move in the
this turn. Movement phase or shoot this turn.
2 We'll get a better view from further back! 5-6 We'll Show 'Em: Pivot the unit on the spot
The unit must immediately take a Panic test. to face the nearest visible enemy unit, and
If it's passed, the unit may not voluntarily then make a full normal move in a straight
move this turn. line towards it. If there is no visible enemy,
3-4 We Stayz 'Ere! The unit may not voluntarily the unit must move straight ahead instead. If
move this turn. it is impossible for the unit to pivot to face
5 Bloody Murder! The unit suffers D3 the closest enemy, it will pivot towards it as
Strength 3 Hits for every complete rank the far as it can, and will then move as far
unit has (any Wounds suffered will not cause forward as it can while still keeping the
a Panic test). The unit may move as normal enemy within its forward arc. After the move
afterwards. is complete the unit must declare a charge
6 Hiiyaaarrghh! Pivot the unit on the spot to against the closest visible enemy unit, if it is
face the nearest visible enemy unit, and then possible to do so. If the unit cannot declare a
make a full normal move in a straight line charge then it may carry on with the rest of
towards it. If there is no visible enemy, the its turn normally, as if it had not yet moved
unit must move straight ahead instead. If it is this turn.
impossible for the unit to pivot to face the
closest enemy, it will pivot towards it as far
as it can, and will then move as far forward
as it can while still keeping the enemy within
its forward arc. After the move is complete
the unit must declare a charge against the
closest visible enemy unit, if it is possible to
do so. If the unit cannot declare a charge then
it may carry on with the rest of its turn
normally, as if it had not yet moved this turn.

4
THE LORE OF HASHUT
KILLING FIRE CURSE OF HASHUT
Level 3 Cast on 10+
Lore Attribute Curse of Hashut is a direct damage spell with a range
Each time a spell from the Lore of Hashut is of 12". It targets a single enemy model of the caster's
successfully cast, all enemy units within 6" of the choice (even a character in a unit). The target suffers a
Wizard suffer D6 Strength 3 Hits with the Flaming number of hits equal to 2D6 minus their Toughness
Attacks special rule. value. Hits from this spell Wound on a 4+ with the
Ignores Armour saves special rule.
BREATH OF HATRED
Signature Spell Cast on 5+ DOOMROAR
Breath of Hatred is an augment spell with a range of Level 3 Cast on 10+
18". The target unit gains the Hatred special rule until Doomroar is an augment spell that is cast on the
the start of the caster's next Magic phase. Wizard itself. Until the start of the caster's next Magic
phase, all friendly units within 12" roll an additional
BURNING WRATH D6 for their Leadership test and discard the highest
Level 1 Cast on 6+ result, and all enemy units within 12" roll an additional
Burning Wrath is a magic missile with a range of 12" D6 for their Leadership test and discard the lowest
and causes D6 strength 6 hits with the Flaming Attacks result.
special rule.
ASH STORM
DARK SUBJUGATION Level 3 Cast on 12+
Level 1 Cast on 7+ Ash Storm is a hex spell with a range of 24". Until the
Dark Subjugation is a hex spell with a range of 24". start of the caster's next Magic phase, the target suffers
The target unit must pass a Leadership test with a -3 -1 To Hit in close combat and -2 To Hit with missile
penalty or suffer a permanent reduction of -1 to their attacks, may not march or Fly, and treats all terrain as
Leadership for the rest of the game (to a minimum of Dangerous Terrain.
2).
HELL HAMMER
FIST OF FIRE Level 4 Cast on 13+
Level 1 Cast on 7+ Hell Hammer is a direct damage spell. Extend a
Fists of Fire is an augment spell with a range of 18". straight line 18" within the caster's front arc and
The target gains +1 Strength and the Flaming Attacks directly away from their base. Each model in the way
special rule until the start of the caster's next Magic (determined using the line template) suffer a Strength 6
phase. hit with the Flaming Attacks and Multiple Wounds
(D3) special rule. Any unit suffering casualties from
FLAMING HIDE this spell must immediately take a Panic test.
Level 2 Cast on 8+
Remains in play. Flaming Hide is an augment spell SHADOWS OF HASHUT
with a range of 18". While the spell is in effect, the Level 4 Cast on 14+
target has the Blazing Body special rule. Shadows of Hashut is a magical vortex that uses the
small round template. Any model touched by the
LAVA STORM template at any point during its move suffers a Strength
Level 2 Cast on 9+ 6 hit. Unlike most magical vortexes, this spell does not
Lava Storm is a direct damage spell. The caster makes remain in play.
a Breath Weapon attack. This may be cast in close
combat, following the normal rules for Breath FLAMES OF AZGORH
Weapons. Any model hit suffers a Strength 5 Hit with Level 4 Cast on 15+
the Flaming Attacks and Multiple Wounds (D3) special Flames of Azgorh is a direct damage spell with a
rule. range of 18". Place the small round template with the
central hole on the chosen target point – the template
MAGMA POOL then scatters D6". All models touched by the template
Level 2 Cast on 9+ suffer a Strength 6 hit with the Flaming Attacks and the
Magma Pool is a conveyance spell with a range of 12". Multiple Wounds (D3) special rules.
The target is immediately picked up and may be moved
to any point on the battlefield within 12" of its original
position, just like a summoning spell.

5
MAGIC ITEMS
This section contains the rules 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.

MAGIC WEAPONS LASH OF SHURZZHAK 20 points


Instead of fighting normally, the wielder may may
VOLCANIC HAMMER 45 points make a special attack. If this attack hits, all models in
one column in base contact with the wielder are
Great weapon. All attacks made with this weapon have
automatically Hit.
the Flaming Attacks special rule. In addition, the
wielder may may exchange all of their Attacks to make INFERNO GLAIVE OF HASHUT 15 points
a special attack. Roll To Hit against the highest enemy
Fireglaive. Close combat attacks made with this
Weapon Skill in base contact. If this Attack hits, place
weapon have the Armour Piercing (1) special rule.
the small template anywhere so that it is touching the
Missile attacks with this weapon have Strength 5.
wielder's base. Any models that lie underneath the
template (friend or foe) suffer a single Strength 3 hit.
The model under the template's central hole instead MAGIC ARMOUR
suffers a single Strength 9 hit with the Multiple
Wounds (D3) special rule. ARMOUR OF THE FORGE 50 points
Heavy armour. The wearer gains a 5+ Ward save which
DARK MACE OF DEATH 40 points may be re-rolled.
Close combat attacks made with this weapon have the
Killing Blow special rule. In addition, once per game, ARMOUR OF BAZHERAK
at the start of the close combat round, the wielder can THE CRUEL 50 points
inflict an automatic Wound on every model in base Heavy armour. This armour gives the wearer +2 to their
contact with the Ignores Armour saves special rule. armour save and the Magic Resistance (2) special rule.

LIFE BANE BLADE 35 points THE MASK OF THE FURNACE 50 points


The wielder gains the Multiple Wounds (D3) special 6+ armour save. The wearer gains a 5+ Ward save as
rule. Whenever the wielder of this item causes one or well as the Fear and Immunity (Flaming Attacks)
more unsaved Wounds during a round of close combat, special rules.
they regain 1 Wound lost earlier during the game.
DAEMONBINDER ARMOUR 25 points
MOLTEN BLADE 30 points Daemonsmith only. Medium armour. The wearer gains
Attacks made with this weapon have the Flaming the Hellbound special rule.
Attacks and Ignores Armour Saves special rules.
MAGMA ARMOUR 25 points
HASHUT’S BLADE OF GREED 25 points Heavy armour. For each failed To Wound roll against
The wielder of this weapon gains a bonus for each the bearer in close combat, the Magma Armour inflicts
different type of magic item in any enemy unit they are a Strength 4 Hit with the Flaming Attacks special rule
in base contact with. Additional magic items of the against the model that struck the blow.
same type have no effect.
OBSIDIAN VAMBRACES 25 points
Item Type: Effect: The wearer gains a 6+ armour save, +1 Strength and
Magic Weapon Parry (6+) the Magic Resistance (1) special rule. However, if they
Magic Armour Armour Piercing (1) roll two or more natural 1's when making a roll To Hit
Talisman +1 To Wound in close combat, the item can no longer be used for the
Arcane Item Magic Resistance (1) remainder of the game.
Enchanted Item +1 To Hit
Magic Standard +1 Combat Resolution SHIELD OF CONTEMPT 15 points
Shield. For each natural 6 rolled when making armour
ZZHARG MADEYE'S BLUNDERBUSS 25 points and Parry saves, the wearer causes an automatic Hit
against the attacker with the same Strength and special
Daemonsmith only. Blunderbuss. This weapon may be
rules as the attack.
used in the Shooting phase like a Breath Weapon with
the following profile:

Range: Strength: Special Rules:


n/a 4 Armour Piercing (1),
Slow to Fire

6
TALISMANS ARCANE ITEMS
INFERNAL CHARM 45 points CHALICE OF BLOOD
The bearer gains a 5+ Ward save. In addition, once per AND DARKNESS 50 points
game at the start of any of your turns, the full power of In the beginning of any Magic phase the bearer may
this item can be activated. When it does, the wearer reduce the number of dice held in both sides' dice pools
ignores all damage from magic, shooting and close by D3 each. Roll these dice separately, declaring before
combat attacks for the duration of the turn. rolling which dice applies to which side. If one of more
natural 1's are rolled then the bearer suffers a Wound
HELLFORGED AMULET 35 points which Ignores Armour saves. If one of more natural 6's
The wearer gains a 6+ Ward save. In addition, they are rolled the bearer may recover a Wound previously
may re-roll failed armour save rolls of 1. lost in the game.

TALISMAN OF OBSIDIAN 30 points DWEOMER LEACH ORB 40 points


All Magic Items equipped by models in base contact Whenever the bearer of this item dispels an enemy
with the bearer of this item loses their magical spell, they add +1 Power Dice to their Power Pool in
properties and counts as mundane version of their type. their next Magic phase, to a maximum of +3.

CROWN OF THE K'DAAI 20 points VIAL OF LAMMASU BLOOD 35 points


The wearer gains a 6+ Ward save as well as the Blazing One use only. A Wizard may use this item instead of
Body, Flaming Attacks and Immunity (Flaming making a dispel attempt. If they do so, the spell is
Attacks) special rules. However, from the second game automatically dispelled with no Dispel roll required.
turn onwards, at the start of each of your turns they
must pass a Toughness test or suffer one Wound with SCROLL OF BINDING 30 points
no saves allowed. One use only. A Wizard may use this scroll when
attempting to cast a spell. If they do so, they may add
GIFT OF HASHUT 15 points +1 Power Dice to every casting roll they attempt this
The wearer gains the Magic Resistance (1) special rule, Magic Phase.
and any unit they are with gains a 4+ Ward save against
non-physical Flaming Attacks. SPELL-WROUGHT SCEPTRE 30 points
The bearer of this item may re-roll failed channelling
results.

BLOOD OF HASHUT 20 points


One use only. The Blood of Hashut can be used in
close combat instead of attacking normally that turn. It
targets a single model in base contact. The attack works
on a 2+. If a 1 is rolled, the Blood of Hashut is wasted.
If the attack is successful, then D6 automatic hits are
inflicted on the target. The To Wound score of these
hits is always equal to the unmodified close combat
armour save of the target (excluding Natural Armour).
For example, a model with a 3+ save is wounded on a
3+ and so on. Attacks from the Blood of Hashut have
the Ignores Armour Saves, Flaming Attacks and
Magical Attacks special rules.

7
ENCHANTED ITEMS MAGIC STANDARDS
DAEMON FLASK OF ASHAK 100 points STANDARD OF ZHARR 75 points
One use only. This effect takes place at the start of the The unit carrying this standard gains +1 to their armour
player's Movement phase before charges are declared. saves and the Unbreakable special rule.
All enemy units within 18" suffer a Panic test.
Buildings, Chariots and War Machines within this EYE OF HASHUT 50 points
range suffer D6 automatic wounds. The unit carrying this standard gains the Terror and
Armour Piercing (1) special rule.
MALIGNANT TOTEM 45 points
Bound Spell, Power Level 5. This item contains the HELLBOUND STANDARD 50 points
Breath of Hatred spell from the Lore of Hashut. In The unit carrying this standard gains the Hellbound
addition, all enemy units in base contact with the special rule.
bearer suffer -1 to their Leadership.
THE LAMMASU'S BEARD 50 points
FURNACE BLAST GEM 35 points All friendly units within 6" of this standard gains a 6+
Bound Spell, Power Level 7. This item contains the Ward save against missile attacks and the Magic
Hell Hammer spell from the Lore of Hashut. Resistance (1) special rule.

BLACK GEM OF GNAR 25 points OATH OF CONTEMPT 35 points


One use only. This item can be activated at the All close combat attacks against models in a unit
beginning of either player's Close Combat phase, after carrying this Standard suffer -1 To Wound in the first
challenges are issued and accepted. The bearer and one round of close combat.
model in base contact (bearer’s choice) may not attack
or be attacked for the duration of that phase. Work out BANNER OF SLAVERY 30 points
combat resolution as normal. All friendly models with the Animosity rule (as well as
Spear Chukkas) within 12" gain the Immunity (Panic)
BREATH OF HASHUT 25 points special rule.
One use only. This is a Breath Weapon Attack with
Strength 4, Flaming Attacks and Magical Attacks ASHEN BANNER 25 points
special rules. Any enemy model that targets a unit carrying the
Ashen Banner during the Shooting phase suffers an
POSSESSED AMULET 25 points additional -1 To Hit modifier.
In Close Combat, the bearer Wounds on a 2+ regardless
of the target's Toughness. However, if a '1' is rolled on BANNER OF THE KHANATE 25 points
the To Wound dice, a further wound is inflicted on the Hobgoblins only. The unit carrying this standard gains
bearer instead, with no armours saves allowed. the Frenzy special rule.

GAUNTLETS OF GAZRAKH 20 points OVERSEER'S SIGIL 25 points


The wearer gains +1 Strength. If the wearer rolls a 1 to All friendly Orcs and Goblins within 12" of this
hit, this blow strikes a random friendly model in base standard treats it as having the Inspiring Presence
contact instead. If there are no friendly models in base ability.
contact, the Hit is resolved against the character itself.
SHROUD OF THE ANCESTOR 10 points
DAEMONIC FAMILIAR 15 points The unit carrying this standard gains the Hatred
Enemy models suffer a -1 penalty to their armour saves (Dwarfs) special rule.
and Ward saves (to a minimum of 6+) against Wounds
caused by the bearer of this item in close combat.

8
LORDS
SORCERER-PROPHET
Profile M WS BS S T W I A Ld Points
Sorcerer-Prophet 3 5 3 4 5 3 2 2 10 210

TROOP TYPE: Infantry (Character, Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

MAGIC: A Sorcerer-Prophet is a Level 3 Wizard who chooses spells from one of the following Lores of Magic:
• Death
• Fire
• Hashut
• Metal
SPECIAL RULES: Blackshard Armour, Contempt, Relentless, Resolute, Sorcerer's Curse

OPTIONS:
• May be upgraded to a Level 4 Wizard +35 points
• May take Naptha Bombs +15 points
• May choose one of the following:
- Light armour +3 points
- Medium armour +9 points
- Heavy armour +18 points
• May be mounted on one of the following:
- Palanquin +10 points
- Altar of Hashut +100 points
- Great Taurus +145 points
- Lammasu +155 points
- Bale Taurus +175 points
• May take Magic Items up to a total of 100 points

9
LORDS
OVERLORD
Profile M WS BS S T W I A Ld Points
Overlord 3 7 4 4 5 3 5 4 10 140

TROOP TYPE: Infantry (Character, Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, medium armour

SPECIAL RULES: Blackshard Armour, Contempt, Relentless, Resolute

OPTIONS:
• May choose one of the following:
- Additional hand weapon +3 points
- Fireglaive +12 points
- Great weapon +12 points
• May choose one of the following:
- Pistol +5 points
- Blunderbuss +6 points
- Crossbow +6 points
• May take heavy armour +12 points
• May take a shield +3 points
• May be mounted on one of the following:
- Great Taurus +145 points
- Bale Taurus +175 points
• May take Magic Items up to a total of 100 points

10
HEROES
SORCERER-PRIEST
Profile M WS BS S T W I A Ld Points
Sorcerer-Priest 3 4 3 3 4 2 2 1 9 80

TROOP TYPE: Infantry (Character, Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

MAGIC: A Sorcerer-Priest is a Level 1 Wizard who chooses spells from one of the following Lores of Magic:
• Death
• Fire
• Hashut
• Metal
SPECIAL RULES: Blackshard Armour, Contempt, Relentless, Resolute, Sorcerer's Curse

OPTIONS:
• May be upgraded to a Level 2 Wizard +35 points
• May take Naptha Bombs +15 points
• May choose one of the following:
- Light armour +2 points
- Medium armour +6 points
- Heavy armour +12 points
• May be mounted on one of the following:
- Palanquin +10 points
- Great Taurus +145 points
- Lammasu +155 points
• May take Magic Items up to a total of 50 points

11
HEROES
OVERSEER
Profile M WS BS S T W I A Ld Points
Overseer 3 6 4 4 5 2 4 3 9 70

TROOP TYPE: Infantry (Character, Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, medium armour

SPECIAL RULES: Blackshard Armour, Contempt, Relentless, Resolute

OPTIONS:
• One Overseer may carry the Battle Standard +25 points
• May choose one of the following:
- Additional hand weapon +2 points
- Fireglaive +9 points
- Great weapon +9 points
• May choose one of the following:
- Pistol +5 points
- Blunderbuss +6 points
- Crossbow +6 points
• May take heavy armour +6 points
• May take a shield +2 points
• May be mounted on a Great Taurus +145 points
• May take Magic Items up to a total of 50 points

NOTES:
• A Battle Standard Bearer can have a magic banner with no points limit. However, a model carrying a magic
standard can only carry other magic items up to a total of 25 points.

12
HEROES
DAEMONSMITH
Profile M WS BS S T W I A Ld Points
Daemonsmith 3 4 4 4 4 2 2 2 9 60

TROOP TYPE: Infantry (Character, Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

MAGIC: A Daemonsmith who is a Wizard chooses spells from one of the following Lores of Magic:
• Fire
• Metal
SPECIAL RULES: Blackshard Armour, Contempt, Relentless, Resolute, Sorcerer's Curse
• Infernal Engineer: One war machine or Hellcannon that is within 3" of a Daemonsmith can use their Ballistic
Skill or re-roll one artillery dice or scatter dice during each Shooting phase. You must nominate which weapon,
if any, will be using this special rule at the start of each Shooting phase, before any such weapons within 3" of
the Daemonsmith are fired.
• "Stand Back Sir!": A model with this special rule that is within 3" of a war machine is allowed to take a
"Look Out Sir!" roll just as if he was within 3" of a unit of five or more models of the same troop type as
himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.

OPTIONS:
• May be upgraded to a Level 1 Wizard +50 points
• May choose one of the following:
- Pistol +6 points
- Fireglaive +9 points
• May take a pistol +5 points
• May take Naptha Bombs +15 points
• May choose one of the following:
- Light armour +2 points
- Medium armour +6 points
• May take Magic Items up to a total of 50 points

13
HEROES
BULL CENTAUR TAUR'RUK
Profile M WS BS S T W I A Ld Points
Bull Centaur Taur'ruk 7 5 2 5 5 4 4 4 9 145

TROOP TYPE: Infantry (Character, Chaos Dwarf, Bull Centaur)

BASE SIZE: 50x75

EQUIPMENT: Hand weapon, light armour

SPECIAL RULES: Contempt, Natural Armour (5+)

OPTIONS:
• May choose one of the following:
- Additional hand weapon +4 points
- Great weapon +12 points
• May take medium armour +8 points
• May take a shield +4 points
• May take Magic Items up to a total of 50 points

NOTES:
• A Bull Centaur Taur'ruk may not be the Army General.

14
HEROES
HOBGOBLIN CHIEFTAIN
Profile M WS BS S T W I A Ld Points
Hobgoblin Chieftain 4 5 5 4 4 2 4 3 7 40

TROOP TYPE: Infantry (Character, Hobgoblin)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, light armour

SPECIAL RULES: Backstabbers, Cowardly Despoilers

OPTIONS:
• May choose one of the following:
- Additional hand weapon +2 points
- Light lance +3 points
• May choose one of the following:
- Shortbow +5 points
- Bow +6 points
• May take medium armour +4 points
• May take a shield +2 points
• May be mounted on a Giant Wolf +12 points
• May take Magic Items up to a total of 25 points

NOTES:
• A Hobgoblin Chieftain may not be the Army General.

15
CHARACTER MOUNTS
GIANT WOLF
Profile M WS BS S T W I A Ld Points
Giant Wolf 9 3 0 3 3 1 3 1 3 -

TROOP TYPE: War Beast (Canine)

BASE SIZE: 25x50

PALANQUIN
Profile M WS BS S T W I A Ld Points
Palanquin 3 5 3 4 - - 2 4 - -

TROOP TYPE: Infantry (Chaos Dwarf)

BASE SIZE: 40x40 or 50x50

NOTES:
• A Palanquin adds +1 Line of Sight value and +4 to the Unit Strength of any model mounted on it.

GREAT TAURUS
Profile M WS BS S T W I A Ld Points
Great Taurus 6 5 0 5 5 4 3 4 6 -

TROOP TYPE: Monstrous Creature (Chaos Beast, Bovine)

BASE SIZE: 50x50

SPECIAL RULES: Blazing Body, Flaming Attacks, Fly (8), Immunity (Flaming Attacks)
• Fuelled by Fire: If a model with this special rule is Hit by Flaming Attack, it immediately regains 1 Wound
lost earlier in the battle on the roll of a 5+.

UPGRADES:
• Flaming Breath: The model gains a Strength 4 Breath Weapon with the Flaming Attacks special rule.
• Bloodrage: The model gains the Frenzy and Hatred special rules.
OPTIONS:
• May take Bloodrage +30 points
• May take Flaming Breath +30 points

16
CHARACTER MOUNTS
BALE TAURUS
Profile M WS BS S T W I A Ld Points
Bale Taurus 6 5 0 6 6 5 3 4 6 -

TROOP TYPE: Monster (Chaos Beast, Bovine)

BASE SIZE: 50x100

SPECIAL RULES: Blazing Body, Flaming Attacks, Fly (8), Immunity (Flaming Attacks)
• Fuelled by Fire: If a model with this special rule is the target of a non-physical Flaming Attack, it immediately
regains 1 Wound lost earlier in the battle.

UPGRADES:
• Flaming Breath: This gives the Taurus a Strength 4 Breath Weapon with the Flaming Attacks special rule.
• Bloodrage: This gives the Taurus the Frenzy and Hatred special rules.
OPTIONS:
• May take Bloodrage +30 points
• May take Flaming Breath +30 points

ALTAR OF HASHUT
Profile M WS BS S T W I A Ld Points
Altar - - - - 7 - - - - -
Altar Guard 3 5 3 4 4 1 3 1 9

TROOP TYPE: War Machine

CREW: 2 Altar Guards (Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Great weapon, heavy armour

SPECIAL RULES:
• Altar of Hashut: A Sorcerer-Prophet with an Altar of Hashut gains a 4+ Ward Save and the Unbreakable
special rule. In addition, their troop type changes to War Machine and they count as being part of the crew.
Randomise any missile hits between the Sorcerer-Prophet and the crew. The Sorcerer-Prophet can never
choose to leave the Altar during the game. If the Sorcerer-Prophet is killed, the whole Altar is also removed as
a casualty.
• Blessing of Hashut: A Sorcerer-Prophet on an Altar of Hashut add +12" to the range of their spells.
• Sacrifices to Hashut: Once per Magic phase, the Sorcerer-Prophet may sacrifice one of the slaves chained to
the Altar to Hashut before they attempt to cast a spell. Roll a D6 and add the result to the casting result of the
spell. However, if a 1 is rolled, the Sorcerer-Prophet instead suffers a Wound with no saves of any kind
possible.

17
CORE UNITS
WARRIORS
Profile M WS BS S T W I A Ld Points
Warrior 3 4 3 3 4 1 2 1 9 7

UNIT SIZE: 15+

TROOP TYPE: Infantry (Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, medium armour

SPECIAL RULES: Contempt, Relentless, Resolute

OPTIONS:
• Must choose at least one of the following:
- Shields +1 point/model
- Great weapons +3 points/model
• May take heavy armour +1.5 points/model
• May upgrade one Warrior to a Leader +5 points
• May upgrade one Warrior to a Musician +5 points
• May upgrade one Warrior to a Standard Bearer +10 points
- May take a Magic Standard worth up to 25 points

BLUNDERBUSSES
Profile M WS BS S T W I A Ld Points
Blunderbusser 3 4 3 3 4 1 2 1 9 12

UNIT SIZE: 10+

TROOP TYPE: Infantry (Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, blunderbuss, medium armour

SPECIAL RULES: Contempt, Relentless, Resolute

OPTIONS:
• May replace blunderbusses with crossbows free
• May take heavy armour +1.5 points/model
• May upgrade one Blunderbusser to a Leader +5 points
• May upgrade one Blunderbusser to a Musician +5 points
• May upgrade one Blunderbusser to a Standard Bearer +10 points
- May take a Magic Standard worth up to 25 points

18
CORE UNITS
HOBGOBLIN CUTTHROATS
Profile M WS BS S T W I A Ld Points
Hobgoblin Cutthroat 4 3 3 3 3 1 2 1 6 3

UNIT SIZE: 20+

TROOP TYPE: Infantry (Hobgoblin)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, shield

SPECIAL RULES: Backstabbers, Cowardly Despoilers, Treacherous Gits

OPTIONS:
• May take spears +0.5 point/model
• May take throwing weapons +1 point/model
• May take light armour +0.5 point/model
• May upgrade one Cutthroat to a Leader +5 points
• May upgrade one Cutthroat to a Musician +5 points
• May upgrade one Cutthroat to a Standard Bearer +10 points
- May take a Magic Standard worth up to 25 points

HOBGOBLIN ARCHERS
Profile M WS BS S T W I A Ld Points
Hobgoblin Archer 4 3 3 3 3 1 2 1 6 4

UNIT SIZE: 20+

TROOP TYPE: Infantry (Hobgoblin)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, shortbow

SPECIAL RULES: Backstabbers, Cowardly Despoilers, Treacherous Gits

OPTIONS:
• May replace shortbows with bows +1 point/model
• May take throwing weapons +1 point/model
• May take light armour +0.5 point/model
• May upgrade one Archer to a Leader +5 points
• May upgrade one Archer to a Musician +5 points
• May upgrade one Archer to a Standard Bearer +10 points
- May take a Magic Standard worth up to 25 points

19
CORE UNITS
WOLF RAIDERS
Profile M WS BS S T W I A Ld Points
Wolf Raider 4 3 3 3 3 1 2 1 6 9
Giant Wolf 9 3 0 3 3 1 3 1 3

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Hobgoblin)

MOUNT: Giant Wolf (Canine)

BASE SIZE: 25x50

EQUIPMENT: Hand weapon

SPECIAL RULES: Backstabbers, Cowardly Despoilers, Fast Cavalry, Treacherous Gits

OPTIONS:
• May be upgraded to Ambushers +1 point/model
• May take light lances +1 point/model
• May choose one of the following:
- Shortbows +1 point/model
- Bows +2 points/model
• May take light armour +1 point/model
• May take shields +0.5 point/model
• May upgrade one Wolf Raider to a Leader +5 points
• May upgrade one Wolf Raider to a Musician +5 points
• May upgrade one Wolf Raider to a Standard Bearer +10 points
- May take a Magic Standard worth up to 25 points

20
CORE UNITS
ORC SLAVES
Profile M WS BS S T W I A Ld Points
Orc Slave 4 3 3 3 4 1 2 1 4 5
Hobgoblin Overseer 4 3 3 3 3 1 2 2 6

UNIT SIZE: 15+

TROOP TYPE: Infantry (Orc)

BASE SIZE: 25x25 or 30x30

EQUIPMENT: Hand weapon

SPECIAL RULES: Animosity, Expendable, Mixed Unit, Mighty Blow (1)


• Hobgoblin Overseer: The Hobgoblin Overseer follows the rules for normal Leaders; with the following
exceptions: the Hobgoblin Overseer is always placed in the rear rank of the unit, and may be the only model in
that rank. In addition, the unit must take a Leadership test at the start of each of their turns. If failed, the unit
will suffer D6 Strength 3 Hits.
• Ignore Goblin Panic: Orcs treat Goblins as Expendable.

OPTIONS:
• May choose one of the following:
- Spears +0.5 points/model
- Additional hand weapons +1 point/model
- Great weapons +3 points/model
• May take shields (unless armed with additional hand weapons or great weapons) +1 point/model
• May include one Hobgoblin Overseer +20 points

NOTES:
• You may not have more units of Orc Slaves than you have units of Hobgoblin Cutthroats or Hobgoblin Archers
in your army.

21
CORE UNITS
GOBLIN SLAVES
Profile M WS BS S T W I A Ld Points
Goblin Slave 4 2 3 3 3 1 2 1 3 2
Hobgoblin Overseer 4 3 3 3 3 1 2 2 6

UNIT SIZE: 20+

TROOP TYPE: Infantry (Goblin)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

SPECIAL RULES: Animosity, Expendable, Mixed Unit


• Fear Elves: Models with this special rule treat all Elves as causing Fear against them.
• Hobgoblin Overseer: The Hobgoblin Overseer follows the rules for normal Leaders; with the following
exceptions: the Hobgoblin Overseer is always placed in the rear rank of the unit, and may be the only model in
that rank. In addition, the unit must take a Leadership test at the start of each of their turns. If failed, the unit
will suffer D6 Strength 3 Hits.

OPTIONS:
• May take spears +0.5 points/model
• May take shields +1 point/model
• May include one Hobgoblin Overseer +20 points

NOTES:
• You may not have more units of Goblin Slaves than you have units of Hobgoblin Cutthroats or Hobgoblin
Archers in your army.

22
SPECIAL UNITS
INFERNAL GUARD
Profile M WS BS S T W I A Ld Points
Infernal Guard 3 4 3 4 4 1 2 1 9 13

UNIT SIZE: 10+

TROOP TYPE: Infantry (Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, heavy armour, shields

SPECIAL RULES: Blackshard Armour, Contempt, Relentless, Resolute

OPTIONS:
• May replace shields with one of the following:
- Great weapons +2 points/model
- Fireglaives +3 points/model
• May upgrade one Infernal Guard to a Leader +5 points
• May upgrade one Infernal Guard to a Musician +5 points
• May upgrade one Infernal Guard to a Standard Bearer +10 points
- May take a Magic Standard worth up to 50 points

23
SPECIAL UNITS
ZEALOT BERZERKERS
Profile M WS BS S T W I A Ld Points
Zealot Berzerker 3 5 3 4 4 1 3 1 9 12

UNIT SIZE: 10+

TROOP TYPE: Infantry (Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Two hand weapons, light armour

SPECIAL RULES: Contempt, Frenzy, Hatred, Relentless, Resolute, Vanguard

OPTIONS:
• May be upgraded to Skirmishers +1 point/model
• May upgrade one Infernal Guard to a Leader +5 points
• May upgrade one Infernal Guard to a Musician +5 points
• May upgrade one Infernal Guard to a Standard Bearer +10 points
- May take a Magic Standard worth up to 50 points

24
SPECIAL UNITS
ACOLYTES OF HASHUT
Profile M WS BS S T W I A Ld Points
Acolyte of Hashut 3 5 3 4 4 1 3 1 9 13
Petrified Sorcerer 3 5 3 4 4 4 3 4 9

UNIT SIZE: 10+

TROOP TYPE: Infantry (Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Polearm, medium armour

SPECIAL RULES: Contempt, Relentless, Resolute


• Dirges of Hashut: At the start of the Chaos Dwarf turn, Acolytes of Hashut may select one of the following
Dirges to sing, the effects of which they benefit from until their next turn:
- Dirge of Fury: All Acolytes gain the Hatred special rule.
- Dirge of Brutality: All Acolytes gain the Killing Blow special rule.
- Dirge of Defiance: All Acolytes gain a 6+ Ward save.

UPGRADES:
• Petrified Sorcerer: The Petrified Sorcerer should be mounted on a 40x40mm base, has Unit Strength 4 and
may make two supporting attacks. It may not leave its unit for the duration of the game, and is always placed
in the second rank of the unit, as centrally as possible. It may make up to two Supporting Attacks.

While there are rank and file models left in the unit (except the Command Group), always remove one in
preference to the Petrified Sorcerer taking a wound (it is assumed that if one of the bearers falls, another rank-
and-file model steps in). Only when the rest of the unit has been killed does the Petrified Sorcerer start taking
wounds, even in close combat. A unit carrying a Petrified Sorcerer gains +1 to their Combat Resolution Bonus,
the Fear and Magic Resistance (2) special rules.

OPTIONS:
• May upgrade 4 Acolytes to carry a Petrified Sorcerer +50 points
• May upgrade one Acolyte to a Leader +5 points
• May upgrade one Acolyte to a Musician +5 points
• May upgrade one Acolyte to a Standard Bearer +10 points
- May take a Magic Standard worth up to 50 points

25
SPECIAL UNITS
DEVASTATORS
Profile M WS BS S T W I A Ld Points
Devastator 3 4 3 3 4 2 2 2 9 30

TROOP TYPE: Infantry (Chaos Dwarf)

EQUIPMENT: Hand weapon, medium armour


• Bazuka: A bazuka is an artillery weapon with the following profile:
Range: Strength: Special Rules:
6-30" 7 Flaming Attacks, Multiple Wounds (D3), Ponderous, Slow to Fire

• Earthshaker Mortar: An earthshaker mortar is a mortar with the following profile:

Range: Strength: Special Rules:


12-36" 3(6) Armour Piercing (1), Multiple Wounds (D3), Slow to Fire

• Inferno Gun: An inferno gun is an organ gun with the following profile:

Range: Strength: Special Rules:


24" 4 Armour Piercing (1), Multiple Shots (Artillery Dice), Ponderous, Rapid Fire

SPECIAL RULES: Contempt, Relentless, Resolute, Weapon Team

OPTIONS:
• Must choose one of the following:
- Bazuka free
- Inferno Gun +25 points
- Earthshaker Mortar +45 points

NOTES:
• Devastators have a Unit Strength of 2.
• You may take 1-2 Devastators as a single Special choice.

26
SPECIAL UNITS
BULL CENTAURS
Profile M WS BS S T W I A Ld Points
Bull Centaur 7 4 2 4 4 1 3 2 8 18

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Chaos Dwarf, Bull Centaur)

BASE SIZE: 25x50 or 30x60

EQUIPMENT: Hand weapon, light armour

SPECIAL RULES: Contempt, Natural Armour (6+)

OPTIONS:
• May choose one of the following:
- Additional hand weapons +2 points/model
- Great weapons +4 points/model
• May take medium armour +2 points/model
• May take shields +2 points/model
• May upgrade one Bull Centaur to a Leader +5 points
• May upgrade one Bull Centaur to a Musician +5 points
• May upgrade one Bull Centaur to a Standard Bearer +10 points
- May take a Magic Standard worth up to 50 points

WHIRLWIND/TENDERISER
Profile M WS BS S T W I A Ld Points
Whirlwind/Tenderizer 6 - - 4 5 4 - - - 100
Bull Centaur - 4 2 4 - - 3 2 8

TROOP TYPE: Chariot (Armour save 6+)

CREW: 1 Bull Centaur (Chaos Dwarf, Bull Centaur)

BASE SIZE: 50x100

EQUIPMENT: Hand weapon, light armour

SPECIAL RULES: Contempt, Natural Armour (6+)


• Tenderizer: In addition to its normal Impact Hits, the Tenderizer causes D3 Impact Hits at Strength 6 with the
Multiple Wounds (D3) special rule at the start of each round of close combat. Note that this only applies when
fighting to the Tenderizer's front. The Bull Centaur may only attack when fighting to the Tenderizer's flank or
rear.
• Whirlwind: In addition to its normal Impact Hits, the Whirlwind causes D6 Impact Hits at Strength 5 at the
start of each round of close combat. Note that this only applies when fighting to the Whirlwind's front. The
Bull Centaur may only attack when fighting to the Whirlwind's flank or rear.

NOTES:
• You must choose whether or not the model is a Whirlwind or a Tenderizer while making your army list.
27
SPECIAL UNITS
SNEAKY GITS
Profile M WS BS S T W I A Ld Points
Sneaky Git 4 3 3 3 3 1 3 1 6 5

UNIT SIZE: 10+

TROOP TYPE: Infantry (Hobgoblin)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Two hand weapons, throwing weapons

SPECIAL RULES: Backstabbers, Cowardly Despoilers, Poisoned Attacks, Treacherous Gits


• Dirty, Rotten, Sneaky: After each round of combat is fought, the Sneaky Gits may Fight in an Extra Rank
each turn for as long as they are in combat with that enemy. So, after one turn, they fight in one additional
rank, after two turns they fight in two additional ranks, and so on.

OPTIONS:
• May be upgraded to Scouts +1 point/model
• May be upgraded to Skirmishers +1 point/model
• May upgrade one Sneaky Git to a Leader +5 points

SPEAR CHUKKA
Profile M WS BS S T W I A Ld Points
Spear Chukka - - - - 7 3 - - - 35
Crew 4 3 3 3 3 1 2 1 6

TROOP TYPE: War Machine

UNIT SIZE: 3 Crew (Hobgoblin)

EQUIPMENT: Hand weapon, bolt thrower

SPECIAL RULES:
• Slipshod: If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are
applied), then it misfires. Roll on the Stone Thrower Misfire table in the Warhammer rulebook and apply the
result to the Spear Chukka.

NOTES:
• You may take 1-2 Spear Chukkas as a single Special choice.

28
SPECIAL UNITS
BLACK ORCS
Profile M WS BS S T W I A Ld Points
Black Orc 4 4 3 4 4 1 2 2 8 12

UNIT SIZE: 10+

TROOP TYPE: Infantry (Black Orc)

BASE SIZE: 25x25 or 30x30

EQUIPMENT: Hand weapon, medium armour

SPECIAL RULES: Immunity (Psychology), Mighty Blow (1)


• Armed to da Teef: If a model with this special rule has more than one weapon and/or a shield, they may
choose which weapon combination they want to use at the start of each round of close combat.

OPTIONS:
• May take shields +1 point/model
• May take spears +1 point/model
• May take additional hand weapons +2 points/model
• May take great weapons +2 points/model
• May take heavy armour +1.5 point/model
• May upgrade one Black Orc to a Leader +5 points
• May upgrade one Black Orc to a Musician +5 points
• May upgrade one Black Orc to a Standard Bearer +10 points
- May take a Magic Standard worth up to 50 points

29
SPECIAL UNITS
SLAVE OGRES
Profile M WS BS S T W I A Ld Points
Slave Ogre 4 3 2 4 4 3 2 3 4 24
Hobgoblin Overseer 4 3 3 3 3 1 2 2 6

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Ogre)

BASE SIZE: 40x40 or 50x50

EQUIPMENT: Hand weapon

SPECIAL RULES: Expendable, Mixed Unit


• Hobgoblin Overseer: The Hobgoblin Overseer follows the rules for normal Leaders; with the following
exceptions: the Hobgoblin Overseer is always placed in the rear rank of the unit, and may be the only model in
that rank. In addition, the unit must take a Leadership test at the start of each of their turns. If failed, the unit
will suffer D6 Strength 3 Hits.
• Ogre Charge: Ogres have the Impact Hits (1) special rule. A unit of Ogres adds its current Rank Bonus to the
Strength of any Impact Hits they inflict.

OPTIONS:
• May choose one of the following:
- Bucklers +3 points/model
- Additional hand weapons +3 points/model
- Great weapons +6 points/model
• May include one Hobgoblin Overseer +20 points

K'DAAI FIREBORN
Profile M WS BS S T W I A Ld Points
K'daai Fireborn 6 4 2 5 4 3 4 3 7 50

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Daemon)

BASE SIZE: 40x40 or 50x50

EQUIPMENT: Hand weapon, light armour

SPECIAL RULES: Blazing Body, Daemonic, Flaming Attacks, Immunity (Flaming Attacks)
• Burning Bright: From the second game turn onwards, at the start of each of your turns a Toughness test must
be made for each K'daai unit (roll once for each unit). If this is failed, they suffer D3 Wounds with no save of
any kind possible, distributed as a shooting attack.

OPTIONS:
• May upgrade one K'daai Fireborn to a Leader +5 points

30
SPECIAL UNITS
IRON DAEMON
Profile M WS BS S T W I A Ld Points
Iron Daemon 6 - - 6 6 6 - - - 190
Crew - 4 3 3 - - 2 1 9

TROOP TYPE: Chariot (Armour save 4+)

CREW: 3 Crew (Chaos Dwarf)

EQUIPMENT: Hand weapon, steam cannonade, light armour


• Steam Cannonade: A steam cannonade is an organ gun with the following profile:
Range: Strength: Special Rules:
18" 5 Armour Piercing (1), Multiple Shots (Artillery Dice + D6)

If a Destroyed! result is rolled on the Blackpowder Misfire chart, the Steam Cannonade is destroyed and may
not be used again. In addition, the Iron Daemon it is mounted on suffers D6 wounds with no saves allowed.

SPECIAL RULES: Impact hits (D6+1), Relentless, Terror, Unbreakable


• Demolition: Iron Daemons ignore terrain classified as Obstacles and ignores damage from Dangerous Terrain,
except Rivers and Marshland, which are treated as Impassable terrain.
• Grind Attack: The Iron Daemon has the Stomp (D6) special rule like a Monster in any turn it does not charge,
but only against units to its front.
• Lumbering and Unstoppable: When charging, the Iron Daemon does not use the Swiftstride special rule. If a
double 1 is rolled for its charge distance, the Iron Daemon does not move at all this turn. Iron Daemons cannot
overrun or pursue in combat if they destroy or rout their foes.

UPGRADES:
• Skullcracker: The Iron Daemon gains the Impact Hits (2D6) special rule and its Grind Attack inflicts 2D6 hits
instead of D6. In addition, its Stomp works against all models regardless of their Line of Sight value.

OPTIONS:
• May replace Steam Cannonade with a Skullcracker +30 points
• May be given the Hellbound special rule +30 points

31
SPECIAL UNITS
MAGMA CANNON
Profile M WS BS S T W I A Ld Points
Magma Cannon - - - - 7 - - - - 140
Crew 3 4 3 3 4 1 2 1 9

TROOP TYPE: War Machine

CREW: 3 Crew (Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, magma cannon, light armour


• Magma Cannon: A magma cannon is a fire thrower with the following profile:
Range: Strength: Special Rules:
12" 5 Flaming Attacks, Multiple Wounds (D3), Slow to Fire

SPECIAL RULES: Contempt, Resolute

OPTIONS:
• May take medium armour +3 points
• May be given the Hellbound special rule +30 points

32
SPECIAL UNITS
DEATHSHRIEKER ROCKET LAUNCHER
Profile M WS BS S T W I A Ld Points
Rocket Launcher - - - - 7 - - - - 95
Crew 3 4 3 3 4 1 2 1 9

TROOP TYPE: War Machine

CREW: 3 Crew (Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, deathshrieker rocket, demolition rocket, light armour


• Deathshrieker Rocket: A deathshrieker rocket is a rocket launcher that uses the large template with the
following profile:

Range: Strength: Special Rules:


12-48" 3 Flaming Attacks, Slow to Fire

• Demolition Rocket: A demolition rocket is a rocket launcher that uses the small template with the following
profile:

Range: Strength: Special Rules:


12-48" 4(8) Flaming Attacks, Multiple Wounds (D3), Slow to Fire

SPECIAL RULES: Contempt, Resolute

OPTIONS:
• May take medium armour +3 points
• May be given the Hellbound special rule +30 points

33
RARE UNITS
IMMORTALS
Profile M WS BS S T W I A Ld Points
Immortal 3 5 3 4 4 1 2 2 9 18

UNIT SIZE: 10+

TROOP TYPE: Infantry (Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Great weapon, heavy armour

SPECIAL RULES: Blackshard Armour, Contempt, Relentless, Stubborn

OPTIONS:
• May upgrade one Immortal to a Leader +5 points
• May upgrade one Immortal to a Musician +5 points
• May upgrade one Immortal to a Standard Bearer +10 points
- May take a Magic Standard worth up to 75 points

BULL CENTAUR RENDERS


Profile M WS BS S T W I A Ld Points
Bull Centaur Render 7 4 2 4 5 3 3 3 8 50

UNIT SIZE: 3+

TROOP TYPE: Monstrous Cavalry (Chaos Dwarf, Bull Centaur)

BASE SIZE: 50x75

EQUIPMENT: Hand weapon, light armour, shield

SPECIAL RULES: Contempt, Natural Armour (5+)

OPTIONS:
• May replace shields with one of the following:
- Additional hand weapons free
- Great weapons +6 points/model
• May take medium armour +6 points/model
• May upgrade one Bull Centaur Render to a Leader +5 points
• May upgrade one Bull Centaur Render to a Musician +5 points
• May upgrade one Bull Centaur Render to a Standard Bearer +10 points
- May take a Magic Standard worth up to 50 points

34
RARE UNITS
LAMMASU
Profile M WS BS S T W I A Ld Points
Lammasu 6 3 0 5 5 4 1 2 8 155

TROOP TYPE: Monstrous Creature (Chaos Beast)

MAGIC: A Lammasu is a Level 1 Wizard that uses spells from the Lore of Fire, Shadow or Death.

BASE SIZE: 50x50 or 50x75

SPECIAL RULES: Fly (8), Magic Resistance (3)


• Sorcerous Miasma: Magic Weapons lose all of their magical properties and are treated as a mundane weapon
of the same type while the models remain in base contact with the Lammasu (including the rider of the
Lammasu itself).

UPGRADES:
• Mace Tail: The Lammasu gains +1 Attack.
• Sorcerous Exhalation: This gives the Lammasu a Strength 3 Breath Weapon with the Magical Attacks special
rule.

OPTIONS:
• May be upgraded to a Level 2 Wizard +35 points
• May take Mace Tail +15 points
• May take Sorcerous Exhalation +20 points

35
RARE UNITS
DREADQUAKE MORTAR
Profile M WS BS S T W I A Ld Points
Dreadquake Mortar - - - - 7 - - - - 110
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

CREW: 3 Crew (Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, dreadquake mortar, light armour


• Dreadquake Mortar: A dreadquake mortar is a mortar that uses the small template with the following profile:
Range: Strength: Special Rules:
12-72" 5(10) Armour Piercing (1), Multiple Wounds (D6), Slow to Fire

All models in a unit suffering casualties from a Dreadquake Mortar in the previous turn must pass a test
exactly as if they were moving through Dangerous Terrain if they wish to move (including charging,
reforming, characters leaving the unit, etc) and suffer -1 To Hit with missile weapons. War machines can only
fire on a 4+ on a D6. If the Dreadquake Mortar rolls a misfire it suffers and additional -1 modifier to the result.

SPECIAL RULES: Contempt, Fear (Ogre Slave only), Resolute


• Slow Reload: Unless a Slave Ogre is present as a part of the war machine’s crew, after the Mortar has fired
once, you must roll a 3+ on a D6 whenever you wish to fire it again. If this roll is failed, you may not fire this
turn but may fire again normally next turn.

OPTIONS:
• May take medium armour +3 points
• May take a Slave Ogre +20 points
• May be given the Hellbound special rule +30 points

36
RARE UNITS
HELLCANNON
Profile M WS BS S T W I A Ld Points
Hellcannon 3 4 3 5 6 5 1 5 4 190
Chaos Dwarf Handler 3 4 3 3 4 1 2 1 9

TROOP TYPE: Monster (Daemon)

HANDLER: 3 (Chaos Dwarf)

EQUIPMENT: Hand weapon, light armour (Handlers only)

SPECIAL RULES: Daemonic, Mixed Unit, Natural Armour (4+)


• Caged Fury: At the beginning of your turn, if the Hellcannon is not in combat, take a Leadership test. If the
test is failed, the Hellcannon is then subject to the Random Movement (3D6) special rule until the beginning of
the next turn, and must move towards the nearest enemy unit. If the Hellcannon would get destroyed as a result
of it being Unstable, treat this as rolling a 1 on the table below.
• Spew Ichor: The Hellcannon has a Strength 5 Breath Weapon. Any unit that suffers one or more casualties
from Spew Ichor must take a Panic test with a -1 penalty to their Leadership.
• Doomfire: Doomfire is fired exactly like a stone thrower with range of 12-60", Strength 5(10), Move or Fire,
Multiple Wounds (D6) and Slow to Fire special rules. Any unit that suffers one or more casualties from
Doomfire must take a Panic test with a -1 penalty to their Leadership. Should the artillery dice roll a misfire,
roll a D6 on the following table:

D6 Result
1 Free at last! Every unit within 6" takes D6 Strength 5 hits. Then remove the Hellcannon and its crew
from play.
2 Schlurp: Remove the crew from play.
3 Thzzzz: All Wizards within 24" must immediately pass a Leadership test or roll 2D6 on the Miscast
table.
4 Grrr: Remove D3 Handlers.
5 Blooood! Move the Hellcannon 3D6" directly forward as if it was subject to the Random Movement
special rule and it was the Compulsory Movement sub-phase.
6 Boom! Resolve the Doomfire shot as if it were a direct hit, doubling the Strength of any hit. The
Hellcannon cannot fire for the rest of the game.

OPTIONS:
• May take medium armour (Handlers only) +3 points

37
RARE UNITS
JUGGERNAUT SIEGE TOWER
Profile M WS BS S T W I A Ld Points
Juggernaut Siege Tower 6 - - 5 6 10 - - - 230
Crew - 4 3 3 - - 2 1 9

TROOP TYPE: Chariot (Armour save 5+)

CREW: 3 Crew (Chaos Dwarf)

BASE SIZE: 50x75, 50x100 or 60x100

EQUIPMENT: Hand weapon, crossbow, medium armour

OPTIONS:
• May take up to 7 additional Crew +6 points/Crew

SPECIAL RULES: Terror, Unbreakable


• Siege Tower: The Juggernaut may never march. When charging, the Juggernaut can only do so in a straight
line forward, with no wheeling allowed, and it does not use the Swiftstride special rule. Juggernauts cannot
overrun or pursue in combat. The crew of the Juggernaut do not suffer penalties for moving and shooting.
• Siege Cannons: Siege Cannons are bolt throwers with a range of 36", Strength 7, Multiple Shots (2), Multiple
Wounds (D3), Rapid Fire and the Slow to Fire special rules. Siege Cannons do not suffer any penalties To Hit
for moving and shooting. If you roll one or more natural 1's on the Hit roll when firing them, the Juggernaut
suffers a Wound with no saves allowed.

NOTES:
• A Juggernaut Siege Tower has a Line of Sight value of 8.

38
RARE UNITS
KOLLOSSUS
Profile M WS BS S T W I A Ld Points
Kollossus 6 4 3 6 6 6 1 5 10 225

TROOP TYPE: Monster (Animated Construct)

BASE SIZE: 50x50

EQUIPMENT: Hand weapon, heavy armour

SPECIAL RULES: Animated Construct, Immunity (Poisoned Attacks)


• Mechanical Giant: If a Kollossus is destroyed in battle, any model in base contact takes a single Strength 5
hit.

UPGRADES:
• Armoured Plating: The Kollossus gains +1 to its armour save.
• Crushing Grip: In addition to its normal attacks, a Kollossus can make a single attack at Strength 10 with the
Multiple Wounds (D6) special rule.
• Daemon Crystal: The Kollossus gains Magic Resistance (3).
• Furnace of Hashut: The Kollossus may use the Furnace at the beginning of each of its turns. It then gains +2
Movement and +D6 extra attacks in close combat for the remainder of that turn. However, the Kollossus also
suffers D3 Strength 6 hits with the Ignores Armour saves special rule at the end of that turn.
• Great Hammer: The Kollossus gains +1 Strength to its Attacks.
• High-Powered Engine: The Kollossus gains the following bonuses to its profile: +1 Movement, +1 Strength,
+1 Attack.
• Lavathrower: The Kollossus gains a Strength 5 Breath Weapon with the Flaming Attacks and Ignores Armour
saves special rule.

OPTIONS:
• May take up to two of the following:
- Armoured Plating +10 points
- Great Hammer +15 points
- Crushing Grip +20 points
- Daemon Crystal +20 points
- Furnace of Hashut +20 points
- High-Powered Engine +35 points
- Lavathrower +50 points

39
RARE UNITS
K'DAAI DESTROYER
Profile M WS BS S T W I A Ld Points
K'daai Destroyer 6 5 3 7 6 6 5 5 7 280

TROOP TYPE: Monster (Daemon)

BASE SIZE: 100x150

EQUIPMENT: Hand weapon, medium armour

SPECIAL RULES: Blazing Body, Daemonic, Flaming Attacks, Immunity (Flaming Attacks)
• Burning Bright: From the second game turn onwards, at the start of each of your turns a Toughness test must
be made for each K'daai unit (roll once for each unit). If this is failed, they suffer D3 Wounds with no save of
any kind possible, distributed as a shooting attack.
• Hellish Frenzy: The model is subject to Frenzy and gains +D3 Attacks each turn rather than +1 whilst it
remains Frenzied.

UPGRADES:
• Brazen Wings: The model gains the Fly (7) special rule.
• Dark Colossus: The model gains +1 Wound.
• Flaming Breath: The model gains a Strength 4 Breath Weapon with the Flaming Attacks special rule.
• Gore Blades: When attacking the model in close combat, all 'To Hit' rolls of 1 by the enemy inflicts a Strength
3 hit on the attacking model(s).
• Razor Horns: The model gains the Impact Hits (D6) special rule.

OPTIONS:
• May take up to two of the following:
- Gore Blades +10 points
- Dark Colossus +20 points
- Brazen Wings +30 points
- Flaming Breath +30 points
- Razor Horns +35 points

40
RARE UNITS
SIEGE GIANT
Profile M WS BS S T W I A Ld Points
Siege Giant 6 3 3 6 6 6 3 * 10 200

TROOP TYPE: Monster (Giant)

BASE SIZE: 50x75

EQUIPMENT: Hand weapon, siege armour


• Siege Armour: Medium armour. Siege Armour gives the wearer +2 armour save against missile attacks.
SPECIAL RULES: Immunity (Psychology), Natural Armour (6+), Stubborn
• Fall Over: A Giant must test to see whether it falls over if any of the following apply:
- If it is beaten in close combat. Test once results are established but before taking a Break test.
- If it is fleeing at the start of the Movement phase.
- When it crosses an obstacle. Test when the obstacle is reached.
- If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with
the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a
falling Giant suffers a Strength 6 Hit with the Multiple Wounds (D3) special rule. If the unit is in combat and
the Giant has fallen over whilst attempting to Flail and Crush, wounds inflicted by a falling Giant count
towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then
this Wound counts towards combat resolution.

Once on the ground, a Giant may get up in his following Movement phase, but may not move in the Movement
phase that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so
the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain – the
enemy swarm over him and cut him to pieces. If the Giant gets the opportunity to pursue his foes whilst he's on
the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.

41
• *Siege Giant Special Attacks: Giants do not attack in the same way as other creatures. They are far too large
and fractious to take orders and much too scatter-brained to have any sort of coherent plan. To determine what
happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the
following tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base
contact, roll again on the chart until you get another result.

MAN-SIZED THINGS CHART


Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.
D6 Result
1 Yell and Bawl
2-3 Flail and Crush
4-6 Ripping Blades

BIG THINGS CHART


Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots,
War Machines, and Shrines.
D6 Result
1 Legbreaker
2-4 Smash with Pick
5-6 'Eadbutt

- Yell and Bawl: Neither the Giant nor models in contact with it fight if they have not already done so this
round. The Giant automatically wins the combat by 2 points or more. This result has no effect against
Animated Constructs.
- Legbreaker! The Giant targets a single enemy model in the target unit that is in base contact. The Giant
and its victim both roll a D6 and add their Strength, and for each point by which the Giant beats its
victim’s score, it inflicts D3 automatic wounds with the Ignores Armour saves special rule. In addition,
regardless of the result, any models other than the Giant inflicting the attack in base contact with the
victim must pass an Initiative test to get out of the way or suffer an automatic wound from the struggling
beasts!
- Smash with Pick: The Giant chooses a single target model from the enemy unit that it is in base contact
with. The target may attempt to avoid the blow by passing an Initiative test. If the test is failed, the model
suffers 2D3 wounds with the Ignores Armour saves special rule. If a double is rolled, the Giant cannot
attack at all in the following round of the same combat.
- Flail and Crush: First test to see if the Giant falls over (see previously), with any wounds caused if they
do counting towards the combat result. If the Giant remains on its feet, select a target unit in base contact.
That unit sustains 2D6 Strength 6 automatic hits as the armoured bulk of the Giant batters them into the
ground.
- Ripping Blades: The Giant fights using the Random Attacks (2D6) special rule this round. If a double is
rolled when determining the number of Attacks, the Giant must immediately test to see if it falls over. Any
further damage done in this way counts towards combat resolution.
- 'Eadbutt: The Giant targets a single enemy model from the target unit that is in base contact,
automatically inflicting D3 wounds with the Ignores Armour saves special rule. If the victim is wounded
but not slain, then the victim is dazed and loses their subsequent attacks. If the victim has not yet attacked
in the combat round, they lose their attacks this round, or if they have already attacked, then they lose all
their attacks in the next round instead.

UPGRADES:
• Runes of Hate: A Giant with Runes of Hate becomes subject to the Berserk Rage rule from Frenzy. In
addition, whenever the Giant is called upon to roll for a random number of attacks, this may be re-rolled.
• Scaling Spikes: If a Giant with this upgrade perishes and falls over an obstacle such as a moat, ditch or wall,
mark the obstacle, which now may be crossed as open terrain. Additionally, if the Giant dies at the foot of a
building or fortification, models assaulting any garrison across the location of its body gain a special +1 bonus
to their Combat Resolution.

OPTIONS:
• May take Runes of Hates +25 points
• May take Scaling Spikes +10 points

42
SPECIAL CHARACTERS
(LORDS)
ASTRAGOTH IRONHAND
High Priest of Hashut
Profile M WS BS S T W I A Ld Points
Astragoth Ironhand 6 6 4 5 5 4 1 3 10 350

TROOP TYPE: Infantry (Special Character, Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

MAGIC: Astragoth Ironhand is a Level 4 Wizard who uses spells from the from the Lore of Fire, Metal, Death or
Hashut.

MAGIC ITEMS:
• The Black Hammer of Hashut: Magic Weapon. Close combat attacks made with this weapon are at +2
Strength. Any Flammable model successfully wounded is killed outright.
• Stone Mantle: The bearer of this item gains +1 Toughness.

SPECIAL RULES: Contempt, Resolute, Sorcerer's Curse


• The Granite Guard: If Astragoth Ironhand is included in your army, you may upgrade one unit of
Blunderbussers to the Granite Guard for a cost of +2 points per model. This unit always counts as fighting
behind a defended obstacle in the first round of close combat, and do not suffer -1 To Hit when choosing Stand
& Shoot as a charge reaction. The unit must be equipped with blunderbusses.
• Mechanical Body: Astragoth may never march or charge longer than his Movement value. He will still pursue
and flee at a normal speed.
• Overdrive: If Astragoth successfully Hits with 3 or more Attacks in Close Combat, he can immediately make
an additional 3 Attacks. These attacks may not generate any further additional attacks.

43
SPECIAL CHARACTERS
(LORDS)
ZHATAN THE BLACK
Commander of the Tower of Zharr
Profile M WS BS S T W I A Ld Points
Zhatan the Black 3 8 4 4 5 3 4 4 10 285

TROOP TYPE: Infantry (Special Character, Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• The Obsidian Axe: Magic Weapon. This weapon gives the wielder +1 Strength and the Armour Piercing (3)
special rule.
• Armour of Gazrakh: Magic Armour. Medium armour. Enemy attacks must re-roll successful To Wound rolls
against the wearer. In addition, the armour save is increased by +1 for every Wound the model has suffered
during the game.
• Chaos Runeshield: Magic Armour. Shield. This item gives the wearer a 6+ Ward save and the Magic
Resistance (2) special rule.

SPECIAL RULES: Contempt, Relentless, Resolute


• The Blazing Beards of Bazherak: If Zhatan the Black is included in your army, you may upgrade one unit of
Warriors to The Blazing Beards of Bazherak for a cost of +1.5 points per model. This unit has the Flaming
Attacks and Frenzy special rules.
• Boundless Cruelty: All enemy units within 6" of Zhatan suffer -1 to their Leadership. This has no effect on
models with Immunity (Psychology).
• Slave Tyrant: Friendly units of Hobgoblins within 12" of Zhatan ignore the Treacherous Gits special rule. In
addition, Zhatan causes Terror in all enemy units of Orcs, Goblins, Hobgoblins and Gnoblars.

44
SPECIAL CHARACTERS
(LORDS)
DRAZHOATH THE ASHEN
Lord of the Black Fortress
Profile M WS BS S T W I A Ld Points
Drazhoath the Ashen 3 6 4 4 5 3 2 3 10 600
Cinderbreath (Bale Taurus) 6 5 0 6 6 5 3 4 6

TROOP TYPE: Monster (Special Character, Chaos Dwarf)

MOUNT: Cinderbreath (Bovine, Chaos Beast)

BASE SIZE: 50x100

MAGIC: Drazhoath the Ashen is a Level 4 Wizard who uses spells from the Lore of Hashut.

EQUIPMENT: Blackshard armour

MAGIC ITEMS:
• The Graven Sceptre: Magic Weapon. Attacks made with this weapon always Wound on a 4+ or better.
• Hellshard Amulet: Talisman. This item gives the wearer a 5+ Ward save. In addition, for every failed Ward
save the wielder suffers in close combat, a Strength 2 hit is automatically inflicted on the model that caused the
Wound.
• Daemonspite Crucible: Arcane Item. This item adds +1 to the bearer's casting attempts. In addition, every
time the bearer kills an enemy Wizard in close combat, the bonus increases by +1.

SPECIAL RULES: Blazing Body, Contempt, Flaming Attacks, Flaming Breath (see Bale Taurus), Fly (8),
Fuelled by Fire (see Bale Taurus), Immunity (Flaming Attacks), Relentless, Resolute
• Dark Renown: All friendly models with the Contempt special rule within 12" add +1 to their combat
resolution result.
• The Ironsworn: If Drazhoath the Ashen is included in your army, you may upgrade one unit of Infernal Guard
to the Ironsworn for a cost of +2 points per model. This unit has Weapon Skill 5, as well as the Mighty Blow
(1) and Magical Attacks special rules. The unit must be equipped with hand weapons and shields.
• Master of the Legion of Azgorh: If Drazhoath the Ashen is your Army General, units of Infernal Guard (but
not Ironsworn) may be taken as Core Units instead of Special Units.
• Sorcerer's Curse: Whenever a model with this special rule suffers a Miscast during the game, after resolving
the effects of the Miscast on them normally, they must pass a Toughness test or suffer a Wound with no saves
allowed.

45
SPECIAL CHARACTERS
(LORDS)
SHAR'TOR THE EXECUTIONER
Lord of the Ba'hal
Profile M WS BS S T W I A Ld Points
Shar'tor the Executioner 7 6 2 5 5 5 3 5 9 265

TROOP TYPE: Monstrous Cavalry (Special Character, Chaos Dwarf, Bull Centaur)

BASE SIZE: 50x75

EQUIPMENT: Light armour

MAGIC ITEMS:
• Darktide Axe: Magic Weapon. Great weapon. Every time the wielder of this weapon rolls a 6 when rolling To
Wound in close combat, that attack has the Multiple Wounds (2) special rule.
• The Mask of the Executioner: Enchanted Item. At the start of your Magic phase, you can target one enemy
unit within 8" of this model and roll a D6. On a 1 or 2 nothing happens. On a 3-5 that enemy unit suffers D3
wounds which Ignores Armour saves. On a 6, that enemy unit suffers D6 wounds which Ignores Armour saves.

SPECIAL RULES: Contempt, Impact Hits (D3), Natural Armour (4+)


• Hashut's Dark Ravagers: If Shar'tor the Executioner is included in your army, you may upgrade one unit of
Bull Centaur Renders to Hashut's Dark Ravagers for a cost of +5 points per model. This unit has the
Devastating Charge special rule. It must be equipped with additional hand weapons and also carry throwing
axes.
• Lord of the Ba'hal: All Bull Centaur units within 12" of Shar'tor may re-roll failed charge rolls.
• Prayers of Malice: Innate Bound Spell, power level 3. Prayers of Malice is an augment spell with a range of
12". The target unit gains a 6+ Ward save until the start of your next Magic phase.

NOTES:
• Shar'tor the Executioner may not be your Army General.

46
SPECIAL CHARACTERS
(HEROES)
RYKARTH THE UNBREAKABLE
Captain of the Immortals
Profile M WS BS S T W I A Ld Points
Rykarth 3 6 4 4 5 2 4 3 10 125

TROOP TYPE: Infantry (Special Character, Chaos Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Great weapon, heavy armour

SPECIAL RULES: Blackshard Armour, Contempt, Hold Your Ground (6), Relentless
• Captain of the Immortals: Rykarth must be accompanied by a unit of Immortals, and he may not leave this
unit. As long as he remains in it, he and his unit are Unbreakable.

OPTIONS:
• May take Magic Items up to a total of 50 points

GORDUZ BACKSTABBER
Scourge of the Dark Lands
Profile M WS BS S T W I A Ld Points
Gorduz Backstabber 4 5 4 4 4 2 5 3 7 90

TROOP TYPE: Infantry (Special Character, Hobgoblin)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Medium armour, shield

MAGIC ITEMS:
• Blade of Malice: Magic Weapon. The bearer of this weapon gains the Hatred and the Armour Piercing (2)
special rule.

SPECIAL RULES: Backstabbers, Cowardly Despoilers


• Fated... Lucky... Sneaky! When Gorduz is reduced to his last Wound, he gains a 4+ Ward save.
OPTIONS:
• May be mounted on a Giant Wolf +12 points

NOTES:
• Gorduz Backstabber may not be the Army General.

47
CREDITS
Written & Edited by:
Mathias Eliasson

Additional Material:
Antti Sinivuori

Based on Warhammer Fantasy by Games-Workshop

Special thanks to all the people that have contributed with feedback and ideas

48

You might also like