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Page 1: Chaos Dwarf Army Book 8th
Page 2: Chaos Dwarf Army Book 8th

Immortals led by Zhatan the Black hold up a savage band of Chaos Warriors with their unyielding defence while a

unit of Bull Centaurs lines up a devastating flank charge.

In the midst of the polluted Dark Lands, a Chaos Dwarf warband supported by two mighty Daemonic Engines

musters for battle.

Page 3: Chaos Dwarf Army Book 8th

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-CHAOS DWARFS-

By Thomas Hunt

Page 4: Chaos Dwarf Army Book 8th

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CONTENTS

HISTORY OF THE CHAOS DWARFS ...................6

THE DARK LANDS .................................................14

THE INVENTION OF THE DAWI'ZHARR ........18

A LEGACY OF CRUELTY .....................................22

THE DARK COHORT .............................................31

Chaos Dwarf Sorcerers .................................32

Chaos Dwarf Warlords .................................33

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

Chaos Dwarf Stormcallers ............................35

Immortals ......................................................36

Acolytes of Hashut ........................................37

Slaves ............................................................38

Hobgoblin Wolf Riders .................................39

Daemonic Engines ........................................40

Daemonic Upgrades ......................................42

Tauruses ........................................................44

Bull Centaurs ................................................45

Mortal Engines ..............................................46

Palanquin ......................................................47

Black Orcs .....................................................48

Ogres .............................................................49

THE DARK COHORT ................................Continued

Petrified Sorcerer ..........................................50

Altar of Hashut ..............................................51

Ghorth the Cruel ...........................................52

Zhatan the Black ...........................................54

Astragoth .......................................................56

Lord Bhaal ....................................................57

Hothgar Daemonbane ...................................58

Rykarth the Unbreakable ..............................59

Volgar the Mad .............................................60

Ghuz Slavetaker ............................................61

Gorduz Backstabber ......................................62

MASSING THE COHORT ......................................64

CHAOS DWARFS ARMY LIST .............................81

Lords .............................................................82

Heroes ...........................................................84

Core ...............................................................86

Special ...........................................................87

Rare ...............................................................89

CREATIONS OF THE CURSED FORGES ..........92

REFERENCE ............................................................96

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INTRODUCTION

The Chaos Dwarfs are a race of cruel and psychotic engineers who are most infamous for the

creation of foul engines and artefacts for the mortal servants of the Dark Gods, but they also

have their own evil ambitions. From their ruinous realm in the midst of the polluted Dark

Lands, the Chaos Dwarfs plot the overthrow of the west. Demented Sorcerers brood in citadels

of black obsidian while their warriors, bound to them by blood, march out to make war in the

name of their evil god, Hashut: the Father of Darkness. Supporting them are hordes of

miserable slaves, elite armoured soldiers and, most feared of all, Daemonic Engines of Chaos.

THE WARHAMMER GAME The Warhammer rulebook contains the rules you need

to fight glorious and exciting battles with your

miniatures. Every army has its own book that works

with these rules and allows you to turn your collection

of miniatures into a battle-ready force. This particular

army book details the merciless and cruel Chaos

Dwarfs.

WHY COLLECT A CHAOS DWARFS

ARMY? Chaos Dwarfs are as vile and black hearted a race as

any in the Warhammer world. No other army holds the

rest of the world in quite the same contempt, and so

Chaos Dwarfs will appeal to anyone who likes to play a

true villain. There is almost nothing admirable about the

evil Chaos Dwarfs – their society is built on misery and

cruelty, kept afloat only by the slavery of thousands of

innocents. Worst of all, the Chaos Dwarfs are incredibly

short-sighted and destructive, callously polluting and

poisoning their own homeland in order to fuel their dark

industry. The pacts they make with Daemons to power

their sorcery and engineering also make them utterly

contemptuous: Chaos Dwarfs use them like they would

any other resource, heedless of the consequences.

A Chaos Dwarf army is unlike any other in

Warhammer. Not only do they possess huge blocks of

elite infantry in the form of Warriors, Stormcallers and

Immortals, but also more unusual troop types like Bull

Centaurs and Hobgoblin Wolf Riders. Chaos Dwarfs

also combine the stoicism of Dwarfs with some of the

horde tactics of the Skaven or Orcs and Goblins thanks

to their ability to field masses of cheap Slaves. But the

real strength of the Chaos Dwarfs lies in their mastery

of the arcane, for they can field hideous ridden monsters

in the form of the Taurus as well as terrifying Daemonic

Engines. The Chaos Dwarfs' invention is unmatched in

this regard: only a Chaos Dwarf army will let you

indulge your twisted imagination and fully customise

these daemonic constructs, taking on the role of an

insane Daemonsmith and creating whatever horrific

combination of Upgrades you think will yield the most

destruction.

HOW THIS BOOK WORKS The Chaos Dwarfs. The first section of this book

introduces the Chaos Dwarfs and their place in the

Warhammer world. It describes the rigid society that

makes their way of life possible, the blackened land in

which they erect their grotesque citadels and their

twisted worship of their god Hashut, the Father of

Darkness.

The Dark Cohort. Every unit and type of hero in the

Chaos Dwarfs army is examined here in detail. You will

find a full description of each entry, alongside complete

rules and details of the cruel and vicious abilities they

possess.

Massing the Cohort. Here you will see photographs of

the range of miniatures available for the Chaos Dwarfs

army, gloriously painted and converted by passionate

gamers from across the world. Colour schemes and

conversions ideas for the different units in the Chaos

Dwarfs army as well as a wealth of other useful

information is contained here.

Chaos Dwarfs Army list. The army list takes all of the

warriors presented in the previous section and arranges

them so you can choose an army for your games. In

brief, Warhammer units are classified as Characters,

Core, Special or Rare, and can be taken in different

proportions depending on their relative scarcity. Each

model has a points value to help ensure you pit your

army against an opponent's in a fair match.

Creations of the Cursed Forges. The final section of

the book lists all the dangerous and powerful magic

weapons, armour and other items that the Chaos Dwarfs

forge in their daemonic smithies.

FIND OUT MORE While Warhammer Armies: 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. You can find out more at

Chaos Dwarfs Online:

www.chaos-dwarfs.com

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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 they did not come to take their lives. They came to take them, for nothing happens in the Dark Lands that goes unnoticed by its masters. A dark smudge on the horizon soon resolved

itself into rank upon rank of black-armoured warriors. They marched in silence, only the rhythmic beating of the drums marking their steady progress. Grüber's men steeled

themselves anew, but when the attack came, it was not from the front. Dozens of greenskins mounted on howling wolves came hurtling from the flank, whooping and sneering. The

soldiers held, but the sudden attack had shaken them, and they were not prepared when the armoured might of the Chaos Dwarfs crashed into them.

They held bravely. They fought like Sigmar Himself. But it was not enough. The Chaos

Dwarfs pushed forward, cutting them down like wheat in a field, slicing with daemonic axes and smashing with hammers alight with burning fury. Grüber fell back, forming a ring of steel with his best men, but then a beast of flesh and iron plummeted from the skies with a feral roar. It landed in amongst the Imperial soldiers, belching fire and slashing with rune-

etched claws as long as a man's arm.

It was a massacre, 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.

They do not want your land. They do not want your gold. All they want is you.

And they won't stop. Ever.

Page 8: Chaos Dwarf Army Book 8th

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HISTORY OF THE CHAOS DWARFS The Chaos Dwarfs are a cruel and industrious people. Like their kin in the Worlds Edge

Mountains, they respect age, wealth and invention. But unlike them, they are a bitter and

twisted race, their values a mockery of the respect that Dwarfs have for ancestry and artifice.

Their history is a holocaust of suffering and destruction, and it has warped them into a vile and

demented society, paradoxically obsessed with both order and anarchy.

Once, the Chaos Dwarfs were just like their cousins

who make their homes in the Worlds Edge Mountains,

and the two peoples share much in common despite

their ancient sundering. Both respect wealth, age and

prowess in battle, and both lust for the mineral wealth

of the earth. Both races are masters of cunning artifice

and engineering, producing machines that seem

wondrous to less skilled peoples, such as Men and Orcs.

However, this is where the similarity ends, for the

Chaos Dwarfs are a dark and twisted parody of their

western kin: their sense of honour and racial pride is

warped into slavish devotion to their society and

xenophobia, their craftsmanship is turned to the

construction of engines bound with the souls of

daemons and their strength and martial prowess is used

to enslave anyone who dares to cross the lands they

claim as their own. The Chaos Dwarfs – or Dawi'Zharr

as they call themselves, meaning ‘Dwarfs of Fire' – are

utterly evil, and despise all other living things. It is

fortunate for the rest of the Warhammer world that they

live in the Dark Lands, surrounded on all sides by

desolate wastes and towering mountain ranges, and

their desire to conquer and subjugate all other races is

mediated by the presence of vast mineral wealth in their

own lands.

The origin of the Chaos Dwarfs lies in the same place

as their kin, for once they were a single people. The

Dwarfs rose in the Southlands when the Old Ones still

walked the world, and slowly migrated north along the

Worlds Edge Mountains, becoming a hardy people with

a great love of mining and craft. In these early times the

Dwarfs were guided to their eventual homelands by the

Ancestor Gods, and they were guided well for it took

only a relatively short time for them to conquer the

mountain lands and found holds below the peaks. The

Dwarfs fought against the Orc and Goblin tribes that

infested the caverns and they became the mortal

enemies of these creatures, but they never posed a

serious threat to the intelligent and powerful Dwarfs in

those days. For the Dwarfs, this would always be

remembered as a golden age, a time of unsurpassed

glory and wealth, before the terrible and destructive

wars of later ages.

THE EXODUS Though the Dwarfs had travelled far and fought hard

for their new homelands, there were still those among

them who were not satisfied. These brave – some would

say foolhardy – individuals argued that the Ancestor

Gods had led them this far, yes, but why stop here?

They broke from their kin and journeyed north, passing

beyond the Worlds Edge Mountains and onto a vast and

desolate northern plateau. This land was barren and

cold, lashed by bitter winds that prevented anything but

sickly, stunted thorns from growing. The bones of

primordial monsters that littered this region caused the

Dwarf explorers to name it ‘Zorn Uzkul' – the Great

Skull Land. The explorers kept in contact with their kin

in the Worlds Edge Mountains all this time, but

generations began to pass as they crossed Zorn Uzkul,

surviving as best they could, and eventually it became

impractical to send messengers so far. The explorers

began to build their own settlements, making the best

they could of the poor land, but it was a meagre and

hard existence, and they became an increasingly tough

and embittered people. But all this hardship was as

nothing compared to what would follow.

THE COMING OF CHAOS Unbeknownst to the lesser races, the polar gates of the

Old Ones were about to collapse, enshrouding the world

in the tides of Chaos. No one knows what caused this

cataclysm, but it altered the Warhammer world

completely, forever polluting it with the unnatural taint

of Chaos. This was the darkest time any of the young

races had ever experienced as the winds of pure magic

engulfed their lands and they were assailed by the

monstrous Daemons of the Chaos Gods. Many creatures

were mutated and warped by the power of Chaos, and it

was during this time that many strange beasts such as

Chimera, Griffons, Beastmen and Skaven were created.

The Dwarfs proved resistant to the taint of Chaos and

remained secure in their mountain homes, waiting out

the storm of magical energy. However the Dwarfs of

Zorn Uzkul were not so fortunate: exposed on the great

plateau, they had nowhere to hide from the warping

tides, and Chaos began to visit terrible changes on

them. The unfortunate Dwarfs were mutated, slowly at

first, but then more and more, until fully a tenth of their

number sported some examples 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

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Dwarfs of Zorn Uzkul simply tried to survive.

Abandoned by the Ancestor Gods, whose voices were

silenced by the tides of Chaos, they called out for

salvation, praying for some deity or hero to save them

from the mutations and the daemonic attacks.

HASHUT Their call was answered. What Man, Dwarf or Elf can

say who Hashut truly is? Tales abound in ancient

tomes; some say he was once a Bloodthirster of Khorne

who rebelled against his master, and grew in power in

his prison below the earth, mastering fire and rock.

Others say that he is the spirit of a mighty volcano,

given life by the power of Chaos. Others claim he fell to

earth in the heart of a huge meteorite – the very same

that created the Plain of Zharr – and that he is some

disgraced Chaos God who once haunted the black orb

of Morrslieb. The truth will most likely never be

known, all that is certain is that, in their time of need,

Hashut came to the Dwarfs of Zorn Uzkul and offered

them an alternative to death and suffering. Hashut was 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 simply

become known as Chaos Dwarfs.

THE FIRST KINGDOM Hashut told the Chaos Dwarfs that he would lead them

to a promised land of great riches that was just beyond

Zorn Uzkul. Speaking through his envoys – Chaos

Dwarfs with whom he imbued some of his dark power –

he led his people on a second exodus through the

desolate lands to the Falls of Doom in the foothills of

the Mountains of Mourn. There, they followed the

River Ruin south until they came to a vast crater that

had been created in some primordial impact thousands

of years ago. The crater was rich in minerals, gems, oil

and other things the Chaos Dwarfs needed to survive in

the harsh lands and the only inhabitants were Orcs,

Gnoblars, Goblins and a sub-race of greenskins that

would come to be called Hobgoblins. These creatures

were primitive and savage, and were unable to make

use of the mineral wealth of the crater, so the Chaos

Dwarfs had no compunction about driving off or killing

them all. In time, they spread across the area, which

they named the Plain of Zharr, or 'Zharrduk'. The Chaos

Dwarfs had abandoned all their old ways, just as they

felt the Ancestor Gods had abandoned them, and cast

aside their runic heirlooms. In giving themselves over

to Hashut, they had given up their ancestral magic, but

gained something powerful in return: sorcerers of their

own. The envoys of Hashut were able to use the magic

of their god, whom they now called the Father of

Darkness, to hurl flames and shadows at their enemies,

and a certain percentage of the Chaos Dwarfs who were

born each generation had the same powers. These

individuals quickly became a separate group in the

fledgling Dawi'Zharr society, held apart from the rest

and keeping their own counsel. They lived in their own

walled communities and emerged only rarely to offer

advice to the Chaos Dwarf Warlords who were

beginning to grow in strength.

This period, beginning some three thousand years

before the birth of Sigmar, was known as the First

Kingdom. The Chaos Dwarfs were ruled over by

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powerful Warlords who commanded armies of their

own kinsmen. Amongst these kin were also numbered

the powerful 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 and solid infantry that

were so useful in the subterranean tunnels below the

Worlds Edge Mountains, but developed a style of

warfare that relied on fast moving chariots pulled by

boars and devastating charges by the Bull Centaurs.

Ranging across the Dark Lands, the Chaos Dwarfs

began to subjugate and massacre the greenskin tribes,

sacrificing large numbers of them to Hashut.

For four hundred years, the First Kingdom was

unopposed, but eventually a coalition of greenskin

tribes joined together and defeated the Grand Army of

Lord Khrazathk in the Howling Wastes and drove them

back to the Plain of Zharr. Emboldened by this victory,

the greenskins started to fight back against the Chaos

Dwarfs and eventually forced them out of the Dark

Lands, but stopped short of advancing into the Plain of

Zharr, which was now choked with fumes and pollution

from the furnaces of the Chaos Dwarfs. The power of

the Warlords was finally shattered, and the Sorcerers of

Hashut emerged from their isolation to usher in the next

period in Chaos Dwarf history.

THE RISE OF THE SECOND KINGDOM The Sorcerers were the Priests of Hashut, and promised

to lead the Chaos Dwarfs to glorious victory. They told

the warbands that the Dawi'Zharr were not destined to

rampage across the land like the hordes of the north, but

instead must organise themselves so they might become

a force to be reckoned with. They began to reconstruct

Chaos Dwarf society with themselves at the top, housed

in a great city which they built with their sorcery from

black obsidian. The mighty tower of Zharr-Naggrund

was large enough to house all the Chaos Dwarfs, but the

Priests demanded more, and all the labours of the

Dawi'Zharr were bent to constructing the vast edifice.

They strip mined the Plain of Zharr, turning the ground

into slag and building thousands of acres of workshops

and factories. When the demand for labour outstripped

what the Chaos Dwarfs were capable of, they began

enslaving the tribes of greenskins. Now possessed of a

dark purpose, the Chaos Dwarfs were once again

expanding. This time they didn't travel far from the

Plain of Zharr at first, but instead expanded their sphere

of influence steadily so that the greenskins could never

unite against them again. The furnaces of the

Dawi'Zharr burned bright with the fires of industry and

the city of Zharr-Naggrund grew larger every day. The

Sorcerers began to wage wars of their own in parallel

with their people: they scoured the Realm of Chaos,

using the magics granted to them by Hashut to summon

and enslave Daemons. Although the artefacts they

created by these means were primitive and unstable,

they would continue to perfect the technique in the

coming centuries.

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By this period, the so-called ‘Sorcerers' Curse' was

already well documented. The magic of Hashut wrought

terrible changes on its practitioners, gradually

subverting their Dwarf nature and transforming them

into solid stone. This limited the lifespan of the Priests

and meant that no single Sorcerer was ever capable of

wielding too much power – invariably, they would turn

into stone and their own followers would outlive them,

so the Priests were forced to cooperate with one another

to run Chaos Dwarf society. All this changed with the

birth of the mightiest Sorcerer of all: Zhargon.

ZHARGON THE GREAT Fully nine hundred years before the birth of Sigmar, a

Sorcerer of rare power entered the Priesthood of

Hashut. His name was Zhargon, and he swiftly

outstripped his masters in knowledge of the rites of the

Father of Darkness and magical potential. Within a

century, Zhargon was ordained as the High Priest of

Hashut and began introducing sweeping reforms to

Chaos Dwarf society. Inspired by the ziggurat shape of

Zharr-Naggrund, he codified the system of Castes that

restricted certain professions to certain layers of the

city. Highest were the Priests, who lived in the Temple

of Hashut atop the city and they were served by the Bull

Centaurs, who now began to breed true, becoming an

entirely separate sub-race of the Dawi'Zharr. The

warriors lived in the level below, followed by smiths,

masons and other craftsmen, then finally the labourers.

The numerous greenskin slaves occupied the very

lowest levels of all. Under Zhargon's direction many

fortresses were built along the River Ruin and the Dark

Lands were utterly subjugated by the Chaos Dwarfs. To

celebrate this conquest, the Gates of Zharr were built as

a demonstration of power: alone in the most desolate

part of the region, serving no purpose and hundreds of

miles from any other Chaos Dwarf enclave.

Zhargon was obsessed with one thing. He knew that all

his labours would come to nothing in a few hundred

years when his body was transformed into stone. With

this in mind, and the Second Kingdom at the height of

its power, Zhargon locked himself away in his inner

sanctum and began researching methods to stave off the

Sorcerers' Curse. The realm of the Chaos Dwarfs

continued to expand, and untold millions of slaves were

brought to the Plain of Zharr. The Chaos Dwarfs began

trading with the Goblin tribes in the foothills of the

Worlds Edge Mountains and, through such means, first

came into contact with their estranged kin at first as

prisoners which they took into slavery and then in small

groups ranging from their strongholds. These early

meetings were not civil, for the western Dwarfs

immediately identified their cousins as corrupted by

Chaos and the Dawi'Zharr still remembered their

ancient abandonment by the Ancestor Gods. The two

races would always despise one other, and attack each

other on sight in every future encounter.

In the far south of the Dark Lands, a new threat arose.

The degenerate ghoul tribes lurking below Cripple

Peak, the descendants of the ancient tomb-scavenging

servants of Nagash, united for the first time under

Vorag Bloodytooth, the first and only Ghoul King.

Vorag made war on the Goblin tribes of the Worlds

Edge Mountains, and several bands of Chaos Dwarf

slavers also became involved in the conflict. Vorag was

victorious in his wars, and enslaved the Goblin and

Chaos Dwarf survivors, forcing them to build the

Fortress of Vorag in the Plain of Bones. This affront

made the Chaos Dwarfs furious, and they called upon

Zhargon – who was now the undisputed master of

Zharr-Naggrund and Dawi'Zharr society as a whole – to

declare a campaign of genocide against the ghouls.

Zhargon had not been seen in public for over a century,

and many assumed he had succumbed to the Sorcerers'

Curse already, but he proved them wrong and emerged

from his isolation. Zhargon had not been turned to

stone; indeed he appeared remarkably hale and healthy

and was encased in a suit of golden Chaos armour. It

was clear that Zhargon had used some powerful

enchantment to preserve himself and now led the armies

of the Chaos Dwarfs atop a huge golden altar carried by

dozens of slaves. Zhargon also went to war

accompanied by a bodyguard of elite veterans he called

the Immortals – perhaps showing the depth of his

obsession with maintaining his own life.

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The greatest army of Chaos Dwarfs ever assembled

marched across the Dark Lands, led by Zhargon on his

golden altar. The great volcano Azgorh was especially

active that season and shrouded the host in roiling

clouds of black ash, which Zhargon called a sign of

Hashut's favour. As great as the army was, however,

they were far from home and not equipped for a siege.

They attacked the Fortress of Vorag, but were repelled.

The force was too large and unwieldy, and they had too

few supplies. Zhargon refused to retreat and the ghouls

took their toll on the Chaos Dwarfs. Despite Hashut's

alleged favour, the Dawi'Zharr were defeated and

forced to flee back to the Plain of Zharr.

THE FALL OF THE SECOND

KINGDOM

The Chaos Dwarfs were embarrassed by their crushing

defeat, and blamed the arrogance of Zhargon. He was

forced to put down rebellions using increasing force,

and began to rule Zharr-Naggrund with an iron grip. He

suppressed the advances of Chaos Dwarf technology,

strangling progress and stagnating his society.

Eventually this policy became too much for even the

Sorcerers to take: the Dawi'Zharr had become the

dominant force in the Dark Lands thanks to their

superior weapons and technology, and now they were

forbidden from researching further to reclaim what they

had lost. Finally, the new laws became too much and

the Chaos Dwarfs rebelled en masse, beginning a

devastating civil war.

At this time, Zhargon was pursuing rumours about a

prophecy regarding the Everchosen of Chaos, a

champion of great power who would lead the hordes of

the north in open war against the rest of the world.

Zhargon hoped to become the Everchosen himself, but

he would need to stave off the Sorcerer's Curse for

several more centuries in order to fulfil the conditions

of the prophecy. The rebellion of his subjects infuriated

him – he required total loyalty and unity in order to

bring his plans to fruition. As the battle raged

throughout Zharr-Naggrund, Zhargon hid himself in his

chambers again and prepared a great enchantment that

would turn the tide of battle in his favour.

The Chaos Dwarf rebellion was, ironically, led by the

Immortals, who had suffered the greatest in the ill-

conceived war against Vorag, but had received little

sympathy from Zhargon who blamed them for the

defeat. The Bull Centaurs, on the other hand, remained

loyal to Zhargon and defended the Temple of Hashut

with their lives. In the final battle, the Immortals fought

the Bull Centaurs at the iron gates of the Temple and

finally broke through at the cost of many lives. To this

day there is still a fierce rivalry between the two groups

of elite warriors.

Lord Khal Drakaz, the leader of the Immortals, led the

charge into the Temple wielding the magical Hammer

of Zharr, but Zhargon was ready for him. The High

Priest emerged from his inner sanctum and faced down

his former lieutenant. Drakaz made to strike off

Zhargon's head, but the mighty spell that Zhargon had

prepared was unleashed at that moment. What that

terrible enchantment might have done can never be

known, though Drakaz was vaporised instantly by its

power. However, any further effect was prevented as

the spell backfired and caused Zhargon to lose control

of the wards that protected him. In one horrifying

instant, the ravages of time took their toll on Zhargon

and he was transformed into stone, which then

crumbled into a dry pile of lifeless dust. Zhargon's reign

of terror had ended, but the Second Kingdom was in

ruins, and the Dawi'Zharr would take many years to

recover from the effects of the civil war.

CHAOS

Chaos Dwarfs do not use that name amongst

themselves, but instead refer to their people

as the Dawi'Zharr. Other races associate them

with Chaos because of their obvious mutation

and corruption and because they have common

cause with the worshippers of the Dark Gods.

The Chaos Dwarfs are well aware that Hashut

is part of the pantheon of Chaos though, and

that is why they use some of the iconography

of Chaos. The Chaos Dwarfs believe that

Hashut is more powerful than the other Gods,

and hold the worshippers of the supposed

lesser deities in contempt. This is why they are

so willing to use Chaos for their own ends,

treating Daemons and magic as another

resource to be exploited.

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THE MODERN AGE After Zhargon's death, Chaos Dwarf society was in

turmoil. Zharr-Naggrund itself was heavily damaged,

with fires raging on every street and fully half of the

population killed. The Priests of Hashut began to

coordinate the repairs as soon as possible, and the Bull

Centaurs, despite being on the losing side, put

themselves at the Temple's disposal once again: their

first loyalty had always been to Hashut, after all. In

order to repair Zharr-Naggrund, the Priests ordered the

acquisition of tens of thousands of slaves and bands of

Chaos Dwarf warriors scoured the Dark Lands for

captives. Though there were already numerous slaves

working in the mines, forges and workshops of the

Plain of Zharr, from this point onwards the Chaos

Dwarfs themselves were outnumbered by their slaves

and their society became completely dependent on

them. Within fifty years, Zharr-Naggrund was restored

to its former glory and the Dawi'Zharr were ascendant

once again.

Zhargon's legacy was to convince the Sorcerers that no

one of them should ever rule Zharr-Naggrund

unopposed again, and they began to govern as a

Conclave, each with their own followers and armies

drawn from their own kin. These ties of blood and

honour meant that Chaos Dwarf society became divided

into many disparate realms, each of which occupied

different areas of the city, but they were nonetheless

unified by the same broad aims: the maintenance and

construction of Zharr-Naggrund, and the empowerment

of their twisted race. Though Zhargon had made many

mistakes, most of his reforms were kept in place, most

notably the strict Caste system. Even now, Chaos Dwarf

society is divided both vertically down the terraces of

Zharr-Naggrund and radially by the dominions of the

Sorcerers. The Bull Centaurs continued to guard the

Temple of Hashut, serving at the command of the

Priests, while the Immortals remained an independent

unit, deployable only by a majority vote of the

Conclave, made up of veteran warriors and serving for a

strictly defined period of seven years before returning to

their previous masters.

Most importantly, however, the Chaos Dwarfs began to

research technological advancements. They blended

their skills as craftsmen with the dark magic of Hashut

and created Daemon-engines of terrifying power. Their

increasing reliance on slaves also led them to research

magically-aided breeding programs so they could create

an improved variety of slave that didn't squabble in the

manner of other greenskins. The results of these

experiments were the Black Orcs, a new race of Orc

that was hardier, stronger and less prone to infighting.

Unfortunately for the Chaos Dwarfs, the Black Orcs

rose to their natural position of leaders over the other

greenskins and their ability to plan and coordinate their

brethren led to the largest Orc and Goblin rebellion ever

seen. A second civil war engulfed Zharr-Naggrund not

two hundred years after the end of the first one, and it

seemed that the Chaos Dwarfs would be exterminated

as they fought further and further up through the layers

of the city. Finally, salvation came from an unlikely

source: the Hobgoblins, who were intelligent enough to

see that the Chaos Dwarfs could potentially reward

them in a way that the brutal Black Orcs would not,

switched sides and helped to defeat the other

greenskins. The rebellion was ended and the

Hobgoblins were indeed rewarded by their masters;

though they remained slaves, they were no longer

required to work in the mines and forges, and instead

served in Chaos Dwarf armies as warriors and as

overseers for the other slaves. The Black Orcs were

driven from the city and out into the Dark Lands. Chaos

Dwarfs no longer use Black Orcs as slaves, but they did

leave several tribes roaming the nearby lands so that

they could recruit them into their armies in the future.

Groups of Black Orcs are still found in the warbands of

their creators, though they are rarely slaves, but instead

paid mercenaries.

The Chaos Dwarfs were even less numerous after the

rebellion, and so the lust for slaves to work in the forges

and pits became even greater. The Chaos Dwarfs

expanded their influence, mining deposits far to the

south at Gorgoth and building a great fortress there.

They also established colonies near the Flayed Rock

and at Daemon's Stump. They quarried stone from Gash

Kadrak, the Vale of Woe, and recruited the vile Sneaky

Git tribe of Hobgoblins into their armies. Increasingly,

the Chaos Dwarfs became the masters of industry, and

built massive engines of war as well as huge ships that

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began to ply the River Ruin. They excavated a great

tunnel beneath Zorn Uzkul – a labour that took almost a

century and claimed the lives of millions of slaves – and

built Uzkulak on the coast of the Sea of Chaos. This

gave their fleet an exit to the north, so that they could

plunder even further. They also began to trade with the

Ogres in the Mountains of Mourn, and established ties

with many tribes that benefited both races.

Now, the Chaos Dwarfs only care about acquiring more

slaves so that they can mine more mineral wealth from

their lands. The Chaos Dwarfs are now 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-consuming

state. Individual Chaos Dwarfs are not expected to have

their own ambitions outside of what is proper for their

Caste, and they are bound by blood and unbreakable

tradition to their Sorcerer Lord masters. Only the

Warrior Caste has hope of wielding true influence by

securing promotion through feats of arms and

demonstrations of unswerving loyalty to their masters.

Because of this, the Dawi'Zharr are deadly on the

battlefield, fighting with merciless hate, unleashing

years of repressed fury. They also have to constantly

make war because of the slaves required by their

industry; without slaves, the Chaos Dwarfs' empire

would grind to a halt, and so the cycle of violence,

captivity and cruelty continues with no end in sight,

save for the distant time when the resources of the Plain

of Zharr are at last exhausted. Then, perhaps, the world

will tremble as the Chaos Dwarfs surge out of the Dark

Lands searching for wealth and slaves.

In recent centuries, the most powerful Sorcerer has

become Ghorth the Cruel, whose increasing influence

has begun to alarm the other Sorcerers. He has placed

his own loyal servant, Zhatan the Black, in command of

the Immortals, and so now wields power almost on a

par with Zhargon millennia ago. He has already begun

to subtly influence the outside world, increasing his

people's trade with the Warriors of Chaos, in particular

providing Archaon the Everchosen with batteries of

fearsome Daemon-cannons with which to invade the

Empire of Men. The influence of the Chaos Dwarfs is

greater than ever, but they are too divided to threaten

the Old World yet. Ghorth may have greater vision even

than Zhargon before him, and perhaps perceives the

eventual end of the Chaos Dwarf way of life. Those

who know of such things may suspect that he is laying

the groundwork for an expansion that will prevent his

society imploding when they finally finishing ravaging

their homeland. If so, he is more dangerous than

Zhargon ever was, for his ambition will bury the entire

world under foul mountains of ash and slag.

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The Dwarf chuckled a dry, humourless laugh. ‚You wish to know of the Dawi'Zharr, of the people who are called, by the ignorant softlanders, ‘Chaos Dwarfs’?‛

‚Yes!‛

‚To know the Dawi'Zharr, you must know the land from which they come; the land beyond your pitiful hills that you call mountains. Your home, this ‘Empire’, is a place of forests and meadows: a weak, green land. My home, the Dark Lands, is a realm of black earth and dead things. It is a realm that would swallow up your Empire a dozen times and where, from horizon to horizon, there is nothing but bare rock, spewing forth the raging fury of the world’s molten heart to bubble across the dead ground. It is a realm of wolves and wind, where no rivers run, and no trees grow. To see it would break your Human mind: shatter it into a thousand thousand pieces.‛

‚I find your land to be highly dubious. Such a waste would appear on every map. I have heard of the Dark Lands, yes, but they are merely unexplored wilderness, not a desolate hellscape as you pretend.‛

‚And why are they unexplored, manling?‛

‚They are rife with tribes of greenskins – another reason you are lying. What Dwarf could stand to live in a land infested with such creatures?‛

‚The greenskins are our slaves. Tribe after tribe of Orc, Goblin and Hobgoblin bound to our servitude. All across the Dark Lands the influence of the Dawi'Zharr is felt, though our true homeland is in the far north of that realm.‛

‚Oh?‛

‚Yes, manling.‛ He beckoned Otto closer. ‚Imagine for a moment the dark, pulsing heart of your Empire. The greatest city, in which your foolish clockwork machines are invented, and where your little workshops and factories produce the children’s toys that you call guns.‛

‚You are speaking of Altdorf...or perhaps Nuln.‛

‚Maybe. The names of your dwellings do not interest me. But still, fix in your mind the image of the Empire’s industry: the clouds of smoke and chemicals, the effluence of progress staining the earth with its foulness.‛

‚The scars that our technological advances wreak on the environment are often regrettable, yes...‛

The Dwarf laughed. ‚‘Regrettable’? What a mannish thing to say... But you know of what I speak – the scars, yes, that is the word. The scars of industry. You know of that bleak place in your cities where factories ruin the air and earth. Well, my homeland is that ruin multiplied untold thousands of times, stretched over an area a hundred leagues in every direction from our great capital. The very earth cries out in agony as we tear it apart with drills and blades. Every hillock is studded with a chimney belching forth black foulness and every valley is sluiced with thick tar and oil. Our kingdom is built into a great crater where the dark orb you call Morrslieb smote the hateful land in hopes it would be destroyed forever. Instead, it unearthed all the wealth of the earth’s bosom for the Dawi'Zharr to claim. And claim it we have, using gold and iron and obsidian and the lives of millions of slaves to build the great tower of Zharr-Naggrund that sits, squat and evil, glowering at our empire of suffering and hatred. And all this misery sits beneath a pall of black smoke that prevents the light of your precious sun from ever even touching our lands. What would you think if you could see that place, manling?‛

Otto considered his words. The strange Dwarf had indeed painted a hellish picture, but he just shook his head. ‚It is a good story, and you tell it convincingly, but there is no truth in – there is no such place as ‘Zharr-Naggrund’ and the Dark Lands are nothing more than an unexplored foreign clime.‛

‚What makes you so sure of that, manling?‛

‚Why would such a powerful empire, capable of such intense industry never have been heard of in The Empire? Why have your people not come marauding across the mountains?‛

‚What need have we of coming to this weak land? You have nothing here that is precious to us. We have no interest in you.‛

Otto scoffed. ‚How convenient...‛

‚Yes, for you. Your Empire is weak and ruined after this war – but one day you shall recover, and your technology will improve and your industries will grow. One day, you may be a power worth conquering. That is when we will come for you, to learn the secrets your engineers will discover, and enslave your people and machines to serve our ends. Archaon’s war will look like an insignificant skirmish compared to the storm the Chaos Dwarfs will unleash upon you. The Dawi'Zharr do not know defeat, and we do not understand mercy: when we come for you, it will be in such force that the very earth and skies will tremble in fear. And we will come for you, manling. We will come for you.‛

Otto shook his head. ‚You were right, Captain. He is insane.‛

‚Told you.‛

The Dwarf slumped back down against the wall, closing his eyes. Wordlessly, Captain Gozzadini took the lamp down from the hook and led the way out of the cell, barring the door behind them and leaving the prisoner in darkness again.

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THE DARK LANDS The Chaos Dwarfs are as much a product of their foul homeland as they are their bloody

history. A harsh realm breeds a harsh people, and no realm is more harsh than the Dark

Lands, a place where nothing can survive for long.

The seemingly endless waste between the Worlds Edge

Mountains and the Mountains of Mourn is unlike any

other land. It is a barren, desiccated realm that takes its

name from the omnipresent black soil that covers

everything. There is almost no water beneath the earth,

instead the ground is a fragile skin that covers vast

magma ducts beneath. The Chaos Dwarfs believe that

the Dark Lands' location between two great mountain

ranges means that it is a particularly weak point on the

world's crust. Doubtless it was further weakened by the

ancient impact that created the Plain of Zharr. Whatever

the cause, the Dark Lands are a region of extreme

volcanic activity, where boiling tar pits, exposed

mineral seams and rivers of smoking lava pockmark the

landscape. It is these features that make the Dark Lands

so useful to the Chaos Dwarfs, as they can easily find

the minerals that they covet and plunge mines deep into

the bowels of the earth.

THE PLAIN OF ZHARR The heart of the Chaos Dwarf 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 world, or just a nameless

wandering lump of space debris – and blasted a vast

crater in the earth. It pulverised the very rock, creating

in an instant crystals and ores of immense value. They

were left lying there, exposed to the uncaring skies for

millennia until the ancestors of the Chaos Dwarfs

discovered them. Since the coming of the Chaos

Dwarfs, the Plain of Zharr has been changed

irrevocably.

Now, it is an immense network of factories, mines,

smelting plants, workshops and forges. As far as the eye

can see, chimneys pump out clouds of multicoloured

smog and rivers of tar and ooze snake their way through

the maze of stinking industry. Slaves in untold millions

must live in this hellish warren, their lungs clogged with

foul vapours and their eyes never knowing anything but

the pallid sunlight that peers wanly through the smoke

and the ruddy infernal light of the soul-forges.

ZHARR-NAGGRUND The capital, and the only true city of the Chaos Dwarfs'

empire, is the obsidian tower of Zharr-Naggrund. It

rears up like a lonely mountain from the flat blackness

of the Plain of Zharr, utterly singular in a way that

warps perspective so that it is not clear until one

approaches the enormous gates of beaten gold and iron

just how immense it truly is. Rearing thousands of feet

into the sky, and populated by hundreds of thousands

of slaves and Chaos Dwarfs, Zharr-Naggrund is not

really a city in the way the term is used by Men, but

instead a single building that is equal parts fortress,

factory and temple. Within its red-lit depths, the Chaos

Dwarfs live and work, creating arcane machineries.

They have harnessed both the energies of the earth and

the empyrean, making slaves of both fire and Daemons

to fuel their awesome engines. The River Ruin flows

through Zharr-Naggrund and the Chaos Dwarfs make

use of it in their forges and factories. Its waters are

pumped throughout the city, flowing into every

workshop, and then join together before the great

southern water-gate, out of which they flow, now

polluted with tar, chemicals and all the effluence of

industry. The River Ruin makes its way sluggishly

through the Dark Lands after this, staining its banks

with vibrantly-coloured toxins and choking all life that

attempts to drink from or live in it until it finally washes

into the ocean in the distant south.

THE HAMMER OF ZHARR

The true story of the construction of Zharr-

Naggrund has been lost to the mists of time. It is

known that the Sorcerers were the ones who

ordered its creation, and that they used magic

to build it, but it is clear that more mundane

methods must have been used, especially since

much of the city is built of magic-resistant

obsidian. Hence the legend of the Hammer of

Zharr, which was once an ordinary workman's

hammer and, it is said, broke the ground when

the foundations of Zharr-Naggrundd 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 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 trains of

caravans carrying the coal and precious minerals that

they mine travel across the Dark Lands to the Plain of

Zharr.

THE ENCLAVES To the north of the Dark Lands is the windswept plateau

known as Zorn Uzkul, or the Great Skull Land. It was

named thus by the ancestors of the Chaos Dwarfs

because the barren, lifeless region was littered with the

bones of primeval beasts, who perhaps died in the

aftermath of the impact that created the Plain of Zharr.

Unlike the Plain of Zharr, Zorn Uzkul is completely

without value, and the Chaos Dwarfs have no

settlements there. Instead, they watch over it from the

fortress of Uzkulak which sits at the mouth of their

great underground canal, stretching from the Falls of

Doom to the Sea of Chaos. Here, the Chaos Dwarf fleet

– a mighty armada of ironclad steamships – musters so

that it can raid the shores of distant lands in their search

for more slaves. The fleet also cruises the River Ruin,

the ships' metal hulls being the only ones that can resist

the corrosive waters, ensuring that the Chaos Dwarfs

always make their presence felt to the south. Their other

fortresses, Daemon's Stump and the Black Fortress, are

havens for their ships and allow them to guard over the

Howling Wastes, which are traversed by caravans

seeking trade with the Ogre Kingdoms and distant

Cathay. The Chaos Dwarfs suffer the trade routes to

exist because they have a vested interest in keeping

their hulking and dim-witted neighbours powerful so

that they can trade with them and even use them as

slaves. However it is not unknown for a caravan from

the Old World to run into a slaving band of Chaos

Dwarfs, and in that case they rarely complete their

journeys.

THE WASTES The Dark Lands are not entirely uninhabited for, while

almost nothing can grow there, there is enough

sustenance to support scavenging creatures such as

wolves and greenskins. Across the great moors of the

Wolf Lands, huge packs of ravening beasts, warped by

the power of Chaos in ancient times, hold sway. They

are captured and tamed by tribes of Hobgoblins – a

form of steppe Goblin native to the Dark Lands and the

lands to the east – who ride them into battle, usually in

the service of the Chaos Dwarfs. The Blasted Wastes

are home to more greenskin tribes and especially Black

Orcs who were created by the Chaos Dwarfs as a race

of super slaves many centuries ago. The Black Orcs

rebelled and were driven from the Plain of Zharr, but

the Chaos Dwarfs still allow tribes of them to roam the

Dark Lands so that they can be recruited into their

armies as mercenaries. Far to the south, beyond the Ash

Ridge Mountains, is the haunted Plain of Bone where

an area larger than an Imperial province is carpeted in

the bones of mighty dragons from ages past. Here, the

carcasses of more recently killed monsters are picked

clean by degenerate Ghoul tribes who gather on the

shores of the Sea of Dread, drawing power from their

terrible master, Nagash, supreme lord of the Undead,

whose lair is close by.

Though the Chaos Dwarfs claim lordship over all the

Dark Lands, it would be impossible for any race to

actually govern such a vast tract of land. Instead, the

Chaos Dwarfs rule by fear, constantly raiding from their

fortresses without warning so that the greenskin tribes

always know they may be brought to heel. The Chaos

Dwarfs extract a tribute of slaves from the tribes that

live under their shadow, exerting control over thousands

of leagues of territory as the greenskins capture Men

and Dwarfs to sell to their distant masters so they can

avoid the fate they so readily thrust upon their helpless

captives.

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The vast expanse of arid land stretched on for a hundred leagues to the north and another hundred leagues to the south. This place was nowhere; the heart of the bleakest land on the face of the world, which was precisely why it had been chosen. A team of groaning slaves laboriously dragged a block of stone across the desert floor until it was in the marked position.

"We have laid the foundation stone, Lord," Drakaz said, his voice muffled and hollow behind his iron skull-mask. Idly, his armoured fingers ran across the haft of the Hammer of Zharr that he held close to him at all times.

"There is much yet to do," Zhargon said, his voice as quiet and calm as ever. He was shrouded in black robes, his face hidden from his followers, though none were in any doubt that the High Priest was amongst them. Reclining on a palanquin of black Gromril borne on the broad shoulders of four mighty Immortals, he could be no one else.

"This task may consume generations," Drakaz continued.

"Is it not written in the Tablets of Law that the Father of Darkness's task will take our lives, the lives of our descendants and the lives of all our clans in perpetuity?"

Drakaz shifted his shoulders uncomfortably. One did not need to be reminded of Lord Zhargon's knowledge of the Tablets of Laws, but the way he recited the exact wording and always seemed to know how to use them to answer any doubts chilled the Banelord to his bones. He was as devout as any Dawi'Zharr, but even he wondered if Zhargon was descending into madness with this project.

"Think of it, Drakaz: an arch of such colossal proportions that it will strike fear into the whole world. Massive beyond any obvious need, vast beyond the imagination of anyone save a Dawi'Zharr, it will survive as a testament to the power of Hashut for a thousand thousand generations and perhaps beyond. These columns will be of such girth, cemented with such materials and constructed with such skill that they may outlive the foundations of the earth. Mountains will fall before the Gates of Zharr even tremble."

Drakaz lifted his gaze skyward, trying to envisage the arch that Zhargon described. He could not begin to image how it could be built, nor how long it would take. Surely it would, as his master said, consume them and all of their descendants and, while it would no doubt be an object that inspired terror in lesser races, he wondered at the price they would pay for that. To build a huge stone arch in the middle of nowhere, with no wall and no gate, was surely madness...

The slaves that had positioned the first block were driven back to the great pile of stones that were waiting for them. More gangs of captives toiled to move the blocks onto rollers along with the dozens of other logistical tasks that the construction effort required. Though there was already a huge pile of blocks ready, they would need many hundreds of times that number to build what Zhargon had devised. And so much more material required thousands more slaves – the Plain of Zharr would be emptied.

"Drakaz, I have a further task for you."

"Yes, Lord?"

"I will be returning to Zharr-Naggrund soon, but you must remain here."

"You wish me to oversee this project? Do you not think I would be able to serve you better in command of your armies, Lord?"

Zhargon chuckled, a dry, papery sound from within his dark cowl. "No, Drakaz, it is not as an overseer that you will serve me. I wish you to take a detachment of Immortals south from here."

"To what end, Lord?"

"To take slaves."

"But we have slaves already..."

"We require more for this task. Thousands more. Millions more. I wish you to scour the Dark Lands for them and bring them back here in chains. I wish you to bring all the tribes between here and the Desolation of Azgorh to heel."

"Such a mission..."

"The purpose of these Gates, Drakaz, is to symbolise our lordship over all these lands. If we do not have such lordship, they are merely arrogance. I wish them to be a demonstration of fact. We will enslave every greenskin within three-thousand miles and put them to work in our service."

"So we enslave so that we may boast of that enslavement?"

"Yes."

"But that serves no purpose, Lord..."

Zhargon's tone grew dark. "I told you earlier what the Tablets of Law say, Drakaz. Hashut has commanded that we labour to His glory until the End of Days, and so shall it be. We will reap the glory of the earth for Him, we will take captive all the creatures of the world for Him and we will make war for Him. We will do these things to sustain further labour so that all of creation will be consumed by the Dawi'Zharr and remade by our hand and the lives of our slaves into a form more pleasing to the Father of Darkness. So I have commanded, and so shall it be."

Drakaz nodded and bowed low so that his beard touched the ground. "Yes, Lord. I will leave at sunrise."

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THE INVENTION OF THE DAWI'ZHARR Over the past few centuries, the Warhammer world has been gradually industrialising itself. Black powder weapons have been a feature in the armies of the Empire of Man for hundreds of years, and in Dwarf throngs for even longer. Already, steam-powered devices are becoming commonplace in the Old World while, beneath the surface of the earth, the magic-powered war machines of the Skaven do battle with the runic engines of the Dwarfs. But though the Skaven are masters of invention, their society is too anarchic to support true industry. Similarly, Mankind is just beginning to industrialise itself and has not yet reached the point where it can mass produce mechanical marvels. As for the Dwarfs, their realm is in decline, their infrastructure crumbling into ruin, and they must hold onto what secrets and traditions they can. Dwarfs are conservative, and fear innovation, even as they must experiment to survive. So it is not surprising that the only true industrial power in the world is located in the midst of the Dark Lands, where the Chaos Dwarfs have choked the Plain of Zharr with their rampant mining, smelting, quarrying and manufacture. The Chaos Dwarfs have the resources and the stability to build huge factories in which thousands of slaves labour, producing standardised equipment. Through these methods, the Chaos Dwarfs can churn out hundreds of suits of Chaos armour every week, which they trade to the Warriors of Chaos in the north for gold and even more slaves, as well as issue to their own troops. The Chaos Dwarfs are fabulously wealthy

because not only do they have total dominance over the mineral-rich Plain of Zharr, but the weapons, armour and machines they manufacture are also sold to anyone who can pay their prices. The most common recipients of their favour are the Chaos Warriors, Ogres and savage tribes of Orcs and Goblins. Chaos Dwarfs have many trade routes that criss-cross the Dark Lands, and they travel many leagues to sell their wares, often within huge armoured land trains, driven by powerful steam engines. These fearsome machines are often fitted with pens for holding slaves to drag back to the Plain of Zharr, but they can also be equipped with monstrous artillery batteries or fighting platforms so the trade caravans can defend themselves. The Chaos Dwarfs are not content to simply grow fat on the gold of their allies though. Innovation is part of the character of the Dawi'Zharr, and they nearly ripped apart their society with a devastating civil war when denied the opportunity to advance their twisted technology. Like the creations of the Skaven, Chaos Dwarf technology is most dangerous when it blends science with dark magic. For the Chaos Dwarfs this takes the form of mastery over the daemonic. For the Chaos Dwarfs, Chaos and the servants of the Dark Gods are just another resource to be exploited, and they forge Daemons as Men forge iron. A Chaos Dwarf Sorcerer thinks little of enslaving a mighty Daemon and making it part of the mechanism of his latest invention and in this way the Chaos Dwarfs have created whole batteries of monstrous Daemonic Engines. These beasts of living

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iron are unnatural abominations, flesh melded with metal to create sentient creatures bound into the hulls of fearsome cannon or tanks. Some Daemonic Engines are relatively mundane: they may simply use Daemons as a power source, or to instil the ammunition with sentience to make it less likely to veer off course, but others are towering behemoths that resemble no war engine that an inhabitant of the Old World would recognise. They may float on water, fly through the sky on eldritch wings or, most terrifyingly of all, tunnel deep below the earth, only to emerge from the ground in the midst of a battle like some hideous giant termite, belching fire and fury. Experiments have also been made in other fields. The Chaos Dwarfs managed to breed the Black Orcs using a mixture of science and magic, for simple selective breeding would not have produced the desired results – at least not in the available timescales. The willingness to use Daemons in their experiments of course extends to mortal slaves and though the Chaos Dwarfs will never be able to approach the insanity of the Skaven fleshmoulders of Hell Pit, they have produced impressive results with the mutated denizens of Zorn Uzkul. These beasts, dating back to the Time of Chaos, are believed to have once been Chaos Dwarfs just like the Bull Centaurs but the careful attention of the Dawi'Zharr has transformed them into vicious fighting beasts which are frequently augmented with mechanical and daemonic parts, making them even more deadly. The art of alchemy has not bypassed the Chaos Dwarfs either. They are masters of the Wind of Chamon, as Men know it, and the transmutation of base metals into gold is one of the first cantrips learnt by Acolytes of Hashut. Such parlour tricks do not amuse the Chaos Dwarfs of course, for the effort and material costs required to bring about the transmutation is far higher than the amount of gold yielded and, besides, ordinary metals are often far more valuable than gold for the technically minded Dawi'Zharr. Nonetheless, familiarity with the earth's minerals has brought the Chaos Dwarfs great knowledge of the physical world, further enhancing their weapons of war. Blunderbusses are an obvious manifestation of this particular skill: firearms that are known in the Old World, but which the Chaos Dwarfs have perfected and turned into a weapon that is uniquely theirs. Similarly, the rockets and shells launched by their Daemonic Engines are frequently packed with dangerous chemical explosives that are harvested from the detritus of their industry. The Chaos Dwarfs have discovered many unique properties in the substances left over from their myriad production processes, such as weirdly glowing rocks that appear to have no magical properties and yet leave burns when touched, and have caused slaves quarrying them from the slag heaps to sicken and die. Experiments into the

unusual nature of these materials are still ongoing, and fortunately there are plenty of slaves remaining. Indeed, it is most frequently the slaves who bear the brunt of the Chaos Dwarfs' more dangerous experiments. Quite apart from the horrific conditions in their factories, mines and forges, their sheer numerousness in the Plain of Zharr means they are inevitably the ones most often killed in industrial accidents. One memorable experiment was the Hammer of Hashut. This was a rocket the size of a fortress tower built by the Sorcerers in an attempt to devise a new method of assailing their foes. The feared Death Rocket was already an established part of the Chaos Dwarf arsenal, whether delivered by a Daemonic or Mortal Engine, and there seemed to be no reason that the sound principal of a rocket packed with chemical explosives fired into the air could not simply be scaled up to more devastating effect. Technically, the Hammer of Hashut was a resounding success as it killed hundreds. However, these were almost entirely Goblin slaves living on the edge of the Plain of Zharr itself, as the vast rocket was incredibly unstable and its flight became erratic just a few seconds after launch. The devastation wrought and the ensuring 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.

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A LEGACY OF CRUELTY 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 city of Uzkulak has long stood

guarding the entrance to the sea tunnel that passes

below the plateau of Zorn Uzkul, the Great Skull Land,

connecting the River Ruin to the icy Sea of Chaos in the

north. From this basalt-walled fortress, the Chaos

Dwarfs' fleet of ironclad warships sallies forth, raiding

the costal realms of the Old World at will. Sitting as it

does in the midst of the northern lands, its defensive

position, high walls and the access it grants to the Dark

Lands have been coveted by the Marauder tribesman for

centuries. One such tribe lived just a dozen or so

leagues up the coast and had suffered slave raids by the

Chaos Dwarfs for generations. Their chieftain, a Norse

Jarl named Ragnar Ragnarson, grew tired of this and

resolved to take Uzkulak. No Marauder tribe had ever

dared to attack the Place of the Skull before, and

Ragnar's people were reluctant to join this foolhardy

quest, but the Jarl paid proper tribute to the Gods of

Chaos, called in ancient oaths from his neighbours,

brokered alliances by marrying off the daughters of his

loyal Thanes and eventually amassed a great army of

Norse warriors, the like of which had never been seen

outside of a full Chaos incursion.

As chance would have it, much of the Chaos Dwarf

fleet was occupied far to the south in the Sea of Dread,

fighting off Lizardmen raiders from the Southlands. Jarl

Ragnar was able to sail up the Sea of Chaos with his

horde in dozens of dragon-prowed longships virtually

unopposed. They landed before the gates of Uzkulak

and began their assault. Ragnar quickly realised that it

was impossible to besiege the fortress because it had

direct access to the sea tunnel and hence Zharr-

Naggrund, so he determined that only a direct attack

would work. Ragnar summoned his húskarls, his

personal bodyguard of elite warriors along with the

great mass of young men who had flocked to his banner

hoping to make a name for themselves. These warriors

had dedicated themselves to the Wolf-God – another of

the names attributed to Khorne, the Chaos God of war –

and worked themselves into a savage frenzy before the

battle. They were known as the berserkjr and, clad in

bloody wolf skins, they hurled themselves at the great

walls of Uzkulak. Somehow, their frenzied attack

succeeded in overwhelming the sparse defenders and

they spilled over the outer defences and overran the first

level of the fortress, but at a tremendous cost in lives.

Ragnar and his húskarls opened up the outer gate from

the inside and the Norse army surged through, but then

found themselves up against the even more formidable

defences of Uzkulak's inner keep. The artillery on the

battlements now rained down a constant hail of fire –

both mundane and daemonic – and the Norse knew they

could not batter their way past a second gate. So,

dismayed, Ragnar ordered his warriors back to the shore

to make camp and consider their next move. He left

guards on the outer walls of the city though to ensure it

could not be easily taken back and so Uzkulak was

divided between the Norse and the small number of

Chaos Dwarf defenders. As Ragnar's Marauder horde

began to construct earthwork defences and raise a

wooden palisade to protect their camp, the Despot

Ghorak Firesoul who commanded Uzkulak sent

messengers to Zharr-Naggrund asking for a relief force.

There, the news of the great fortress's potential fall was

met with a stony silence in the Conclave of Sorcerers.

With the fleet still many hundreds of miles away, there

was no way to dispatch a relief force that would reach

Uzkulak in time, for surely tales of Ragnar's success

would spread across Norsca, attracting more Marauder

tribes to his banner, and the city would eventually fall.

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There was only one solution: to amass an army of a

kind never before seen fighting in the name of the

Dawi'Zharr.

Gorduz Backstabber, the mercenary chieftain of the

Hobgoblins that served the Chaos Dwarfs was

summoned. He quickly used his influence to hammer

together a loose confederation of Wolf Rider tribes.

These fast moving troops could cross the Great Skull

Land and reach Uzkulak in a matter of days, but they

would not be enough to break the Norse horde alone,

and so they were led by the only troops in the Chaos

Dwarf army that would be able to keep pace with them:

an awesome phalanx of the mighty Bull Centaurs. No

such force of these elite shock troops had been gathered

in over a thousand years, and only one creature had the

will to lead such an army: Lord Bhaal, Eldest of the

Bull Centaurs, the Death of Worlds himself. Bhaal

careered across the desolate plateau at the head of this

highly unusual force and, as they came through the

mountain pass, they looked down upon the massed

tribes of Chaos waiting in the valley before the gates of

Uzkulak, preparing for the final assault. Ragnar's force

now numbered in the thousands, and the Bull Centaurs

were only a few hundred. The treacherous Hobgoblins

were already starting to slink away, seeing that the odds

were against them, but Lord Bhaal cowed them with a

single snarled command. He raised his huge rune-

encrusted axe and, staring down balefully at the lines of

the Norse army, gave his only order of the battle:

"Crush them!"

Ragnar saw the Chaos Dwarf relief force high on the

ride as a dark smudge of indistinct shapes and, as their

charge threw up a great cloud of what he assumed was

dust, he gave orders to form a shieldwall. The Norse

slammed their shields together and presented a thousand

axe- and sword blades, forming an impenetrable barrier

of unyielding steel. Such a defence was enough to repel

even the most determined charge, for no cavalry mount

could be induced to charge towards such an obstacle,

and even a well-trained warhorse would shy away at the

last moment. But these were no mere cavalry: they were

Bull Centaurs, Hashut's most favoured sons, and no

shieldwall could instil anything but outrage in their

furious, hate-filled minds. Roaring their defiance,

charging through their own wall – not of steel, but of

smoke and flame – Lord Bhaal and the Bull Centaurs

crashed into the Norse lines, setting fire to their shields

as they made contact and scattering them almost

instantly. As the charge hit home, the hundreds of Norse

Marauders that made up that shieldwall immediately

quailed in stark terror as their arms and armour were

melted by the blast of heat and their fellows in the front

rank were simply burned alive. Then the axes began to

fall, and the fire turned to blood and gore. The Bull

Centaur charge was like a scythe cutting through wheat,

and it was not so much a fight as a bloody and terrible

massacre. The Norse broke and ran, all the fight beaten

out of them within minutes, and only the hard core of

the barbarian army continued to fight on, a few hundred

of the hardened berserkjrs and húskarls, led by Jarl

Ragnar himself.

Ragnar knew he was defeated as the Wolf Riders picked

off his fleeing men, but the eyes of his gods were still

firmly upon him and he knew he had to die with

honour, his axe in his hand, meeting this awesome foe

in person. The Jarl stepped forward and bellowed a

challenge in his native tongue. Lord Bhaal did not speak

the language of the Norsemen, but he recognised what

was happening even so and, gesturing for his Bull

Centaurs to back off, he galloped towards the Marauder

Chieftain, axe raised. Jarl Ragnar was a mighty warrior,

blessed by the Dark Gods and a veteran of many battles.

Taller than even a tall Norseman, his barrel-like chest

was corded with thick muscles and he bore tattoos and

scars to the Wolf-God. In his hands was an ancient axe

and upon his head a helm in the image of a snarling

wolf. The pelt of some mutated hound that Ragnar had

slain with his bare hands was across his shoulders and,

even as the great form of Lord Bhaal thundered towards

him, Ragnar Ragnarson knew no fear. The two great

warriors clashed in the centre of that bloody battlefield,

surrounded by charred corpses and Jarl Ragnar, to his

credit, struck several furious blows upon the Bull

Centaur Lord before, with a single mighty swing, Bhaal

cleaved him in twain from head to crotch.

The battle had been over with the first charge of the

Bull Centaurs, but now that Ragnar had been killed, the

few remaining Norse gave up the fight and retreated

back to the handful of longships that the Hobgoblins

had not set alight. Uzkulak had been saved by the

timely intervention of a wholly unconventional relief

force. When the Chaos Dwarf fleet returned, they

scoured the coast and found Ragnar's kingdom. There,

they threw down his palisade, burned his hall to the

ground, tortured to death all of the remaining warriors

and took the women and children as slaves. The name

of Ragnar Ragnarson became a curse amongst the

Norse – a byword for foolish endeavour.

It is said though that the children of Jarl Ragnar

survived the slaughter, for they were grown and fighting

in far off lands. His firstborn son, Ulf Ragnarson, also

called Ulf the Tall and Ulf the Fearless, heard of the

fate of his father and his people and swore revenge

against all Chaos Dwarfs and especially the Bull

Centaurs and Lord Bhaal. Most laugh at such a hollow

threat, for what can any man do against such a monster

as the Death of Worlds? But Ulf is wiser than his late

father, and will not be taken by surprise as he was.

Rumour has it that Jarl Ulf Ragnarson has now returned

to his homelands, and he is sharpening his axe and

looking at Uzkulak with thoughtful eyes.

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THE YOUTH OF GRIMGOR IRONHIDE The Old World knows all too well the name of the

Black Orc Warboss Grimgor Ironhide, the mightiest of

all greenskins and the scourge of civilisation. All know

his tale, of his siege of Karak Kadrin, of his invasion of

Kislev, of his terrifying ordeal facing down the Skaven

in their own subterranean lairs. But of his history before

he staggered out of the Blasted Wastes, no tales are

told, save in the Plain of Zharr, where the name of

Grimgor Ironhide has been known for far longer than in

the west. Grimgor originally hailed from a non-descript

Black Orc tribe in the Mountains of Mourn. When

Grimgor was barely full grown, a Chaos Dwarf slaving

party cruised down the River Ruin in their ironclad

ships and made landing near his tribe's camp. They

attacked by night, catching the Black Orcs unaware and

vanquished them easily. Chaos Dwarfs do not often try

to enslave Black Orcs, but this warband was led by

Lord Zhurduz the Slavelord, a vicious Warlord who

fervently desired to take captive anyone unfortunate

enough to cross his path. He chained the Black Orcs in

the belly of his warship, reasoning that their strength

and stamina would make them ideal as labourers in the

engines. Grimgor spent years below decks, chained to a

Daemon-powered engine, piling coal and corpses into

the furnace. Under the lashes of his cruel masters he

was never allowed to cease work while the ship moved

and he grew stronger and tougher by the month. When

all of his fellows had died, Grimgor lived on, the

memory of freedom burning like a brand in his mind.

His opportunity for escape came when Lord Zhurduz

and his fleet came under attack by Skaven raiders. They

rammed the ship containing Grimgor with one of their

ramshackle plague barges and though they were unable

to sink the mighty ironclad, they did open a rent in its

hull. Water gushed into the boiler room, shrouding the

entire cavernous chamber in boiling steam. As the

Chaos Dwarf overseers choked on the fumes, Grimgor,

with his iron constitution, rose up and strangled them to

death with his chains. He broke free and went on the

rampage, fighting his way up the decks with a

plundered axe – the very axe that would one day

become known as Gitsnik – and was able to slaughter

the distracted Chaos Dwarfs single-handedly. The ship

was leaning erratically into one of the banks of the

River Ruin as the Skaven bombarded it with warp

lightning and Grimgor was able to leap to the shore and

make a dash for freedom.

His years of toil had made Grimgor truly mighty. Orcs

need combat to survive, and Grimgor had been denied

this in his formative years. His natural urges had

festered away dimly and now he had a lifetime of pent

up aggression to unleash. The Chaos Dwarfs were his

first natural targets and he began hunting them through

the Howling Wastes, taking them on, one small slaving

band at a time. He favoured the full-frontal assault,

simply charging in, swinging his axe with a hideous war

cry. Despite his lack of subtlety, Grimgor prospered

through sheer savagery. As he fought and word of his

crusade spread, other greenskins began to flock to his

ragged banner, sensing a growing Waaagh!. It was

during this time that Grimgor seized his armour from a

Chaos Dwarf Despot. Legend has it that it was forged in

Daemon blood. Grimgor's burgeoning Waaagh! took

him and his growing warband across the Dark Lands, to

the very edge of the Plain of Zharr, but even he could

not penetrate the heart of the Chaos Dwarf empire.

Concerned by the growing power of this new leader, the

Conclave of Sorcerers dispatched a force of Immortals

led by Rykarth the Unbreakble to destroy him once and

for all. The two armies met at last on the edge of the

Blasted Wastes, Grimgor now at the head of a

considerable army of Orcs and Goblins, and attended by

a cadre of elite Black Orcs.

The battle was brutal. Neither side gave any quarter,

and the Orcs fought to the heart of Rykarth's line,

Grimgor personally slaying dozens of the elite warriors.

In the end, with the ground stained red with blood, only

a hard core of Immortals remained but, in turn, only the

Black Orcs survived from Grimgor's army. Neither side

was willing to yield and the Immortals slammed their

shields into place, forming an unbreakable wall.

Grimgor prepared to throw himself upon it, but then

Rykarth lowered his shield and met the warboss's eyes.

He saw then the culmination of selective breeding, the

pinnacle of Orcdom made flesh.

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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, Dwarfs and Elves.

THE WAR OF THE AUTOMATA Hothgar Daemonbane is a Chaos Dwarf Sorcerer of rare

creative ambition. Most Sorcerers are concerned only

with increasing their own influence within the Temple

of Hashut, and usually make war only with this end in

mind. They build or commission machines of war to

supplement their armies, which can then take slaves in

order to generate income and allow them to buy their

way to power. But for the renegade Hothgar arcane

engineering is an end in itself. He was cast out of Zharr-

Naggrund for his dangerous experimentation, but he

was unperturbed and continued to labour in exile,

finding a home in the fortress of Daemon's Stump. It

was Hothgar's dream to create a Daemonic Engine of

such size and power that it could take on an army by

itself. Such an endeavour would require the binding of a

Daemon so powerful, or a multitude of lesser Daemons

so numerous, that it would take an actual army to

subdue them, which rather defeats the purpose of the

exercise.

Nonetheless, Hothgar has continued to pursue his

fevered dream of building the machine he calls 'The

Kolossus', and has created any number of prototypes

that dwarf any engine previously constructed by a

Daemonsmith. Hothgar's creations command vast prices

in the markets of Zharr-Naggrund, even when he was

still an outcast, but they are most dangerous when

Hothgar himself brings them to battle, for no one knows

his war machines quite as well as their insane creator.

Hothgar's greatest glory came in what was known as the

War of the Automata. Hothgar had assembled his entire

stable of Daemonic Engines, intending to march west in

order to find a worthy foe. Hothgar knew his devices

would only find their match against the foremost

engineers of the Old World – the hated cousins of the

Chaos Dwarfs from the Worlds Edge Mountains.

Hothgar's bizarre army was made up of only a handful

of mortal warriors, backed up by masses of slaves from

his Daemon forges. The core of his force were his

beloved constructions: in place of flesh and blood

troops he had ranks of iron Daemon-Golems, and

behind them came towering siege engines, each one

bound with one or more daemonic spirits. The greatest

of all of these was a vast, bull-headed monstrosity that

shook the earth when it walked. This was Hothgar's

latest version of the Kolossus, and the largest and most

destructive to date. This terrifying force of Daemonic

Engines made its way across the Dark Lands,

unopposed by the greenskin tribes who fled before it in

fear. The host climbed its way slowly into the

mountains where word of its coming soon reach the ears

of the Dwarf Lord Dobbi Fletchhelm. Lord Dobbi was a

proud Dwarf, but even he could see that his warriors

stood no chance against such an enemy. In desperation,

he appealed to the Guild of Engineers who jumped at

the chance to test rediscovered and recently refined

technology. What better to defeat the God-Engines of

Chaos than a God-Engine of their own? From the

deepest vaults were unearthed the ancient Automata,

forbidden machines from the dawn of Dwarf history,

said to be imbued with the power of the Ancestor Gods.

Hothgar and his Daemonic Engines marched through

the passes of the Worlds Edge Mountains, scattering

Goblin and Skaven before them, until they reached Lord

Dobbi's territory. There, a thin line of Dwarf warriors

awaited them. They had cannon and Organ Guns, but

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such pitiful devices held no fear for Hothgar. He

laughed and ordered his Engines to advance, laying

down a hail of Daemonfire. The Golems came first,

their bodies clanking and hissing and their souls calling

out in murderous rage. The Daemonsmiths goaded their

charges forward and, as they picked up speed, their

bladed limbs began to spin and whirl like no creature in

nature. The Dwarfs stoically held their ground, daring

the Daemonic Engines 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

Golems into scrap metal. As their black hulls burst

apart, Daemons escaped into the æther, letting out

keening calls of triumph.

Hothgar was astonished at the appearance of the Dwarf

God-Engines, but he rallied quickly, ordering his larger

machines into battle. In that high, narrow pass, a

cataclysmic battle was fought, a mechanical replay of

some ancient conflict from the Time of Chaos as

Daemon fought God again, but this time bound in iron

and Gromril. The Kolossus gave a good account of

itself, smashing several of the Automata, but in the end

it was undone by its inherent instability, rent apart by a

barrage of cannon balls, allowing the Daemons to

escape their imprisonment. In the end, all the Automata

were destroyed or their ancient workings seized up, but

by that time Hothgar's army too had been almost

annihilated and he sounded the retreat.

Though Lord Dobbi's army survived the day and

counted it a victory, the priceless Aotomata had been

reduced to scrap, their noble spirits at last vanquished.

Hothgar saw the day as a great success, for he learned

much from the failed experiment. Like any good

scientist, he would glean new knowledge from his

mistakes and improve his designs next time.

Furthermore, the Conclave of Sorcerer Lords was so

impressed by Hothgar's creations that they welcomed

him back into Chaos Dwarf society with open arms,

promising more resources should he ever wish to

attempt another assault on the strongholds of the

Dwarfs...

THE BATTLE OF THE SLAVE-TAKERS The Chaos Dwarfs rarely trouble the races of the

uttermost west, but their paths occasionally cross those

of the Dark Elves of Naggaroth because they often have

like cause. These two spiteful peoples have never been

known to make an alliance though, for they both share

an attitude of absolute contempt for all other races. A

particularly infamous story in the history of the Dark

Elves concerns the fate of the Dreadlord Ai'keneth.

Ai'keneth was a skilled naval raider, commanding an

army of vicious Corsairs who would attack settlements

across the world in the dead of night to take slaves.

Their raids took them as far as the Sea of Dread where

they engaged their hated High Elf cousins near the

Tower of the Sun before striking north. They were

pursued by High Elf mariners and were just in the

process of fending off their latest attack when the sound

of an unfamiliar war horn made Ai'keneth turn.

To his horror, another fleet was surging out of the north

– but not a fleet of graceful, sailed Elven ships, but

hulking Chaos Dwarf ironclads, belching smoke into

the air. A fierce bombardment began, and the High

Elves broke off almost instantly, leaving the Dark Elves

to their fate. Ai'keneth brought his ships around, using

their mobility to their advantage, but their Reaper Bolt

Throwers were unable to penetrate the iron hulls of the

Chaos Dwarfs' ships. They tried to escape, but

daemonic beasts descended from the turbulent skies:

Tauruses ridden by savage Chaos Dwarf warriors that

landed on the decks and set about the Dark Elves with

claw and fire. With his fleet burning, Ai'keneth

attempted a desperate ramming manoeuvre, but it was a

forlorn hope: his fragile skiff was shattered into

kindling by the mighty prow of the Chaos Dwarf

flagship, The Bull's Fury. It was the mercenary fleet of

Ghuz Slavetaker that Ai'keneth had been unfortunate

enough to encounter and he knew he was doomed as he

clung to the wreckage. He considered surrendering

himself to the waves, but he was yanked away from any

hope of suicide by strong arms and dragged onto the

deck of The Bull's Fury. Ghuz laughed to see the

bedraggled Elf lord and, though he wanted to keep him

as a pet, he couldn't resist the gold such a prize would

fetch in the markets of Zharr-Naggrund.

So it was that the Dark Elf survivors of that sea battle

ended their lives in the same manner to which they had

condemned so many others. It was a bitter irony not lost

on the proud Druchii as they laboured in chains deep in

some nameless pit below the earth, but they had little

time to contemplate their fate – there was work to be

done.

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Events

Chaos Dwarf society has been largely isolated from the events in the Old World throughout its existence. Only

rarely has the outside world been unfortunate enough to have contact with the cruel masters of Zarr-Naggrund,

but they have left a lasting impression on their enemies, who still curse their names. The Chaos Dwarfs have their

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

IC Events

-4500 The time of the Ancestor Gods. No written

records of these times survive although legend

tells of the gradual colonisation of the Worlds

Edge Mountains.

-4300 The most adventurous Dwarfs journey across

the barren upland regions north of the

mountains which they name ‘Zorn Uzkul', or

the Great Skull Land.

-4000 Contact is lost between Dwarfs of the World's

Edge Mountains and Dwarf settlements in

Zorn Uzkul. The Dwarfs of the west believe

their eastern kin have perished, destroyed by

the tides of Chaos from the north.

-3500 Abandoned by their gods, the Dwarfs of Zorn

Uzkul turn to the worship of Hashut, the Father

of Darkness.

-3450 Hashut leads his worshippers to the Plain of

Zharr, where they begin to build mines and

quarries.

-3400 The Chaos Dwarfs drive the greenskins from

the Plain of Zharr and begin their expansion

outwards. The beginning of the First Kingdom

period.

-3273 Lord Khrazathk's host is defeated by a

greenskin coalition in the Howling Wastes.

Emboldened, the greenskins force them back

to the Plain of Zharr and prevent the Chaos

Dwarfs from expanding their influence further.

The First Kingdom falls.

-2821 The Chaos Dwarf Sorcerers emerge from their

isolation and begin to institute the reforms that

will save Chaos Dwarf society.

-2745 Construction begins on the City of Zharr-

Naggrund. The industry of the Chaos Dwarfs

is increased a hundredfold as the building of

the city requires stone and rare minerals. The

Second Kingdom period begins.

-2600 In order to work the new mines and forges, the

Chaos Dwarfs begin enslaving the greenskin

inhabitants of the Dark Lands.

IC Events

-933 Zhargon is born.

-901 Zhargon enters the Temple of Hashut as an

Acolyte. He soon surpasses his teachers.

-824 Zhargon is ordained as the High Priest of

Hashut. He begins instituting the Caste system.

-785 The Gates of Zharr are built.

-761 Red Bulls of Hashut are first discovered

roaming Zorn Uzkul, they are brought to

Zharr-Naggrund and stabled below the Temple

of Hashut. Soon after, the first Lammasu is

born.

-714 Zhargon goes into isolation, seeking the secrets

of immortality. During this time, he first

discovers the prophecy of the Everchosen of

Chaos.

-650 The Chaos Dwarfs begin trading with the

Goblins of the Worlds Edge Mountains.

Through them, they first encounter their distant

western kin, whom they take as slaves.

-601 Vorag Bloodytooth unites scattered tribes of

Ghouls that lurk below Cripple Peak,

becoming the first and only Ghoul King. The

Ghoul army all but destroy the Red Cloud

Goblin tribe and their Chaos Dwarf allies, the

survivors are forced to build Fortress of Vorag

to the east of the Plain of Bones.

-600 Zhargon re-emerges and assembles a vast host

of Chaos Dwarfs to destroy Vorag. They are

defeated and return to the Plain of Zharr in

disgrace.

-598 Continuous uprisings eventually result in

Zhargon declaring increasingly draconian

laws, restricting even the freedoms of his

fellow Sorcerers.

-595 The Civil War begins, shaking Zharr-

Naggrund to its foundations. After over a year

of fighting, Zhargon is killed when his

devastating spell misfires. The Second

Kingdom period ends.

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29

IC Events

-545 The Sorcerers finally succeed in restoring

Chaos Dwarf society to its former status. Tens

of thousands more slaves are acquired from

throughout the Dark Lands.

-150 Experiments on captive Orc and Goblin slaves

by Chaos Dwarf Sorcerers result in the

creation of the Black Orcs.

-100 The Black Orcs prove unruly and difficult to

control. After leading an armed revolt that

ravages the lower levels of Zharr-Naggrund

they are purged from the ziggurat when the

Hobgoblins turn on the other greenskins.

Fleeing Black Orcs escape to the Worlds Edge

Mountains and the Mountains of Mourn.

500 Rich volcanic deposits are first mined at

Gorgoth.

624 The fortress at Daemon's Stump is constructed.

781 Black Fortress is built to guard against

marauding Ogre tribes moving west.

1000 The great sea canal is constructed, linking the

Falls of Doom with the Sea of Chaos in the

north. The fortress of Uzkulak is built on the

coast to act as a gathering place for the fleet.

1119 The Trails of Hashut. An expanse of volcanic

wasteland to the north of the Plain of Zharr is

the target of a warband of Chaos Warriors who

attempt to release a Daemon Prince imprisoned

below it. They are successful despite the Chaos

Dwarfs' opposition and free Abbadon the

Destroyer, first Daemon Prince of Khorne. The

lava fields dry up, leaving the northern Dark

Lands open to attack – and trade.

1301 Azgorh, the great volcano in the south of the

Dark Lands, enters a phase of activity, spilling

ash into the air and covering the Dark Lands in

a thick pall of smoke for over three years. The

disruption temporarily grounds winged

Tauruses, forcing increased reliance on ships

to carry messages.

1392 Lord Harkoth the Vile attempts to subjugate

the Kurgan tribes of the eastern steppes, but is

ultimately betrayed by his Hobgoblin allies

who poison his blood ale. In reprisal, the

Sorcerer Lord Varkhak has a thousand

Hobgoblins put to death, but no further serious

attempt is made to conquer the Chaos

Marauder tribes.

IC Events

1550 A Chaos Dwarf fleet raids the Lustrian coast,

taking Lizardmen as slaves. The Chaos Dwarfs

find these creatures strong and resilient, but

they do not last long as slaves in the bleak

Dark Lands.

1720 The Banner of Gods and its twin, the Banner

of Hashut, are forged from Daemonbone in the

depths of Zharr-Naggrund.

1841 The Warpstone War. The Skaven make their

first and only attempt to infiltrate the Plain of

Zharr. They open a tunnel directly into a

subterranean factory, alerting the Chaos

Dwarfs to their presence. Over the next

decade, the Chaos Dwarfs take the fight to the

Skaven, battling them in their warrens.

Daemonic Engines and Tauruses face down the

hideous creations of Clan Moulder and the

arcane engines of Clan Skryre in the darkness

below the earth.

2099 Aekold Hellbrass, Champion of Tzeentch,

seeks out the legendary forge known as the

Volcano's Heart. His path across the blackened

wasteland of the Dark Lands is to this day

marked by the trail of unnatural vegetation that

sprung up in his wake.

2148 Astragoth becomes High Priest of Hashut.

2218 Ghorth the Cruel enters the Temple of Hashut

as an Acolyte.

2296 The Battle of Glacier Peak. The Chaos Dwarfs

face down a mass migration from the Ogre

Kingdoms in the high passes of the Mountains

of Mourn. So much blood is spilled that the

heat accelerates a glacier's melting. The Chaos

Dwarfs install engines to harness the vast

primeval forces of the gargantuan river of ice.

2387 Zhatan joins the Immortals where he gains the

attention of Ghorth and soon becomes his

protégé and bodyguard.

2452 Zhatan becomes the Lord of the Immortals.

Ghorth's power is unmatched.

2515 The Great Hobgobla Khan becomes overlord

of the Hobgoblin tribes of the steppes. He

sends envoys of friendship to Zharr-Naggrund.

2523 The Storm of Chaos erupts. Daemonic Engines

along with mountains of arms and armour are

sold to Lord Archaon, the Everchosen of

Chaos, to fuel his war.

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THE DARK COHORT This section of the book details the forces of the Chaos Dwarfs army. It provides the rules

necessary to use all the elements of your army in your games of Warhammer. Every character

and regiment is described, including the most powerful leaders of the dread legions such as the

merciless Zhatan the Black and Astragoth, High Priest of Hashut. Any special rules that apply

to a particular model are listed here, including its wargear and any magic items it may carry

into battle.

Special Rule: UNYIELDING Chaos Dwarfs are completely without mercy, refusing

to give ground to any creature they think of as a lesser

being – which is everyone. They will hold their

positions until the end, even if would be tactically wise

to press a pursuit.

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".

Special Rule: BONDAGE OF HASHUT Chaos Dwarf society is completely rigid, and a Chaos

Dwarf warrior is defined by his position within the

strict hierarchy of Zharr-Naggrund. They are owned,

body, mind and soul by their Sorcerer Lords, and they

will follow the orders of their masters no matter how

suicidal. For their part, the Sorcerer Lords and those

who serve them directly are completely confident of

their own superiority. They sneer contemptuously at

their enemies, not run from them.

Units with the Bondage of Hashut rule are completely

immune to the effects of Panic and they extend this

ability to any unit they join.

Special Rule: BLESSING OF HASHUT The Father of Darkness has as His chief province the

infernal energy of the earth: He is the master of molten

rock and fire. His most powerful followers share his

affinity for fire, revelling in its power thanks to their

master's Blessing which makes their flesh proof against

the flames.

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

save against Flaming Attacks.

Special Rule: DISPOSABLE The Chaos Dwarfs use masses of slaves for labour,

sacrifices to Hashut and as part of their armies. The

role of slaves in the army is principally to blunt the

enemy's attack – they are driven forward in great herds,

and the assumption is that they will die horribly simply

to expend the foe's ammunition and clog up his battle

line with bodies. Similarly, Chaos Dwarfs think little of

their mercenaries, for they are a wealthy people and

can always afford more hirelings.

Units with the Disposable rule do not cause Panic in

other units due to being destroyed, breaking in combat

or fleeing through them, unless the affected unit also

has the Disposable rule. In addition, standard bearers

from Disposable units do not confer any additional

victory points due to the Last Stand rule or being killed

in close combat. Disposable units cannot benefit from

the Bondage of Hashut.

Equipment: CHAOS ARMOUR The Chaos Dwarfs are rightly known as the blacksmiths

of Chaos, for they produce much of the arms, armour

and machines of war used by the followers of the Dark

Gods. But by far their most important export are the

suits of magical Chaos armour, each of which is imbued

with a portion of the very essence of Chaos. The

protection this armour offers is almost unmatched.

Chaos armour grants a 4+ armour save.

Note: Chaos Dwarfs do not get the +2 bonus to dispel

like other Dwarf armies, as they have traded their

magic resistance for mastery over dark sorcery.

A note on 'Daemon' terminology: some rules in this

section and in the Creations of the Cursed Forges section

make reference to 'Daemons'. This should be understood

to refer to all models in the Daemons of Chaos army;

Daemon Princes, Daemonic Mounts, Juggernauts, Steeds

of Slaanesh, Discs of Tzeentch or Palanquins of Nurgle in

a Warriors of Chaos army and Skaven Vermin Lords.

In addition, any weapon, spell or other effect that has an

additional affect against Daemons (or can only affect

Daemons) will also harm creatures that are vulnerable to

magical attacks. This includes models with the Ethereal

rule and Wood Elf Forest Spirits. Note that such models

do not count as Daemons for any other purpose; they are

just vulnerable to the same things.

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CHAOS DWARF SORCERERS The Priesthood of Hashut

The undisputed rulers of Zharr-Naggrund are the Priests

of Hashut, more commonly known as Chaos Dwarf

Sorcerers. They form a Caste unto themselves, living

and ruling from the Temple of Hashut at the peak of the

great obsidian city of Zharr-Naggrund. Each Sorcerer

Lord rules a part of the city and all the Chaos Dwarfs

and slaves who live in those areas. All Sorcerers are

incredibly ambitious and they seek to undermine each

other at every turn. In a very real sense, Chaos Dwarf

society is really just a loose alliance of rival nations

each headed up by a powerful Sorcerer Lord.

Only one thing keeps the relentless power-grabbing of

the Sorcerer Lords in check. As a Sorcerer grows older,

the corrupt magic he casts beings to wreak changes on

his body. What once was flesh magically transmutes

into inanimate grey stone. Starting from his feet, a

Sorcerer gradually begins to literally turn to stone, until

his entire body is consumed and he becomes a lifeless

statue. This terrifying metamorphosis is known as the

Sorcerers' Curse and aged Sorcerers become

increasingly immobile and must be carried around by

their followers. The more powerful and reckless a

Sorcerer, the faster his transformation occurs, and so the

most ambitious and destructive Sorcerers rarely remain

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

Sorcerer has become a statue, he is taken from the

Temple of Hashut to the long highway leading to Zharr-

Naggrund where he is lined up alongside his fellows,

staring sightlessly down on all who approach, a grim

reminder of the Chaos Dwarfs' dedication to Hashut.

Nonetheless, Chaos Dwarf Sorcerers are powerful

magic users. They are empowered by the Father of

Darkness and have mastery over fire and stone. They

can summon infernal storms and melt rock and metal

with but a curt command. Sorcerer Lords are capable of

more mysterious feats, manipulating the Winds of

Magic to produce visions of darkness and death.

However, the most dangerous powers of the Sorcerers

involve the summoning and binding of Daemons from

the Realm of Chaos. Chaos Dwarfs are almost unique in

that they see Chaos as just another tool to be used for

their own ends: they believe it can be beaten into shape,

like iron, and turned to their purposes. Sorcerers

oversee the creation of daemonic weapons and engines

that use bound spirits to achieve truly monstrous effects.

Some of their number are known as Daemonsmiths,

Sorcerers raised from the Artisan Caste who have a

particular affinity with metallurgy and construction.

Troop Type: Infantry.

MAGIC A Chaos Dwarf Sorcerer is a Wizard. Sorcerers may use

spells from one of the following: the Lore of Fire, or the

Lore of Metal. Sorcerer Lords may also use the Lore of

Shadow or the Lore of Death.

SPECIAL RULES Unyielding, Bondage of Hashut (Sorcerer Lords

only).

Sorcerers' Curse: As Sorcerers age, their bodies begin

to turn to stone. While this will eventually immobilise

them, it also offers a degree of natural protection.

Sorcerers have 6+ Scaly Skin and Sorcerer Lords have

5+ Scaly Skin.

M WS BS S T W I A Ld

Sorcerer Lord 0 4 3 4 5 3 1 1 10

Sorcerer 3 4 3 3 4 2 2 1 9

The Lore of Hashut

Chaos dwarf magic is an ancient and divine

tradition, but also direct and blunt. Chaos

dwarfs always prefer to blast their enemies

with pyromancy, or melt their foes' weapons in

their hands rather than cast auguries or try to

influence the fates. Only the most experienced

sorcerer lords dabble in darker mysteries.

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33

CHAOS DWARF WARLORDS Captains of Zharr-Naggrund

The Warrior Caste is privileged and influential

compared to the lower Castes because they alone have

the opportunity to rise to positions of genuine power in

Chaos Dwarf society. A loyal and skilled Warrior can

rise up the hierarchy and emerge as a great leader. A

Sorcerer Lord will recognise such an individual

amongst his followers and reward him accordingly

before his desire for power begins to make him too

ambitious. Buying him with titles and honours, the

Sorcerer will ensure he has a steadfast lieutenant at his

side instead of a potential threat to his position.

Captains amongst the Dawi'Zharr are known as

Despots, for they are often the right hands of their

masters, enacting their will amongst the common Chaos

Dwarfs. Despots rule with the same iron fists as the

Sorcerer Lords, and their authority is just as absolute.

Gifted with artefacts of terrifying power and ancient

provenance by their masters – often bound with

daemonic spirits enslaved to their will – they are

extremely dangerous foes in battle and always lead

from the front, seeking to capture the attention of their

Sorcerer Lord so they can rise in his estimation and

become more powerful still.

The mightiest Despots eventually ascend to the rank of

Warlord. Each Sorcerer Lord normally only has one

Warlord serving him, and he acts as the commander of

his armies. A Warlord is a terrible, inscrutable foe.

Unlike the Despots who crave greater influence, a

Warlord has reached the apex of his career – indeed, the

apex of his very existence – and has nothing to prove to

anyone. Supremely arrogant and cruel, Warlords often

ride mighty daemonic creatures called Tauruses, leading

by example as they plunge to earth on their winged

beasts, scattering the enemy. They are the greatest

warriors and leaders in Chaos Dwarf society and, like

all of their Caste, are utterly loyal to the Sorcerer Lord

whom they serve.

Of course, there are always renegades, even in a society

as rigid as the Chaos Dwarfs'. As Sorcerer Lords age,

they begin to transform into stone and become

increasingly feeble; they can no longer coordinate their

forces, and the Warlord will begin to set his own

agendas. Eventually, they become almost completely

autonomous, spending longer and longer away from

Zharr-Naggrund. The Sorcerer Lord may succumb to

the Curse in his Warlord's absence, and then the

Conclave of Priests will summon the errant commander

back to the Temple to renew his oaths. Most obey, but

there are a few who forsake their duty and remain in the

wastes, their only objective to sow destruction and take

more slaves.

Troop Type: Infantry.

SPECIAL RULES Unyielding, Bondage of Hashut.

M WS BS S T W I A Ld

Warlord 3 7 4 4 5 3 4 4 10

Despot 3 6 4 4 5 2 3 3 9

"do you really want to give up your

life for 'the Order of Things'?"

"it is not my life to give up,

manling...and it never was."

warlord dhurzhan to tzar petyr at the battle

of farside, when ordered to make a suicidal

last stand

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34

CHAOS DWARF WARRIORS

The bulk of Chaos Dwarf slaving bands are composed

of members of the Warrior Caste. These disciplined and

loyal soldiers are all bound to a particular Sorcerer

Lord, with whom they share ancient bonds of kinship.

The Warrior Caste are the only Dawi'Zharr permitted to

wear the suits of enchanted Chaos armour, and when

they march to war, standing shoulder to shoulder, they

present an unbroken wall of nigh-impenetrable steel.

Chaos Dwarf Warriors carry the traditional armament of

their people; broad-bladed axes that can cleave a foe in

two. Some they wield in one hand, using them in

combination with heavy round shields, and others are

large enough to be used with two hands. These heavy

axes make Chaos Dwarf Warriors excellent defensive

troops, and they are usually deployed in large blocks by

their masters, daring their enemies to charge them.

Within the Warrior Caste there is a many-layered

hierarchy, and each Warrior in the cohort knows his

place and his role. Foremost amongst the soldiery are

the feared Ironguards, Warriors possessed of particular

skill and cruelty. Chosen as much for their loyalty as

their experience, Ironguards ensure obedience to the

Order of Things and also lend their considerable

abilities to the fighting. Often, they sport one of the

symbols of Chaos Dwarf authority: tall, ornate helms or

grotesque skeletal masks forged from blackened iron.

Unlike their western kin, Chaos Dwarf Warriors are not

bound together by oaths and camaraderie, but by

unspoken and unbreakable bonds of blood and Caste. A

Chaos Dwarf Warrior serves his Sorcerer master with

unthinking loyalty, and to disobey a command from him

is utterly inconceivable. They are wholly devoted to war

and the acquisition of slaves for Dawi'Zharr society, and

do not baulk at even suicidal orders. A Sorcerer Lord

thinks nothing of pouring out the blood of his Warriors

like water if it benefits himself, and the Warriors accept

their place without question. To a Chaos Dwarf,

obedience to their leaders and conformity to the norms

of their society are the most important things in their

lives. Without it, they are nothing.

M WS BS S T W I A Ld

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.

The Order of Things

Dawi'Zharr society is divided in two

directions: the Sorcerers are the

undisputed masters of Zharr-

Naggrund; every inhabitant of the

city belongs to them and, in addition,

each Sorcerer divides his subjects

into discrete Castes. The Sorcerers

themselves are at the top, followed

by the Warriors, then Artisans, then

Labourers and finally the great

teeming masses of slaves. The Castes

have no contact with one another

except when serving their Sorcerer

masters, and fraternisation or –

worse – breeding between Castes is

strictly forbidden. There is no way

for a Chaos Dwarf to improve his

Caste, he may only advance within it,

but no true Dawi'Zharr would even

consider going against the sacred

Order of Things.

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35

CHAOS DWARF STORMCALLERS

Though Chaos Dwarf society is dominated by tradition

and order, it is not beyond them to develop new

methods of war that take advantage of their advanced

technology and murderous innovation. While most

Warriors march into battle with broad shields and

wickedly sharp axes, there are those amongst the

Warrior Caste who have the honour of being trained in

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.

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.

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: The blunderbuss is a weapon unique to

the Chaos Dwarfs that allows its wielders to form into

deep combat formations without losing any of their

effectiveness.

Range Strength Special Rules

18" 4 Armour Piercing, Ignore Hit

Penalties, Volley Fire

Blunderbusses ignore all numeric hit penalties

(including for cover, long range, moving, etc.). Note

that blunderbusses have the Volley Fire rule to

represent the effect of their massed fire, but they do not

literally fire in an arc like bows.

"hold...hold...hold...

"...fire!!!"

Stormguard zaghaz blackheart

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IMMORTALS

The Immortals are an elite military formation in Chaos

Dwarf society. They are drawn from the Warrior Caste,

but do not serve a particular Sorcerer. Instead, veteran

Warriors may be volunteered by their Warlords for

service in the Immortals. They are taken to the Tower of

Zharr, an annex of the Temple of Hashut itself and

given more training and better weapons. They are

transformed from ordinary soldiers into fearless,

faceless figures of awe and dread. Immortals are

charged with the defence of the Sorcerer Lords and it is

their solemn duty to preserve the leaders of their

civilisation. Any Immortal would gladly sacrifice

himself to ensure a Sorcerer's survival.

Immortals are clad in the same impenetrable blackened

Chaos armour as other Warriors, but theirs is more

ornate, bedecked in unholy icons and vile totems and

they bear monstrous axes that are covered in foul

daemonic runes. The Immortals have never been known

to take a step backwards, save to bear an injured

Sorcerer Lord away from battle, and when they form up

around one of their charges they will defiantly stare

down any threat, fearlessly ignoring even the most

terrible foes.

When an Immortal is recruited, he serves in the

formation for a fixed period of seven years. Though a

Warlord loses a capable Warrior by volunteering him

for the Immortals, the price is worth it as the Warrior

will gain valuable experience – many Despots and

Warlords served in the Immortals during their youth.

When an Immortal's service comes to an end, or he dies

in battle, he is replaced and his arms and armour given

to his replacement. In this manner, the Immortals are

always kept at full strength, adding to their dark

mystique amongst their enemies. The only exception to

this strict rule regarding service length are the mighty

Baneguards, who are traditionally Immortals who have

survived when the Sorcerer Lord they were protecting

has fallen. Such Immortals have failed in their first duty

and must serve until death as a penance. They are cast

out from their former warband, mourned as if dead, and

must bear the awful knowledge of their failure. Their

extended service and desire for redemption makes them

formidable foes and, though they are considered

disgraced by their peers, they are given the honour of

leading from the front.

Immortals are some of the deadliest troops available to

a Chaos Dwarf Warlord and though their numbers are

limited, it is a rare Chaos Dwarf warband that does not

include some of these formidable warriors.

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 Axes and shields.

Oathsworn: Immortals are sworn to defend the masters

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

(including Ghorth or Astragoth) joins a unit of

Immortals, they are Immune to Psychology.

EQUIPMENT Cursed Axes: Immortals are armed with a mixture of

axes and great axes, all bearing foul daemonic runes.

Cursed Axes count as hand weapons (including

allowing a parry save) and grant +1 Strength and

magical attacks.

"You are the immortals. You are

without pain. You are without fear.

You are without death."

baneguard h'zharkh

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ACOLYTES OF HASHUT

As in all races, the ability to manipulate the Winds of

Magic is unpredictable. It arises at random, paying no

heed to geography or wealth or, in the case of Chaos

Dwarfs, Caste. Sorcerers are born to Chaos Dwarf

families of all social strata and once their abilities are

recognised they are brought to the Temple to begin their

training. Eventually, they will become true Priests of

Hashut but until that time they will serve in the retinue

of the Sorcerer Lord to whom they are bound, much like

Chaos Dwarfs of the Warrior Caste. They are known as

Acolytes at this stage in their fledgling careers, and

their training is mostly concerned with the religious

rites of the Father of Darkness. Gradually, they learn to

master their natural skill with magic, first with prayers

and later with a form of arrhythmic hymnals known as

Dirges. These Dirges are disturbing and chaotic: they

make a listener's skin crawl and fill their minds with

strange, grotesque images. They are not truly random,

but in fact follow a complex mathematical formula

connected to the geometry of a ziggurat. This encoded

pattern, said to have been handed to the first Sorcerers

by Hashut Himself, resonates within the Realm of

Chaos, calling up the Winds of Magic to endow those

who intone it with daemonic powers.

Acolytes take to the battlefield cloaked in heavy robes,

their faces obscured by brass skull masks. They march

in awful silence, keeping perfect step until the time

comes for them to unleash the Dirges of Hashut. At this

point they let up a resonant chanting, and the Dirge

begins to grow in power, surrounding them with

tortured spirits. Soon, magical energy plays in the air

around the Acolytes, granting them daemonic boons.

Individually, each Acolyte is as yet unable to perform

even the simplest cantrip, but together they are capable

of considerable magical feats. Once they reach the lines

of the foe, they attack with methodical precision,

cutting their enemies down with ceremonial glaives,

normally used for herding sacrificial slaves into

cauldrons of molten gold in the Temple of Hashut.

M WS BS S T W I A Ld

Acolyte 3 4 3 3 4 1 2 1 9

Adept 3 4 3 3 4 1 2 2 9

Troop Type: Infantry

SPECIAL RULES Unyielding.

Dirges of Hashut: At the start of the Chaos Dwarf

Magic phase, Acolytes of Hashut may select one of the

following Dirges to sing, the effects of which they

benefit from until their next Magic phase:

Dirge of Battle: The unit causes Fear.

Dirge of Defiance: The unit gains Magic Resistance (2).

Dirge of Power: The unit adds an additional power dice

to the Chaos Dwarf pool in this Magic phase, and an

additional dispel dice to the pool in the enemy's next

Magic phase.

In addition, Acolytes of Hashut always count as

including a musician.

Sorcerer Caste: Acolytes are minor members of the

Sorcerer Caste, able to aid their masters' dark

invocations. A Chaos Dwarf Wizard in an Acolytes of

Hashut unit gains +1 to all casting rolls.

"Kh-thnzhk-shakn-thnk-kznkn-ka-hia-

zhak-zha-nagh-zkh-hn-kh-iahk.

"Kh-thnzhk-shakn-thnk-kznkn-ka-hia-

zhak-zha-nagh-zkh-hn-kh-iahk.-kzn-

hk-nhk-hkanig."

Dirge of battle

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38

SLAVES

The Chaos Dwarfs who inhabit the Plain of Zharr are

outnumbered many times over by their wretched slaves

who labour in the depths of Zharr-Naggrund. Chaos

Dwarf society would not be able to function without its

slaves, as it is their suffering and toil that makes their

industry possible. Because the Chaos Dwarfs' empire is

constantly expanding, they always need new slaves, and

most of the captives who work under the lash of the

Dawi'Zharr are captured in raids and battles. Most of

the slaves are greenskins, usually Goblins and Gnoblars

as these are the weakest and most numerous inhabitants

of the Dark Lands. Hundreds of thousands of these

miserable creatures are worked to death by their cruel

masters, labouring in the forges and factories to sustain

the dark industry of the Chaos Dwarfs.

Not all the slaves held by the Chaos Dwarfs are

creatures so used to servile behaviour. It is not

uncommon for Dawi'Zharr to make use of burly Orcs,

whose strength and endurance makes them extremely

useful. Rarer, but more valuable, are the races of the

Old World and beyond – Men, Elves, Skaven and even

Dwarfs, captured in wars or traded for with greenskin

tribes towards the west. Such individuals often have

their first taste of the Chaos Dwarfs beneath their

whips, and it is a painful but mercifully short life they

can expect to endure in the pits of Zharrduk.

One race enjoys special favour even as slaves, the

treacherous and conniving Hobgoblins. These

unpleasant greenskins are a kind of tall, rangy Goblin

native to the eastern steppes. Chaos Dwarfs found them

mildly useful as slaves in ancient times but when they

turned on their fellow greenskins during the Black Orc

rebellion, their future was assured. Since that time the

Chaos Dwarfs have used their Hobgoblin slaves as

overseers and warriors in their armies. They are not

forced to perform backbreaking labour, and instead

enjoy relative freedom. Hobgoblins even have their own

tribes like other greenskins and follow their own leaders

– in battle they are even allowed to march beneath their

own banners. The most well known Hobgoblin tribe are

the Sneaky Gitz, vile and black-hearted traitors who are

reviled even amongst their own treacherous kind. They

fight in battle with long, venom-coated knives which

they use to stab enemies in the back.

When Chaos Dwarfs go to war, they often have

Hobgoblin Drivers herd their slaves before them,

driving them forward with whips in great packs of

wailing, chained individuals. In these disorganised

mobs, Elf and Dwarf rub shoulder with Man, Orc and

Goblin, racial and societal divisions – so vital to Chaos

Dwarfs themselves – ignored for their wretched

captives. In this manner, slaves participate in the

acquisition of more slaves, who fuel the evil industry

that produces weapons of war to take more slaves. The

cycle perpetuates endlessly, serving no purpose but

itself: an irony only the broken and defeated slaves can

understand.

M WS BS S T W I A Ld

Slave 4 2 2 3 3 1 2 1 5

Driver 4 3 3 3 3 1 2 2 6

Troop Type: Infantry.

SPECIAL RULES Disposable.

Sneaky Gitz: The most numerous and untrustworthy

tribe of Hobgoblins are the vile Sneaky Gitz, who fight

with poisoned daggers and have mastered a technique

of sneaking around behind their enemies and stabbing

them in the back. Any Slave unit upgraded to Sneaky

Gitz has Poisoned Attacks to represent their envenomed

knives and the Fight in Extra Rank rule to represent

their sneaky backstabbing envelopment tactics.

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39

HOBGOBLIN WOLF RIDERS Far to the east, beyond 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 in Chaos Dwarf society.

At the same time, the Chaos Dwarfs began trading with

the Hobgoblin hegemony across the mountains and

formed a lasting alliance with them. In exchange for a

tribute of slaves, the Chaos Dwarfs agreed to respect the

borders between their two nations and not raid their

territory.

Hobgoblins are naturally treacherous and

untrustworthy. They are divided into many warring

tribes and though the Great Hobgobla Khan claims to

lead the entire race, they are actually just as fractured as

all greenskins. Often, tribes will migrate to the Dark

Lands en masse and are sometimes enslaved by the

Chaos Dwarfs if they begin raiding – Chaos Dwarfs do

not suffer such things in their own lands. On most

occasions though, Hobgoblins from the east will offer

up their services as mercenaries, putting their

considerable skills as light cavalry at the command of

the Dawi'Zharr. They often serve as scouts and outriders

for Chaos Dwarf armies, and many a foe expecting to

face a force of stalwart Dwarfs has been taken by

surprise by mounted greenskins attacking their flanks.

Whether mercenaries or slaves, Chaos Dwarfs know to

expect little from their Hobgoblin allies. They are

backstabbing and unreliable troops, but they depend on

the Chaos Dwarfs to survive when they cross the

Mountains of Mourn, as they are universally despised

by all other greenskins.

M WS BS S T W I A Ld

Hobgoblin 4 3 3 3 3 1 2 1 6

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.

Late as Usual!: When scouting for their masters,

Hobgoblins have a habit of going missing, not showing

up until they're sure their side will win. Up to half the

Hobgoblin Wolf Rider units in your army (rounding up)

may deploy using the Ambushers rule. Characters with

this rule may always be held back as Ambushers and

may join a Hobgoblin Wolf Rider unit before

deployment, in which case they are rolled for together.

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40

DAEMONIC ENGINES

The Chaos Dwarfs' ability to work magic is linked to

their predilection to enslave Daemons: like all Dwarfs,

they make use of any tool or material they believe will

benefit them and, for Chaos Dwarfs, magic and

Daemons are no different from iron or coal. It is also

true that Chaos Dwarfs are supremely arrogant and have

many thousands of slaves that toil for them in their

mines and forges. Why should a Daemon be any

different from a Goblin? To the Dawi'Zharr, the

servants of the Chaos Gods are not objects of fear or

veneration, but another resource to exploit for their own

vile ends.

Chaos Dwarfs bind Daemons into many artefacts, such

as weapons and armour, which they use themselves or

sell to Ogres, greenskins and the Warriors of Chaos in

exchange for slaves, gold and other more esoteric

goods. The most horrific application they have

discovered for bound Daemons though is imprisoning

them inside great engines of destruction. In this manner,

the Daemon's infernal energy acts as a power source for

machines that would be impossible to build with normal

technology.

Daemonic Engines are extremely dangerous. The

Daemon is kept in a state of torment and agitation, so

that its rage can power the machine. They must be

chained into position so that they do not rampage out of

control. Like all Daemons, they must be fed souls to

survive, and the Chaos Dwarfs shovel living captives

into the Engine's flesh furnace. As this horrifying fuel

burns, it feeds the Daemon inside, placating it for a

short while. The Chaos Dwarf crew, made up of

members of the Labourer and Artisan Castes, can

control the Engine by measuring the amount of corpses

they feed it, ensuring it does not rage out of control.

However, sometimes it may be advantageous to allow

the Engine to break free of its bonds and hurl itself

towards the enemy, snarling and snapping, to slake its

thirst for flesh and blood.

Daemonic Engines are built by a specialist group of

Sorcerers known as Daemonsmiths. Sometimes the

Daemonsmiths take to the field in order to join the

crews of the Daemonic Engines. Their mastery over

their creations enables them to better control them and

ensure they fire more reliably – or, occasionally, goad

them into rampaging if it serves their ends.

Daemonic Engines can take many forms, and

sometimes all they have in common is the general

method of their manufacture. The most common form

of the Daemonic Engine is a huge cannon; a baroque

artillery piece taking up position at the rear of the Chaos

Dwarf line, firmly staked into place by its crew. But

equally common are the metal behemoths known as

golems. These resemble Ogres built from black iron and

they advance on the enemy belching fire from bull-

shaped maws.

No two Daemonic Engines are the same, as each is

individually designed and built. They have many

different traits, such as obsidian hulls, noxious

emissions or razor-sharp barbs to make them more

deadly. They fire different kinds of ammunition, such as

erratic rockets, huge shells which cause the earth to

tremble when they land or bolts of pure hellfire.

M WS BS S T W I A Ld

Engine 6 4 3 5 6 3 1 3 5

Chaos Dwarf 3 4 3 3 4 1 2 1 9

Daemonsmith 3 4 3 3 4 1 2 2 9

Troop type: Monstrous Beast.

Daemonic Engines are Monstrous Beasts, but still have

the Monsters and Handlers rule (see below). For the

purposes of this rule, the Engine counts as a Monster,

even if it does not have that troop type. Note however

that Daemonic Engines do not take Monster Reaction

tests – instead, the effect of losing the crew is covered

by the Rampage rule below.

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41

SPECIAL RULES Fear, Unbreakable, Monster and Handlers.

Daemonic Engine: Daemonic Engines are living

weapons of mass destruction that are not only

dangerous in close combat, but also capable of

launching a variety of ammunition into the skies. They

may fire with the same effect as a stone thrower. A

Daemonic Engine may not move and fire in the same

turn.

Rampage: Daemonic Engines constantly strive to break

from their bonds. At the beginning of the turn, if a

Daemonic Engine is not in combat, take a Leadership

test for the unit, using the highest unmodified

Leadership value available – you may not use the

General's Inspiring Presence rule, or re-roll the test

using the Battle Standard Bearer's Hold Your Ground

rule. If it passes the test, the unit may behave as normal.

If it fails the test, the Engine may not fire, but instead

gains the Random Movement (2D6) rule. Pivot the

Engine to face the nearest enemy unit before moving it.

Daemonsmith: Daemonic Engines are often

accompanied by Daemonsmiths, arcane engineers who

are adept at controlling bound Daemons with their

magical arts. A Daemon Engine with a Daemonsmith in

its crew may re-roll the Leadership test to determine if

it Rampages or not (note that it can re-roll a passed test

too). In addition, the Daemonsmith allows the artillery

dice to be re-rolled in the case of a Misfire. A

Daemonsmith otherwise counts as one the Engine's

handlers in all respects.

Bound Daemon: Whenever a Daemonic Engine

misfires, roll on the following chart:

D6 Result

1 Free at last! The Daemon inside the Engine

violently breaks its bonds. Every unit within

3D6" takes D6 Strength 5 hits. Then remove

the Daemonic Engine from play.

2 Chomp: The Engine sucks its own crew into

the furnace and spits them out in a shower of

gore and bone. Remove the handlers from

play.

3 Thzzzz: The Engine fires great pulses of raw

magic. All Wizards must roll on the Miscast

table. Ignore instructions on the table to lose

dice from the dice pool. On a roll of 10-12 the

Wizard loses D3 random spells.

4 Grrr: The enraged Daemon inside the Engine

goes berserk. Remove one random handler.

5 Raaargh! The Engine breaks its chains and

rushes forwards. The Engine immediately

makes a rampage move as described in the

Rampage rule.

6 Boom! The Engine fires a spectacularly

devastating blast. Every model under the

template suffers a Strength 10 hit. The Engine

cannot fire for the rest of the game.

Daemonic Upgrades: No two Daemonic Engines are

truly the same, and each one is a bespoke creation,

nursed into vile existence by an insane Demonsmith

Sorcerer. You may customise them with Daemonic

Upgrades as described in its army list entry. However,

to represent the unique nature of these living weapons,

no two Daemonic Engines in the same army may take

the same combination of Daemonic Upgrades.

Hothgar cast his gaze over the workshop, tuning out the droning of hammers wielded by hand and pistons wielded by machine for a moment. To the eyes of anyone else, the vast, red-lit chamber would have appeared completely anarchic, but Hothgar saw each project unfolding under the hands of his subordinate lesser Daemonsmiths and Artisans and how they came together to form a whole greater than the sum of their parts. He could see his latest creation taking shape in fragments around the workshop, and only he had the vision to see how they were related. A weapon here, a new kind of hull compound there – it was all part of the same great task.

"Master Hothgar...the chamber is prepared..." Hothgar ran a hand down his beard and nodded to his assistant. All these things; machines of metal, cannons of fire and iron, they were the least of his achievements. What mattered, as with living creatures, was the soul of the creation, and what a soul this thing would have! The rituals were ready, and the cage was waiting. Now he just had to ensnare its occupant. Rubbing his hands together and with a slow smile creeping across his face, Hothgar hastened to the specially prepared chamber.

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42

DAEMONIC UPGRADES Daemonic Engines, Mortal Engines and Tauruses may take Daemonic Upgrades as described in their army list entries.

You may not take the same Upgrade twice on a single Engine, with the exception of Obsidian Flesh.

COLOSSAL The Construct is a towering monstrosity that looms over

the battlefield.

The model has +2 wounds and changes its troop type to

Monster. It also gains the Large Target and Terror

special rules.

DAEMONIC BARRAGE The Engine has multiple barrels, enabling it to hurl

masses of ammunition at the enemy, drastically

increasing the chances of destroying them through

sheer weight of fire.

The Engine may re-roll failed rolls to wound when it

uses its stone thrower attack.

DEATH ROCKETS The Engine fires rockets which are controlled by

chittering Daemons, causing them to spiral

unpredictably through the air.

If the Engine rolls a hit and a misfire while firing, do

not roll on the misfire chart, instead the shot scatters

4D6" in the direction indicated by the arrow on the hit

symbol and is resolved there instead. No damage is

done at the original target point.

DIABOLIC SENTIENCE The Daemon within the engine (or its ammunition) is no

mere beast, but an intelligent creature able to aim its

shots at enemy warriors.

When the Engine fires, it may re-roll the Scatter dice.

DOOMFIRE The Engine fires not solid ammunition but pulses of raw

daemonfire that rend apart targets with their infernal

energy.

Hits from the Engine's stone thrower shots are resolved

at Strength 5 (10).

ERUPTION CANNON The Engine does not blast its ammunition into the skies,

but instead belches forth a great gout of flame,

incinerating its foes.

Instead of firing as a stone thrower, the Engine's shots

instead follow the rules for a fire thrower.

FEROCIOUS The Construct is a barely-restrained enraged monster

that constantly fights against its bonds.

The model has +2 Attacks and –1 Leadership. If this

Upgrade is taken by a Daemonic Engine, when it

Rampages it has the Random Movement (3D6) rule. If

is taken by a Taurus then it always counts as rolling a

'Raaargh!' result if it fails a Monster Reaction test.

FIENDISH BLAST The Construct is able to expel a wall of deadly fumes,

flames or ichor which engulfs its foes.

The model has a Strength 3 Breath Weapon.

FLAMING HIDE The Construct's hull burns with terrific intensity,

immolating foes on contact and rendering it proof

against fire.

The model (and rider, if it has one) has Flaming Attacks

and the Blessing of Hashut.

FOUL EXCRETION As part of the Construct's function, it exudes a vile

acidic ichor that melts armour and burns flesh.

The model has Poisoned Attacks. Note that this applies

only to its normal close combat attacks, and not to any

Impact Hits, damage from Breath Weapons, Stomp, etc.

GREAT HORNS The Construct has the likeness of a bull, the chosen

form of Hashut Himself, complete with a mighty set of

fearsome horns.

The model adds +1 to its Strength characteristic.

GRINDER The Engine is mounted with a huge spiked dozer on its

hull that can effortlessly crash through terrain.

The Daemonic Engine has the Strider special rule.

HELLBORE The Engine is built to tunnel mineshafts beneath the

earth by means of a fearsome drill on its prow; a task

that can all too easily find a use on the battlefield.

The Daemonic Engine deploys using the Ambusher

rule, but when it becomes available for deployment it

may appear anywhere on the table. Nominate a point at

least 1" from another unit, then roll the scatter and

artillery dice. If a Hit is rolled, the Engine arrives on the

nominated point, but otherwise scatter its arrival point

in the direction of the arrow as you would for a stone

thrower shot. In the event of a Misfire, the Engine

scatters 12" and suffers a wound with no saves possible.

If the Engine's entry point would put it in base contact

with another unit then move it so it is 1" away. If it

arrives in a terrain feature of any kind then make a

Dangerous Terrain test.

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43

INFERNAL SHELLS The Engine fires huge shells that cause tremors where

they land, shaking victims off their feet.

Any unit wounded by the Engine's template when it

fires may not march in the following Movement phase,

and counts as having moved for the purposes of

shooting missile weapons. A unit that declares a charge

must take a Dangerous Terrain test. War machines

wounded may not move and may only fire on a D6 roll

of 4+ in their next turn.

IRONCLAD The Construct is bound with mighty iron plates.

The model has a 4+ armour save. If taken by a Taurus

without the Colossal Upgrade, it instead adds +3 to the

rider's armour save.

OBSIDIAN FLESH The Construct has obsidian built into its hull that wards

away enemy spells.

The model has Magic Resistance (1). This Upgrade may

be taken a second time, giving it Magic Resistance (2).

RAZOR CLAWS The Construct is festooned with wickedly sharp blades

and spikes that can cleave a living creature in two with

ruthless efficiency.

The model has Killing Blow. Note that this applies only

to its normal close combat attacks, and not to any

Impact Hits, damage from Breath Weapons, Stomp, etc.

SCOURGE OF THE SKIES The Engine is borne aloft on vast mechanical wings or

floats using a lighter-than-air balloon so that it can rain

down death upon unsuspecting foes.

The Daemonic Engine has the Hover special rule. If it

Rampages, it will move randomly as normal, but its

movement will follow the rules for flying (i.e. it can

ignore terrain). If the Engine 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.

SMOG The Construct belches forth great clouds of foul-

smelling fumes that enshroud it, partially obscuring it

and also choking any foes who try to attack.

Missile weapons targeted at the model suffer a –1 to hit

penalty. Models that target it in close combat are at -1

WS.

TALISMAN OF HASHUT The Construct is etched with runes of the Father of

Darkness, invoking His divine protection.

The model has a 5+ ward save. If taken by a Taurus

without the Colossal Upgrade, this is extended to the

rider.

THUNDEROUS CHARGE The Construct hurls itself into combat with terrifying

force, scattering foes before it with sheer weight.

The model has Impact Hits (D6).

WARBARGE The Engine has been ingeniously constructed so that it

can submerge itself in water, emerging from the

polluted waters of the River Ruin to unleash horror

upon its victims!

The Daemonic Engine has the Sea Creature special rule.

WARPFIRE The Engine's ammunition is imbued with the mutating

power of Chaos, warping its victim's bodies and minds

as it lands.

Any unit hit by the Daemonic Engine's shooting attack

(including a Breath Weapon, if it has one) must take a

Panic test with a –1 Leadership penalty.

WHIRLING BLADES The Construct is bedecked in scything blades mounted

on Daemon-powered pistons so that it slices its foes

apart in a whirlwind of blackened steel.

The model has Random Attacks (D6).

The Realm of Chaos

Daemons hail from the Realm of Chaos, a

parallel dimension of pure energy that is

given form by the powerful emotions of

mortal creatures. Only in the uttermost

north of the world, where the ancient

polar gates of the Old Ones collapsed,

can Daemons freely cross the barrier

into reality. In order to summon them

elsewhere, dark rituals must be

performed. Chaos Dwarfs are experts in

these rites and have researched the

Realm of Chaos, which they call the

Empyrean, extensively. The shifting

nightmare dimension of Daemons holds

no fear for the arrogant Dawi'Zharr,

but even they must be careful when they

barter with the dread spirits of the Dark

Gods. Capturing a living Daemon is

fraught with danger and uncertainty,

and binding it once it has been summoned

is, if anything, even more difficult. Cages

of obsidian are the favoured method of

keeping a Daemon prisoner while the

incantations necessary to join its spirit

with that of a powerful machine or

artefact are performed, but many

inexperienced Daemonsmiths have found

their wards failing under the onslaught

of a particularly powerful and furious

Daemon. When this happens, they and all

their followers will be dragged

screaming into the Realm of Chaos to be

tortured for an eternity. It is a

testament to the short-sightedness of

the Chaos Dwarfs that these occasional

mishaps do not discourage their efforts

in the slightest.

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44

TAURUSES

When the Chaos Dwarfs combine their talents with

machinery, Daemon-binding and flesh-crafting they are

able to produce horrific results. Hideous monsters of

living iron and brass are caged in the pits of Zharr-

Naggrund, serving as beasts of burden or mere scientific

curiosities. Sometimes, the Sorcerers create vicious

monsters to serve as mounts for Warlords, Despots or

themselves. These beasts are often built in such a way

that they resemble the form most pleasing to Hashut,

that of a mighty bull. For this reason, they are usually

called Tauruses.

A Taurus is a vicious beast, part Daemon, part living

creature, part machine. They come in many shapes and

sizes, with many different traits. Some have hides of

scalding iron, and their artificial veins pump molten fire

around their metal bodies. Others breathe out sorcerous

fumes that protect the beast and its rider from harmful

magic, or are clad in great plates of steel or Gromril to

protect them. The mightiest specimens are borne on

sweeping pinions that allow their master to fly high

above the battlefield.

Not all Tauruses are artificially built. In ancient times, a

breed of monstrous bull known as the Red Bull of

Hashut emerged from the Time of Chaos alongside the

Dawi'Zharr themselves, and later begat the twisted

Lammasu. Along with the Bull Centaurs, the Chaos

Dwarfs believe that these semi-daemonic creatures are

mutated from Hashut's followers. These blessed beasts

are stabled beneath the Temple of Hashut and selective

breeding as well as the liberal use of mechanical

enhancements has turned them into enormous and

ferocious monsters.

M WS BS S T W I A Ld

Taurus 8 4 0 5 5 2 3 2 8

The Army List section of this book features two kinds of

Taurus, one referred to as a 'Great Taurus' and one as

'Lesser Taurus'. Their profiles are identical, but a Great

Taurus can only be ridden by a Lord character and

hence has access to more Daemonic Upgrades to allow

you to represent particularly horrendous monsters!

Troop Type: Monstrous Beast.

SPECIAL RULES Fear.

Winged Taurus: The larger breeds of Taurus are often

gifted with awesome pinions that can bear them aloft in

the foetid winds of the Dark Lands. A Taurus that takes

the Winged upgrade can Fly.

Daemonic Upgrades: No two Tauruses are truly the

same, but there are certain traits that many of these

constructs have in common. Tauruses may be given

Daemonic Upgrades as described in their army list

entry. See the Daemonic Engine rules for details.

Chaos Dwarf Mutations

Dwarfs are naturally resistant to the

warping influence of Chaos, but even

they were affected by the energies

sweeping down from the polar gates.

Mutations are most common amongst the

Sorcerer and Warrior Castes, with

most of them sporting long tusks. Less

common, but by no means unusual, are

horns sprouting from the brow and

even hooves. Members of lesser Castes,

particularly those who work with

Daemonic artefacts, also occasionally

display similar mutations. The Bull

Centaurs are another manifestation of

the mutations inflicted upon the

Dawi'Zharr and the Chaos Dwarfs

believe that the Red bulls of Hashut

and the Lammasu are also further

evidence of the ancient Chaotic strain

in their race, and that these creatures'

ancestors were Dwarfs like them.

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45

BULL CENTAURS

The mightiest inhabitants of Zharr-Naggrund are not the

Warriors or even the Sorcerers, but the awesome Chaos

Dwarf sub-race known as the Bull Centaurs. In ancient

times, when the Chaos Dwarfs were first transformed

by the power of Chaos, some of their number were

mutated into a form more pleasing to the Father of

Darkness, part Dwarf and part ferocious bull. The Bull

Centaurs have remained apart from their brethren ever

since, forming their own society, separate from the

Castes and other divisions of Zharr-Naggrund. They are

an elite force, blessed by Hashut, and are given the

sacred task of guarding His Temple.

Bull Centaurs are not bound to any Sorcerer Lord and,

indeed, bow to no one but their own leaders. They

instead take responsibility for maintaining the sanctity

of the Temple of Hashut and have an important role in

some of the darkest rites of the Chaos Dwarfs' twisted

god. Bull Centaurs are extremely arrogant and cruel,

and they see themselves as living vessels of Hashut's

power. Indeed, there may be some truth to their

egotism: their hides burn with infernal rage and, as they

march into battle, their hooves throw up sparks. As they

pick up speed, smoke begins to billow and they are

wreathed in flames and steam. By the time they reach

the enemy lines, the Bull Centaurs are engulfed in

raging fire, rearing from great black clouds to strike

down the enemies of Hashut.

Rarely do the Bull Centaurs leave the confines of the

Temple of Hashut, and they fight only in the name of

the Father of Darkness. They do not involve themselves

in the petty squabbles of the Sorcerers, and the

accumulation of slaves holds no interest for them. They

march to war only when they believe it is required by

Hashut, when the omens favour them and when they

can be spared from their primary duty. On the rare

occasions when they do take to the field, they pay little

heed to the orders of the Chaos Dwarf leaders, and

usually keep their own counsel. Such rebellion would

not be tolerated in any other follower, but the Sorcerers

know that not only are the Bull Centaurs blessed by

Hashut, but also that they are amongst the mightiest

shock troops in the world. When the Bull Centaurs

charge, they are capable of breaking the enemies' lines

single-handedly.

Bull Centaurs are led into battle by their Guardians, the

veterans amongst them who personally watch over the

gates to the Temple of Hashut. Above these awesome

individuals are the leaders of the Bull Centaurs, the

Elders. These creatures are terrifying monsters in their

own right, the equal of any Warlord, but even they pale

in comparison to their ultimate master, the Last

Guardian, Eldest of the Bull Centaurs: Lord Bhaal, the

Death of Worlds.

M WS BS S T W I A Ld

Bull Centaur 8 5 3 4 4 2 3 2 9

Guardian 8 5 3 4 4 2 3 3 9

Elder 8 6 3 5 5 3 4 4 9

Troop Type: Monstrous Beast.

SPECIAL RULES Blessing of Hashut, Flaming Attacks, Immune to

Psychology, Fear, 6+ Scaly Skin.

―You will not pass these gates.

Not while I draw breath.‖

Bull Centaur Elder Kronos

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46

MORTAL ENGINES Not all Chaos Dwarf war machines are powered by

enslaved Daemons – there is still a call for mundane

cannon and other weapons of death. These relatively

simple engines make use of physics and chemistry to

fire shells and rockets at the enemy. The most common

Mortal Engines are bolt throwers; braced frames that

fire enormous spear-sized bolts into the ranks of the foe,

punching through armour as if it were paper. Also

common are bazookas which launch explosive rockets,

shooting them into enemy formations and acting on the

same principle as bolt throwers. Sometimes Chaos

Dwarfs also employ devices like mortars, small cannon

that launch shells or petards into the air to fall amongst

their terrified targets. While Daemons are not used to

power these devices, some Sorcerers cannot resist

imbuing their ammunition with bound Daemons or

other arcane technology.

Because most Mortal Engines are ordinary devices that

do not involve Daemons or magic, the Chaos Dwarfs

trust their slaves to operate them. Even relatively slow

greenskins such as Orcs or Gnoblars are able to load

and fire a bolt thrower, though they are not often

accurate with them. For more complex machines,

Hobgoblins are employed but for anything that involves

daemonic forces, Sorcerers will trust only Chaos

Dwarfs of the Artisan or Labourer Castes.

M WS BS S T W I A Ld

Mortal Engine - - - - 7 2 - - -

Slave 4 2 2 3 3 - 2 1 5

Chaos Dwarf 3 4 3 3 4 - 2 1 9

Troop Type: War Machine.

SPECIAL RULES Mortal Engine: Mortal Engines count as bolt throwers.

A mortal engine upgraded to Artillery counts as a stone

thrower with a maximum range of 48". Mortal Engines

upgraded to Artillery use the black powder war machine

misfire chart.

Daemonic Upgrades: Some Mortal Engines have their

ammunition imbued with daemonic enchantments, or

outright possessed by Daemons in a manner similar to

the larger Daemonic Engines. Mortal Engines upgraded

to Artillery may take a single Daemonic Upgrade as

described in their army list entry. See the Daemonic

Engines rules for details.

LAND TRAINS

Not all Chaos Dwarf technology is

arcane in nature; indeed, most of the

devices they use to maintain their society

are necessarily mundane because they

must be operated by members of the

Artisan or Labourer Castes, or slaves.

Perhaps one of their strangest but most

important inventions are the monstrous

Land Trains. Because the Chaos Dwarfs'

outposts are spread so thinly across

the vast wastes of the Dark Lands,

travel between them takes days or even

weeks and even the tireless Dawi'Zharr

could not march for that long unaided.

Instead, they travel in mechanised

caravans made up of huge, steam-driven

machines that pull along cars loaded

with slaves and raw materials to trade.

The Dark Lands are criss-crossed by a

network of ancient trade routes that

these Land Trains ply and the sight of

the great machines crawling across the

barren landscape is a common one. Land

Trains are all unique and take many

forms, but it is usual for them to be

festooned with batteries of weapons to

deter attacks from marauding Ogre and

greenskin tribes. Whole clans of Chaos

Dwarfs make the Land Train caravans

their homes, living and work on the

steam-powered behemoths, returning to

the Plain of Zharr only to trade. It is

not unknown for Land Trains to find a

use on the battlefield too, though it is

rare to find an enemy willing to stand

against such a heavily—armed machine.

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47

PALANQUIN

As Sorcerers transform to stone, they gradually become

more and more immobile. Their feet are the first parts

of their bodies to petrify, and slowly the change works

its way up their bodies. Before long, they cannot move

at all, and are obliged to find new methods of

locomotion, either riding on a 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 house, as well as

runic emblems particular to his rituals so that his spells

can be empowered.

Truly ancient Sorcerer Lords ride in Palanquins that are

more like mobile altars, fitted with scroll alcoves or

bookcases, with enchanted cages for captured Daemons

and an icon-etched slab of obsidian for grisly

ceremonies. Eventually, a Sorcerer Lord will be so

immobile that he will spend most of his time in his

Palanquin, so it makes sense for it to be comfortable.

When he finally succumbs to the Sorcerers' Curse, he

may continue to be borne aloft on the shoulders of his

followers – Palanquin and all – as a Petrified Sorcerer

before finally joining his fellows lining the road to

Zharr-Naggrund.

M WS BS S T W I A Ld

Palanquin 4 5 3 4 4 1 2 4 9

Troop Type: Infantry.

SPECIAL RULES Magical Attacks.

Iron Bound: A Palanquin is a solid construction of

braced iron and is carried by Immortals encased in suits

of Chaos armour. It adds +2 to the rider's armour save

instead of +1.

The Sorcerer Lords are the masters of Zharr-

Naggrund, but invariably there are lesser

Sorcerers who must serve them. Each

Sorcerer Lord has a Household of Sorcerers,

Daemonsmiths and Acolytes: Chaos Dwarfs

born amongst those Dawi'Zharr who belong to

him that were discovered to have the ability to

manipulate the Winds of Magic. It is the dream

of all these lesser members of the Sorcerer

Caste to one day become a Sorcerer Lord, but

most of them are fated to serve like every

other Chaos Dwarf. When a Sorcerer Lord

succumbs to the Sorcerers' Curse, it is part of

the Order of Things that he will be succeeded

by the eldest Sorcerer in his Household, who

will thenceforth be the Sorcerer Lord and

the master of all his former kinsman's assets

– including the Chaos Dwarfs that were

bound to him. However, in practice there is

usually a violent power struggle as the

Sorcerers' ambition bubbles to the surface

and they each try to ensure that they are the

oldest surviving Sorcerer in the Household.

This is generally achieved by the simple

expedient of being the only surviving

Sorcerer in the Household...

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48

BLACK ORCS

Thousands of years ago, the Chaos Dwarfs bred Black

Orcs as a grand experiment to create a race of super

slaves. The robust physiology of greenskins proved a

perfect testing ground for all manner of dark

experiments, and what emerged from the pits of Zharr-

Naggrund was indeed a superior kind of Orc. These

creatures were larger, stronger, tougher and more

intelligent: in every way they were the natural superiors

of their forebears. The Chaos Dwarfs had dreamt of

creating slaves that could toil for longer, withstand

greater punishment, lift greater loads and understand

more complex instructions, and that was exactly what

they got, but they also underestimated the potential of

their creations. It wasn't long until the Black Orcs had

'persuaded' the other greenskins to start a rebellion and,

one moonless night, the slaves of Zharr-Naggrund rose

up en masse, sweeping their captors before them in a

tide of blood and fury.

The rebellion nearly destroyed the Chaos Dwarfs.

Under such powerful and oddly charismatic leaders, the

Orcs and Goblins burned and pillaged at will, fighting

their way up the layers of the city until they reached the

very top. However, the tide turned at the last moment:

the Hobgoblins decided that serving the Chaos Dwarfs

was not such a bad idea after all. They turned on the

other greenskins, unsheathing poisoned blades and

stabbing them in the back even as the Chaos Dwarfs cut

them down from the front. The rebellion fell apart

almost instantly and the Black Orcs and made a fighting

retreat down the ziggurat and out into the Dark Lands.

In the coming years, the mass migration of Orcs and

Goblins from the Dark Lands would cause havoc for the

rest of the world. They had a new breed of leader in the

form of the Black Orcs, and their tribes attacked with a

new fervour. They assailed the lands of the fledgling

race of Men in such numbers that only a great hero –

Sigmar Heldenhammer – could deliver them from the

darkness, and in doing so he forged the Empire itself.

Many Black Orcs remained in the Dark Lands and the

Mountains of Mourn even after they won their freedom.

Like the Ogres, they are a natural source of troops for

Chaos Dwarf armies, though no Chaos Dwarf would

willingly enslave a Black Orc again. For their part, the

Black Orcs do not hold a grudge: as long as the Chaos

Dwarfs offer them a good fight, they'll happily join their

raiding parties. That said, they still hold a special hatred

for Hobgoblins and, when their employers backs are

turned, they often amuse themselves with a captured

Sneaky Git or Wolf Rider, seeing just how much he

likes being stabbed in the back instead.

M WS BS S T W I A Ld

Black Orc 4 4 3 4 4 1 2 1 8

Black Orc Boss 4 5 3 4 4 1 2 2 8

Troop Type: Infantry.

SPECIAL RULES Disposable.

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

choppa (in case they have shields), two choppas or with

a great weapon.

EQUIPMENT Choppa: Black Orcs fight with the favoured weapon of

all Orcs – a huge, unwieldy axe or sword. These

weapons, known as choppas, grant +1 Strength in the

first round of close combat but count as a hand weapon

in all other respects, including allowing a parry save.

―Let bygone be bygones iz wut i say.

‗cept wiv dem hobgoblin gitz...‖

Boss Grimskull

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49

OGRES Ogres are giant, monstrous humanoids with an

insatiable appetite and a savage temperament. They are

found almost everywhere and frequently hire their

services out as mercenaries. Ogres come from the

Mountains of Mourn, where their tribes hold sway, but

they possess an insatiable wanderlust that causes them

to travel all over the world, fighting and eating. For

Ogres, eating is a religious experience, the focus of their

culture and society, which revolves around the worship

of their ravenous god, the Great Maw. Chaos Dwarf

territory borders with the realms of the Ogre Kingdoms

and, as such, the two races frequently trade and fight

with one another.

The Chaos Dwarfs find Ogres useful as mercenaries in

their armies. When the Ogre tribes migrate from their

homeland, often the Chaos Dwarfs' empire is the first

foreign nation they encounter, and so it is natural that

they offer the Chaos Dwarfs their services in exchange

for food and plunder. Still other Ogres, vanquished in

battle, are sold to the Chaos Dwarfs by their fellows as

slaves. Ogres make excellent slaves because of their

strength and endurance, and the Chaos Dwarfs use them

for tasks that require brute force, such as working

massive engines and dragging war machines into battle.

Ogres do not enjoy captivity, but they are easy to

placate by offering them the opportunity to inflict

violence and eat anything they can kill.

Often, service to the Dawi'Zharr represents the first step

for Ogres on the road to true Chaos worship. While

fighting for the Chaos Dwarfs they sometimes receive

suits of Chaos armour, giving them a taste of the

daemonic. When the urge to wander takes them again,

they head north into the Chaos wastes, destined to join

up with a warband of Chaos Warriors or Beastmen.

Khorne, the Blood God, is the most popular patron for

Ogres who are seduced by the lure of Chaos, and it is

not unusual for them to walk down the path of the

berserker, becoming consumed with a frenzied

bloodlust in battle.

There are many Ogres who remain a permanent part of

Chaos Dwarf retinues though, serving as fully

integrated members of the warband. Ogres naturally

take up the customs of their adopted cultures, and with

Chaos Dwarfs it is no different – they may attempt to

grow beards which they curl into the same exotic styles

as their masters, and some even don the fearsome iron

masks or ornate helms that are so characteristic of the

Dawi'Zharr. There are many such Ogres in the Plain of

Zharr, living and working alongside the Chaos Dwarfs.

Ogres being such robust creatures, they do not mind the

choking smog, and there is always a plentiful supply of

food around in the form of slaves, making life amongst

the Chaos Dwarfs a very viable alternative for Ogres.

M WS BS S T W I A Ld

Ogre 6 3 2 4 4 3 2 3 7

Ogre Berserker 6 3 2 4 4 3 2 4 7

Troop Type: Monstrous Infantry.

SPECIAL RULES Disposable, Fear.

Lord Karzagh Stonegaze was known for

making heavy use of Ogres in his warbands. He

saw them as a convenient alternative to Bull

Centaurs, and employed regiments of the

armoured behemoths to cover his flanks,

trusting to their value as shock troops to

break the lines of his foes. Karzagh led his

army eastwards, eventually taking them as

far as Cathay. On the way, he accumulated

more Ogre mercenaries until he was leading

an army that was more Ogre than it was

Chaos Dwarf. Inevitably, the Ogres realised

that Karzagh needed them more than they

needed him and they turned against him,

making a lavish feast out of the Chaos

Dwarfs and their slaves. To this day, the

Chaos Dwarfs have a bounty on the heads of

those Ogres, but it is not pursued with much

enthusiasm – any Dawi'Zharr who allows his

followers to rise against him deserves

everything he gets.

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50

PETRIFIED SORCERER

Once a Sorcerer has succumbed entirely to the

Sorcerers' Curse and has become an immobile statue he

is placed along the road to Zharr-Naggrund. Here,

serried ranks of lifeless stone Sorcerers stare down at

travellers; their sightless eyes a haunting reminder of

the power of Hashut. The Chaos Dwarfs treat these

statues with the utmost respect, leaving them to be

weathered by the elements over the ages. However, the

petrified Sorcerers retain a portion of the power that

they had in life, and a miasma of dread and dark energy

surrounds the statues.

Sometimes, as a demonstration of devotion to their

transformed ancestors, Chaos Dwarf armies will carry a

Petrified Sorcerer into battle, borne on a dais in a

manner not dissimilar to how a Sorcerer's Palanquin is

carried while he lives. The Petrified Sorcerers are

transfixed at the final moment of their horrifying

transformation into stone, and their faces betray their

terror – most Petrified Sorcerers have faces frozen into

a rictus of pain and dread. As such, they are a grotesque

symbol of Chaos Dwarf devotion to the Father of

Darkness and enemies baulk when confronted with

them.

Immortals commonly carry Petrified Sorcerers in

imitation of their role as bearers of the Palanquins of

living Sorcerers, but Acolytes of Hashut are also often

given the honour due to their standing as part of the

Sorcerer Caste and their magical abilities which are

only enhanced by the presence of one of their

transformed masters.

Petrified Sorcerers are not always taken from the roads

leading to Zharr-Naggrund. There have been occasions

when an aged Sorcerer Lord on his way to lead his

troops into battle succumbs to the Sorcerers' Curse

before the fight is joined. In this case, his loyal soldiers

will bear his stone corpse both as proof of their

dedication and to protect it, lest it fall into enemy hands.

M WS BS S T W I A Ld

Petrified

Sorcerer

3 - 0 - 4 6 2 4 9

Troop Type: Infantry.

SPECIAL RULES Bondage of Hashut, Blessing of Hashut, 4+ Scaly

Skin, 4+ ward save, Fear.

Fell Icon: A Petrified Sorcerer is carried aloft in battle

by a unit of Immortals or Acolytes of Hashut. The

Petrified Sorcerer may not leave its unit for the duration

of the game, and is always placed in the front rank like

a member of the command group (which it will displace

if there is no room). A Petrified Sorcerer uses the WS

and S values of the unit carrying it, follows any

movement rules they may use and counts as being

armed with the same weapons. While there are rank and

file models left in the unit, always remove one in

preference to the Petrified Sorcerer taking a wound (it is

assumed that if one of the bearers fall, another rank and

file model steps in to fill the gap). Only when the rest of

the unit has been killed does the Petrified Sorcerer start

taking wounds, even in close combat. Any unit with a

Petrified Sorcerer has the Blessing of Hashut.

The Blessing of Hashut

The true nature of the Blessing of Hashut is

unknown even to the Chaos Dwarfs

themselves. Unlike the other Chaos Gods,

Hashut does not bestow his Mark upon

favoured followers – He takes a less direct

interest in those who worship him, which is

perhaps why only the most powerful Chaos

Dwarfs benefit from his Blessing. Hashut,

like His people, is arrogant and

contemptuous of the weak. Lesser servants

hold no interest for him, and he cares not

whether they burn.

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51

ALTAR OF HASHUT

The fell rituals of Father of Darkness that are performed

in the Temple of Hashut are unspeakable acts of

bloodletting and torture. Like all Chaos magic, the

spells of the Dawi'Zharr must be powered by death, and

it is always prudent to pay proper obeisance to Hashut

by sacrificing a number of slaves before a battle.

Sometimes though, the Chaos Dwarf Sorcerers decide

that they need more direct access to Hashut's favour

and, for this purpose, the Altar of Hashut was created.

An Altar of Hashut can take many forms – a cauldron of

molten lead or gold, a towering brass effigy of a bull or

an anvil of blackest obsidian, etched with twisted runes.

Whatever form it takes, its purpose is the same: death.

Chained slaves are kept nearby and herded towards the

Altar by Chaos Dwarf or Bull Centaur handlers where,

over the course of the battle, they are gruesomely

murdered in whatever manner is appropriate to the

Altar's form. They may be immersed in molten metal,

imprisoned within the stomach of a blazing icon of

Hashut or simply bludgeoned to death by a burning

forge-hammer. However they die, their blood powers

the evil magic of the Chaos Dwarfs and the power of

Hashut waxes strong. It is always a Lesser Sorcerer

working exclusively at the Altar who completes the

ritual and, in doing so, he summons up daemonic spirits

from the Realm of Chaos. Drawn by the bloodshed,

they are immediately trapped and bound and then sent

hurtling across the battlefield by the Sorcerer.

The spectral Daemons let up a hellish cacophony as

they fly and, where they land, they sow terror. But a

cunning Sorcerer can use the Daemons to power his

own magic, and loyal Chaos Dwarfs who hold their

ground will find themselves empowered by daemonic

boons. As for enemies unfortunate enough to be in the

path of the enslaved Daemons, their fate is much

simpler: they will be rent apart by dozens of ethereal

claws and, if they happen to be a Wizard, the Daemons

will gravitate towards them, focusing all their energies

on devouring such a bright soul.

M WS BS S T W I A Ld

Altar of Hashut - - - - 7 9 - - -

Lesser Sorcerer 3 4 3 3 4 - 2 2 10

Slave 3 2 2 3 3 - 2 0 10

Troop Type: War Machine.

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

Sacrificial Altar: Throughout the battle, the Lesser

Sorcerer will perform sacrificial rites, ritually

murdering slaves that are chained to the Altar. The

Slaves function as part of the Altar's crew but they do

not operate it in the conventional sense. Instead, in the

Chaos Dwarf shooting phase, the Altar may be 'fired' if

one of the Slaves is removed as a casualty. This means

the Altar will suffer a wound as normal. Resolve the

shot following the rules for stone throwers. If a Misfire

is rolled on the artillery dice, the shot simply has no

effect (but the Slave used to fire it is expended

nevertheless). When the Altar takes wounds as normal,

always remove a Slave rather than the Lesser Sorcerer.

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

longer shoot. In close combat, the Lesser Sorcerer may

fight but all attacks are resolved against the Slaves until

he is the only crew member left.

Summoned Daemons: The Altar of Hashut does not

fire ordinary ammunition, but instead is used to

summon shrieking Daemons that fly across the

battlefield to assail foes or grant boons to friends. When

firing the Altar, do not follow the normal damage rules

for stone throwers, instead the effect of the summoned

Daemons depends on what kind of unit is hit by the

template. Do not worry about how many models the

template hits; simply resolve the effect against the

whole unit. Note that it is possible for several units to

be affected at the same time (particularly if a Wizard is

in a unit and both are hit by the template) in which case

simply resolve each effect against the appropriate

target.

Unit hit Effect

Non-Wizard enemy unit The unit takes 2D6

Strength 3 hits

Enemy Wizard The model suffers a single

Strength 6 hit.

Non-Wizard friendly

unit

The unit gains magical

Flaming Attacks until the

next Chaos Dwarf

Shooting phase.

Friendly Wizard In the following Chaos

Dwarf Magic phase, the

model may cast any one of

its spells as a Bound Spell

with power level 4.

Any unit hit by the template (friend or foe!) must take a

Panic test. Note that the restriction on firing at friendly

troops is lifted when firing the Altar of Hashut – it is

perfectly acceptable to nominate a friendly model as the

intended target or even to fire at a unit engaged in close

combat.

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52

GHORTH THE CRUEL Supreme Lord of the Conclave, Master of Zharr

The balance of power in the Temple of Hashut has been

carefully maintained for untold centuries, the Sorcerers'

Curse ensuring that no one individual ever becomes too

dominant in the affairs of the Priesthood. The High

Priest of Hashut, the eldest of the Sorcerer Lords, holds

ultimate sway as he is invariably the mightiest Sorcerer:

although age and power do not correlate, and a

Sorcerer's strength with the dark arts wanes in later life,

precocious young Priests burn out all the faster,

transforming into stone before they can threaten the

status quo. Lordship belongs to the eldest and most

patient Sorcerers.

Ghorth the Cruel has proven the exception to this rule.

For some unknown reason, he has managed to stave off

petrification despite his near-reckless abuses of his

magical power. Through complex machinations and at

times blatant backstabbing, he has risen to a position of

absolute dominance within the Temple, and none have

the strength to oppose him. His sponsorship of the

savage Zhatan the Black has bought him the loyalty of

the Immortals, and through his politicking he has come

to claim ownership over much of Zharr-Naggrund.

Ghorth is not immune to the effects of the Sorcerers'

Curse though – there are dark whisperings amongst his

enemies and even his followers that much of his body

has now turned to stone, and that he goes to great

lengths to conceal this, lest a rival attempt to overthrow

him. There are mutterings too that the mysterious

golden mask that came into his possession centuries ago

now never leaves his side, and that this holds the key to

his longevity. In what may be the waning days of his

domination, Ghorth is now even more active,

safeguarding his realm and crushing rumours about his

potential demise. With Zhatan at his side, he is borne

into battle atop a Palanquin bedecked in twisted runes

and sigils that assault the eye and the mind. Now at the

height of his magical power, Ghorth manipulates the

Winds of Magic with contemptuous ease, blasting his

enemies with the infernal magics of Hashut.

In the darkest corners of Zharr-Naggrund, rumours have

begun to circulate that Ghorth has plans that outstrip the

ambitions of even his mighty predecessor, Zhargon the

Great. They point to his bartering with Archaon the

Everchosen to supply his hordes with fearsome

Daemonic Engines as evidence, and believe this

indicates that Ghorth's attentions have turned westward,

towards the Old World. What is clear is that whatever

his physical condition, Ghorth is all too ready to

demonstrate the depth of his power, both in arcane lore

and over the Chaos Dwarfs' empire.

M WS BS S T W I A Ld

Ghorth 0 4 3 4 5 4 1 1 10

Black Throne 3 5 3 4 4 1 2 5 9

Troop Type: Infantry.

MAGIC Ghorth is a level 4 Wizard. He may choose spells from

one of the following: the Lore of Fire, the Lore of

Metal, the Lore of Shadow, or the Lore of Death.

SPECIAL RULES Unyielding, Bondage of Hashut.

Sorcerers' Curse: Like all Priests of Hashut, Ghorth is

afflicted with the Sorcerers' Curse. He has 4+ Scaly

Skin.

The Black Throne: Ghorth rides atop a Palanquin

etched with daemonic runes. The Black Throne causes

Fear and grants the rider a 5+ Ward save. Like a normal

Palanquin it has the Iron Bound rule and magical

attacks, but is also a Large Target.

MAGIC ITEMS The Mask of Zhargon: Talisman. Long ago, Zhargon

the Great wore a suit of golden Chaos armour that, it

was rumoured, staved off the Sorcerers' Curse. Ghorth

found this mask which he believes comes from that very

suit of armour.

Ghorth has Magic Resistance (3).

Daemonic Familiar: Enchanted Item. Ghorth may cast

one random spell from the Lore of Shadow as a Bound

Spell with a power level of 4. Roll to determine which

spell he may cast at the start of each Chaos Dwarf

Magic phase, just as if generating a spell as normal. The

Familiar may give Ghorth access to a spell he already

knows. In this case, he may use the same spell twice in

his Magic phase, once as a Bound Spell and once as

normal. This is an exception to the usual rules.

The Book of Hashut: Arcane Item. Zhargon's

masterwork was the Book of Hashut, a tome in which

he recorded all the incantations of the Father of

Darkness. Ghorth is now the keeper of this dangerous

text and uses its forbidden knowledge to his advantage.

Ghorth has the Loremaster special rule.

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ZHATAN THE BLACK Commander of the Tower of Zharr, The Banelord

Zhatan the Black was an ordinary Immortal when his

destiny was determined by one fateful battle. 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 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 then onwards. Despite his failure in his duty, he

continued to fight with unrelenting fury, ferocious

where his fellows were stoic and disciplined. Such was

his dire reputation that he eventually drew the attention

of a young Sorcerer 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.

From that time on, Zhatan became Ghorth's unofficial

bodyguard, following behind him and protecting him

from the political machinations of his fellow Sorcerers.

As Zhatan's reputation grew and he rose to become

commander of the Immortals, so too did Ghorth's

power, until the entire warrior elite of Zharr-Naggrund

served at the Sorcerer Lord's beck and call. Ghorth

reached heights undreamed of, his influence becoming

greater even than the High Priest Astragoth himself.

Thanks largely to Zhatan, the balance of power in the

Temple of Hashut was changed forever.

In battle, Zhatan is a ferocious foe, leading from the

front as any Lord of the Immortals should. He is an

uncompromising and grim leader, and his followers

know well to fear his wrath. Even if he did not have the

favour of Ghorth, he would be an object of fear and

veneration for other Chaos Dwarfs, for he is as cruel as

his master, and utterly without mercy.

M WS BS S T W I A Ld

Zhatan 3 8 4 4 5 4 4 4 10

Troop Type: Infantry.

SPECIAL RULES Unyielding, Bondage of Hashut.

Reckless Hate: Even amongst the Immortals, Zhatan is

renowned for his savage loathing of all non-Chaos

Dwarfs. He is subject to Hatred, but continues to be

affected after the first round of combat, so he may

always re-roll misses in close combat.

MAGIC ITEMS The Hammer of Zharr: Magic Weapon. This huge

two-handed warhammer is a mighty relic of ancient

times, dating back to the founding of the Chaos Dwarf

empire and the building of Zharr-Naggrund. It is said

that the Hammer of Zharr was the tool used to break the

earth when the first foundations of the ziggurat were

laid.

The Hammer of Zharr is a great weapon that ignores

armour saves.

The Ring of Unmaking: Talisman. The jealous Chaos

Dwarfs despise the artefacts of all other races, holding

their crude machineries and magical weapons in

contempt. Amongst their most powerful creations is this

ring of smooth obsidian which has the power to resist

the effects of enchanted weapons made by other races,

reducing them to ordinary steel when contact is made

between blade and the black stone.

The Ring of Unmaking negates the power of any magic

or runic weapons carried by models in base contact –

treat them as non-magical weapons of their type.

The Black Mantle: Enchanted Item. Across Zhatan's

shoulders sits a cloak stitched from the skins of slaves

tortured in the Temple of Hashut. Blackened by the

fires of the Father of Darkness, this terrible object

radiates an aura of dread.

Zhatan causes Fear.

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ASTRAGOTH High Priest of Hashut, Old Rockbeard

Astragoth is the current High Priest of Hashut and

therefore the oldest living Chaos Dwarf Sorcerer, for

Chaos Dwarfs respect age as much as their western kin.

During the height of his powers, he was the most

powerful Sorcerer to walk the Plain of Zharr in a

thousand years. Now, however, his petrified body can

no longer master magic as it once did, for Astargoth has

almost entirely turned to stone. He must be carried from

place to place by his followers, and his underlings must

perform many of the more complex rites of his spells. In

an effort to overcome these disabilities, Astragoth

ordered the creation of a special device blending

sorcery and technology: a mechanical body grafted to

his stone limbs that enables him to move and cast spells.

Where other Sorcerers must rely on the help of their

servants and become increasingly feeble, Astragoth can

now take part in battles, lending his considerable

magical talent to Chaos Dwarf slaving parties, as well

as using his mechanical might to physically pummel his

enemies.

Most Dawi'Zharr consider Astragoth quite mad, but

while he lives he is still the High Priest of Hashut and

they must accept him, mechanical body and all. There is

growing rebellion in the Temple though in the form of

Ghorth the Cruel, who has now surpassed Astragoth in

power and influence. Astragoth still maintains a power

base of the more traditional Chaos Dwarfs, especially

the zealous Acolytes of Hashut who revere him as befits

his station. But it is only a matter of time until matters

come to a head...

M WS BS S T W I A Ld

Astragoth 3 4 3 5 5 3 3 2 10

Troop Type: Infantry.

MAGIC Astragoth is a level 4 Wizard. He may use spells from

one of the following: the Lore of Fire, the Lore of

Metal, the Lore of Shadow, or the Lore of Death.

SPECIAL RULES Bondage of Hashut, Swiftstride.

Sorcerers' Curse: Much of Astragoth's body has

succumbed to petrification. He has 3+ Scaly Skin save

of 3+.

Steam Attack: Astragoth has discovered that he 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 attack, but he may not use

this if he has moved that turn.

MAGIC ITEMS

Hammerhand: Magic Weapon. Astragoth's semi-

mechanical body incorporates a piston-driven hammer

which sometimes goes into overdrive, bludgeoning

enemies into a bloody pulp.

Astragoth has Killing Blow.

The Rod of Obsidian: Arcane Item. This short

volcanic glass staff forces the Winds of Magic to bend

to the will of its holder.

The Rod of Obsidian allows any Dispel attempt to be

re-rolled.

The Rune of Hashut: Talisman. Astragoth's forehead

is marked with a burning Rune of Hashut, placed upon

him by the Father of Darkness as a symbol of his

favour.

Astragoth has the Blessing of Hashut and a 5+ Ward

save.

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LORD BHAAL Last Guardian, Eldest of the Bull Centaurs, the Death of Worlds

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

world. Their commanders are even more dangerous, the

mighty Guardians and awesome Elders able to single-

handedly break a battle line and slay great heroes and

ferocious monsters. Like other Dwarfs, Bull Centaurs

become more powerful and skilled as they age, and so

the title of Lord of the Bull Centaurs is given to the

oldest and therefore most awe-inspiring specimen of

their race. Currently, this is the terrifying monstrosity

known as Bhaal.

Lord Bhaal is as fierce and arrogant as any of his race,

but the strain of ancient mutation is especially strong in

him. He is a huge, glowering beast, and wide horns

sprout from his brow. His flesh burns with terrific

intensity, glowing with the heat so his hindquarters

resemble a living furnace. In his hands, he carries a

huge daemonic axe, encrusted with ancient and terrible

Chaos runes.

Bhaal leaves the Temple of Hashut very rarely. As the

Eldest of the Bull Centaurs, he has a vital role to play in

the rites of the Father of Darkness, personally casting

captives into cauldrons of molten gold or iron. Because

the heat does not affect Bull Centaurs, they are

necessary to ensure the slaves are fully immersed,

plunging them into the scalding depths where their

screams are swallowed by liquid metal, which fills their

lungs and hastens their demise. Above these horrific

screams can be heard the gloating laughter of Lord

Bhaal, who takes particular delight in the suffering of

lesser races.

On the occasions when Lord Bhaal does take to the

field of battle, he shows little regard for any plan a

Warlord or Sorcerer Lord may have devised. He is

utterly contemptuous of non-Bull Centaurs, and kneels

for no one. The Priests have little choice but to allow

Bhaal to do as he wishes, because to cross him means

certain death: a Sorcerer Lord may be more powerful

than any other Chaos Dwarf in Zharr-Naggrund, but the

Bull Centaurs are the chosen creatures of Hashut, and

none would dare raise a hand against Lord Bhaal were

he to take exception to a Priest and cast him into the

cauldrons with the slaves.

M WS BS S T W I A Ld

Lord Bhaal 8 7 3 5 5 4 5 5 10

Troop Type: Monstrous Beast.

SPECIAL RULES Blessing of Hashut, Devastating Charge, Flaming

Attacks, Immune to Psychology, 6+ Scaly Skin,

Terror.

Fury of Hashut: Lord Bhaal is a furious, unstoppable

force. He is subject to Frenzy and extends this to any

Bull Centaur unit he has joined.

MAGIC ITEMS Dread Axe: Magic Weapon. Lord Bhaal bears the

Dread Axe, a weapon of ancient and terrible provenance

that is covered in vile Chaos runes.

The Dread Axe is a great weapon that wounds

automatically. Armour saves are modified by Bhaal's

Strength as normal.

―CRUSH THEM!‖

Lord Bhaal at the battle of uzkulak

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HOTHGAR DAEMONBANE Sorcerer of the Forge, Scourge of the Empyrean, the Soul-Slaver

The most talented and powerful Daemonsmith of the

current generation is Hothgar Daemonbane. He is

accomplished enough in the magical arts to be a

Sorcerer in his own right, but he has chosen to use his

abilities to perfect his daemonic machines. He serves no

Sorcerer Lord – the products of his soul-forges being

valuable enough that he can play members of the

Conclave against each other – but most of his work is

done at the behest of Ghorth the Cruel, who knows well

the value of having powerful Daemonic Engines.

Hothgar built the Hellcannons that were eventually sold

to Archaon the Everchosen and, before that, constructed

the Doom Engines for Lord Mortkin.

Hothgar is a dangerous and driven individual. He has

pushed the boundaries of Chaos Dwarf science almost

to breaking point in his efforts to create larger and more

dangerous machines of war. Some of his experiments

have caused large scale destruction and many

casualties, leading to his brief exile from Zharr-

Naggrund. Hothgar's greatest invention was a huge,

bull-shaped machine called the Kolossus which proved

too unstable to be useful, but his long-standing dream is

to recreate it in an even grander and more spectacularly

destructive form. Each day, he nears his demented goal.

M WS BS S T W I A Ld

Hothgar 3 4 3 3 4 2 2 2 9

Troop Type: Infantry.

SPECIAL RULES Unyielding.

Sorcerer of the Forge: Hothgar is a Daemonsmith.

Any Daemonic Engine unit within 6" of Hothgar

benefits from the Daemonsmith special rule, just as if it

included a Daemonsmith itself. Note that Hothgar will

not count as part of the unit.

MAGIC ITEMS Rod of Daemon Binding: Magic Weapon. Hothgar

carries an arcane staff that is bound with enchantments

designed to capture and enslave Daemons. A Daemon

touched by the Rod will find itself ensnared in magical

bonds.

Hothgar has Heroic Killing Blow against Daemons.

Soul Armour: Magic Armour. Hothgar wears a suit of

rune-encrusted armour that is proof against the attacks

of Daemons.

Chaos armour. Hothgar has a 3+ Ward save against

wounds inflicted by Daemons in close combat.

Daemonic Slaves: Enchanted Item. Hothgar is

constantly surrounded by a gaggle of chattering

Daemons enslaved to his will. He uses his arcane talents

to command these creatures to do his bidding.

Hothgar's Daemonic Slaves allow him to cast Bound

Spells at power level 4. Hothgar may only cast one

Bound Spell in this manner each magic phase and must

select which to use from the following options:

Daemonic Apparition: Cast as the Lore of Fire spell

Burning Head.

Daemonic Curse: Cast as the Lore of Metal spell

Commandment of Brass.

Daemonic Pinions: Cast as the Lore of Shadow spell

Steed of Shadows.

Daemonic Form: Cast as the Lore of Death spell Aspect

of the Dreadknight.

Hothgar does not benefit from any Lore Attributes.

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RYKARTH THE UNBREAKABLE Captain of the Granite Guard, the Hand of Ghorth

Rykarth the Unbreakable is a prodigy of the Warrior

Caste. As a young Chaos Dwarf, he was responsible for

some of the great victories in Warlord Ulzuth's

scourging of the Blasted Wastes. He was elevated to the

rank of Ironguard before he even came of age and

proved an inspirational leader to his troops,

commanding absolute obedience from them. He was

lauded throughout the Plain of Zharr as an exemplar of

Chaos Dwarf toughness and stoicism. He was on course

to become the youngest Despot in history when a

directive came down from a mysterious source in the

Temple of Hashut: Rykarth became the first Warrior

ever to be commanded by the Conclave of Priests to

join the Immortals.

As an Immortal, Rykarth continued to excel, never

failing in his duties and possessing courage in excess

even of that usually demanded by the Immortals. After

seven years had passed, Rykarth prepared to return to

his warband but the Conclave intervened again: they

requested that Rykarth remain with the Immortals as a

captain within their ranks, leading as only he could. His

Lord had no choice but to agree and, even though he

was not a Baneguard, Rykarth's tenure with the

Immortals was extended indefinitely.

Rykarth never questioned his orders, for he was

unflinchingly loyal to his masters, but Zhatan the Black

marked well how Ghorth took an interest in the young

Immortal, sending him on missions that benefited

himself and recruiting him for secretive tasks. In time,

Rykarth became known as the Hand of Ghorth for,

though Zhatan was the Sorcerer Lord's most trusted

bodyguard, it was Rykarth who was most often seen

enacting his will outside the Temple. It was Rykarth

who brokered the deal with Archaon the Everchosen to

supply him with batteries of Hellcannons and it is said

that when the Lord of the End Times visited the hell-

forges below Zharr-Naggrund, Rykarth alone was able

to meet his infernal gaze.

Rykarth leads his own unit of Immortals, an elite

formation known as the Granite Guard. His prowess

grows by the year, and Ghorth grows ever more pleased

with his young protégé, giving him more and more

authority and autonomy, grooming him to perhaps

become his Warlord, a position he has always left

unfilled.

M WS BS S T W I A Ld

Rykarth 3 6 4 4 5 2 3 3 9

Troop Type: Infantry.

SPECIAL RULES Unyielding, Hatred, Unbreakable.

Granite Guard: Rykarth leads the Granite Guard, an

elite formation of Immortals. Rykarth's unit is

Unbreakable.

MAGIC ITEMS Cursed Rune Axe: Magic Weapon. The Cursed Rune

Axe is a larger version of the Immortals' Cursed Axes.

Great weapon. Armour Piercing.

Guards of the Tower

The Immortals are divided into a number of

different units, known as Guards, each

housed in a different barracks within the

Tower of Zharr and each having a different

area of responsibility and expertise. Rykarth's

Granite Guard are paragons of the Immortals'

fighting style, specialising in unyielding

defence, but other formations 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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VOLGAR THE MAD Shattermind, the Living Conduit

All Chaos Dwarf Sorcerers seek a way to halt the

effects of the Sorcerers' Curse, but Volgar was more

obsessed than most. He spent years researching

different possible solutions, most focused around

alchemical transmutation. Volgar reasoned that if it

were possible to transform base metals into gold, it may

also be possible to transform stone into flesh.

Unfortunately for Volgar, who had no test subject save

himself, his final experiment horribly backfired: the

stone parts of his body were indeed transmuted, but

they turned into amethyst crystals rather than living

flesh. The natural growth of the crystals actually

accelerated the process of the Sorcerers' Curse, causing

Volgar to transform even faster – though now it was

into amethyst rather than ordinary rock. Before long,

Volgar had become a hideous grotesque, his flesh rent

by crystal growths that pushed their way through his

skin, causing agonising pain.

There was also a strange side effect to Volgar's bizarre

transformation. Amethyst is naturally conductive to

magic, and considered by scholars to be the polar

opposite to obsidian in that regard. It is particularly

attuned to the mysterious Wind of Shyish, or Death

magic, which is often called Amethyst magic for that

very reason. Volgar found that his body had become a

living conductor for Death magic and that, as the

crystals worked their way into his brain, he was able to

see the Wind of Shyish and manipulate it as easily as a

warrior wields an axe. Of course, the saturation of

magic along with the changes being wrought on his

tortured body have sent Volgar quite mad. The more

magic he uses, the more likely he is to be driven into a

fit of madness, charging across the battlefield, blasting

his foes with eldritch bolts. Ironically, Volgar has a

unique mastery over magic, but it is exactly this that

will eventually lead to his death.

M WS BS S T W I A Ld

Volgar 3 4 3 3 4 2 2 1 9

Troop Type: Infantry.

MAGIC Volgar is a level 2 Wizard. He is unique in that he can

use spells from multiple Lores in the same battle.

Volgar has access to both the Lore of Metal and the

Lore of Death. When you pick your army, you must

decide whether he will use one Lore exclusively, or take

a spell from each. Volgar benefits from both Lore

Attributes as appropriate to the spell being cast.

SPECIAL RULES Unyielding.

Sorcerers' Curse: Much of Volgar's body has been

turned into amethyst. He has 5+ Scaly Skin.

Crystal Resonance: Volgar's crystals are attuned to the

Winds of Magic, allowing him to draw power through

his own body. He has a +1 bonus to all channelling

attempts.

Living Conduit: Being a walking magic conductor,

Volgar is not exactly stable. If he draws in too much

power he will temporarily be overcome by horrifying

visions, going into paroxysms of madness. If Volgar

ever miscasts, he will become subject to Frenzy in

addition to any other effects.

© Dwarf Tales

The House of Gar

Many say that the House of Gar, to which

Volgar the Mad belongs and of which his

distant cousin, Hothgar Daemonbane, is also

theoretically a member, is cursed. Its

current Sorcerer Lord, Thrungar the

Unlucky, has seen his realm diminish to less

than a quarter the size it was under his

predecessor, Lorgar the Foul. Perhaps this is

due to no less than two promising young

Sorcerers following their own paths rather

than working towards increasing the

influence of the Household.

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GHUZ SLAVETAKER Plague of the Seas, Captain of The Bull's Fury

Though the Chaos Dwarfs' empire is essentially

landlocked, they nonetheless have an infamous history

of naval warfare. Their fearsome ironclad warships are

able to ply the seas of the Warhammer world thanks to

the polluted River Ruin that runs through their realm

and sluices into the Sea of Dread, and the great sea

tunnel they carved centuries ago between the Falls of

Doom and Uzkulak that gives them access to the Sea of

Chaos. By such means they are able to travel across

oceans and capture slaves from nations that have never

even heard the name of the Dawi'Zharr. But amongst

the many pirate captains that serve the Sorcerer Lords

of Zharr-Naggrund, one name stands out: that of Ghuz

Slavetaker. Ghuz is unique in that he is bound to no

single Sorcerer Lord. Instead, he has carved out

influence of his own as a mercenary captain, serving in

exchange for gold and slaves. He has been allowed to

continue to live outside Chaos Dwarf society because

he is so successful, so ruthless and so completely cold-

blooded in his dealings.

As much as Zharr-Naggrund needs slaves to power its

foul industry, Ghuz's ships' need is so much more

immediate – after a particularly bloody sea battle, many

of the slaves who toil in the bowels of his vessels will

have drowned, and Ghuz will need to replace them with

new slaves taken from the vanquished foe right away.

For this reason, Ghuz is an exemplar of the Chaos

Dwarf ideals of greed, consumption and the need for

instant gratification. He is short-sighted, boisterous and

rude; a vile, black-hearted pirate covered in ritual

brands and tattoos, face hung with piercings, flesh

embedded with runic talismans, who is most often

found at the prow of his flagship, The Bull's Fury,

gesticulating wildly and bellowing angrily at his crew

and slaves to bring him to the enemy faster. In short,

Ghuz is everything a Chaos Dwarf could ever wish to

be if liberated from the strict bonds of their society.

M WS BS S T W I A Ld

Ghuz 3 4 4 3 4 2 2 2 9

Troop Type: Infantry.

SPECIAL RULES

Unyielding.

Bloodthirsty Pirates: Ghuz and the Warriors he leads

are a band of ruthless sea dogs, owing allegiance to no

Lord of the Chaos Dwarfs. Ghuz and his unit may not

benefit from the army general's Inspiring Presence rule,

nor may they use the battle standard bearer's Hold Your

Ground rule.

Slavetaker: Ghuz's hunger for slaves outstrips even the

usual Dawi'Zharr desire, 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.

MAGIC ITEMS

Daemonscourge Pistols: Magic Weapon. Ghuz carries

a pair of matched pistols given to him as payment by a

Sorcerer for a particularly tricky sea raid. They contain

the bound essence of a Daemon, its soul magically torn

in half and split between the guns. They count as a

brace of pistols with Flaming Attacks.

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GORDUZ BACKSTABBER Hobgoblin Chieftain, Sneakiest Git

Hobgoblins occupy a relatively privileged position

amongst the hordes of slaves that serve the Chaos

Dwarfs. They are allowed to keep their own customs,

their own tribes and their own leaders. Nonetheless, it is

rare indeed for a Hobgoblin to achieve a rank of any

influence in the armies of his masters. Naturally servile

and cowardly creatures, they are largely incapable of

making use of the even the meagre advantages the

Chaos Dwarfs give them. However, there is one

Hobgoblin who has risen to a position of power – or at

least notoriety – in the armies of the Dawi'Zharr.

Gorduz Backstabber has the dubious honour of being

the Chieftain of the Sneaky Git tribe, the vilest and most

loathsome of all the Hobgoblins. These treacherous

greenskins inhabit Gash Kadrak, the Vale of Woe,

where they oversee the great quarries that provide stone

for the Chaos Dwarfs' building projects. There, millions

of lesser slaves toil under the cruel whips of the Sneaky

Gitz.

Gorduz is a traitorous as all his kin, and thinks nothing

of betraying his fellow Hobgoblins to his masters in

exchange for their favouritism – hence his epitaph.

Unlike in almost any other species, this does not lead to

him being despised, but in fact admired and respected

by other Hobgoblins. In a race that has evolved a bony

hump on their shoulders due to their predilection for

clandestine assassinations, Gorduz stands as a paragon

of those dubious Hobgoblin values.

M WS BS S T W I A Ld

Gorduz 4 5 3 4 4 2 3 3 7

Giant Wolf 9 3 0 3 3 1 3 1 3

Troop Type: Cavalry.

SPECIAL RULES Disposable, Late as Usual! (see page 39), Fast

Cavalry, Poisoned Attacks.

Git: Fated...lucky...sneaky: call it what you will, but

Gorduz has an unnatural instinct for survival that has

allowed him to emerge unscathed from multiple

assassination attempts by his rivals. When Gorduz is

reduced to his last Wound, he gains a 4+ ward save.

Hobgoblin Chieftain: Gorduz is the chieftain of the

Sneaky Git tribe of Hobgoblins. Hobgoblin Wolf Riders

within 12" of Gorduz may use his Leadership as if he

were the army General.

MAGIC ITEMS Black Bow: Magic Weapon. Gorduz carries a bow that

was a gift from his Chaos Dwarf masters after his

service at the Battle of Uzkulak. The arrows are tipped

with shards of obsidian and the bow itself is fashioned

from Daemon-bone. The Black Bow is unerringly

accurate as if guided by some animalistic sentience, and

its shots can hammer through almost any armour.

Bow. Gorduz has the Sniper special rule. Any model hit

by the Black Bow must re-roll successful armour saves.

Wolf Pelt: Magic Armour. Gorduz wears a thick wolf

pelt across his shoulders, taken from one of the savage

Great Wolves that roam the Dark Lands. These beasts

were warped by the power of Chaos in ancient times

and possess unnatural resilience.

Gorduz has a +1 armour save bonus against shooting

attacks.

"Stick 'em wiv arrers. Stick 'em wiv

knives, an' swords an' spears. Stick

'em quick and stick 'em where it 'urts.

But most of all...stick 'em when

they's lookin' the uvver way."

Gorduz backstabber

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The doors to the chamber were opened by attendants, and the warrior walked in. He beheld a grim scene within the long hall. The walls, illuminated by guttering torches, were lined by great statues of ancient heroes. The former Lords of the Immortals, represented in stone relief, watched him with sightless eyes as he passed beneath their awesome gaze. At the end of the room was a throne carved from a single block of obsidian by the most talented slaves, scored by evil designs and foul runes that caused he who sat upon it to be protected by magical wards. No one could harm the one who presided over this empty court. The visitor dropped down to one knee before the occupant of the throne, bowing his head low.

‚Rise, Rykarth,‛ a hoarse voice bade him. Slowly, he stood, unperturbed by the massive weight of his Chaos armour. Watching him was a second figure standing beside the throne, dressed in the same manner, but far grander and with a massive hammer in place of Rykarth’s less ornate axe. However, all his attention was occupied by the shrunken figure who watched him from the throne. He wore black robes, and no tall helm adorned his wrinkled brow. Long, snarling tusks protruded from his lower lip, framing his long, hooked nose. His eyes blazed fiery red. His beard, curled into rings in the fashion of Zharr-Naggrund, was entirely white. He caressed a golden object in his lap. Rykarth tried not to look at the Sorcerer's feet, which had been transformed into dark grey stone.

‚It is long since you have graced my court,‛ Ghorth said.

‚I come only when I am bidden, Master.‛

‚As it should be. You have kept a keen watch over the forges. Your reports have been prompt and concise.‛

‚It could not be otherwise, Master.‛

‚No indeed. You have proved yourself valuable to me many times, Rykarth the Unbreakable, not least in brokering such a favourable deal with the Everchosen. Our pens are full; our forges glow brightly, staining the heavens with their industry. It has pleased me to aid his endeavours.‛

‚The soft lands of the west have suffered under his onslaught, Master.‛

Ghorth nodded. ‚And yet, it has not been enough. The great Empire of Men has withstood his assault. Their country still stands, and Acrhaon has failed. Even with the help of our mighty Hellcannons, it has not been enough. This...disappoints me.‛

‚His failure casts shame upon the name of the Dawi’Zharr.‛

‚Yes. It does. So often the Everchosen overreach themselves. They burn brightly, but not for long.‛ Ghorth picked up the object in his lap and held it before him. ‚Even those who seek the mantle are doomed to destroy themselves.‛

Contemptuously, the ancient Priest cast aside the object – a golden mask – dropping it to the floor with a clatter. It lay to one side, forlorn and forgotten on the flagstones.

‚Those who truly know what power is, who are not seduced by its promise, but who see its real worth, are willing to wait. They are content to remain in the shadows, and are not discouraged by the failures of their agents. Archaon’s defeat was a failure for the Four Gods, but not for their forgotten brother. The routing of Khorne, Tzeentch, Nurgle and Slaanesh is the rallying cry of Hashut. The Hellcannons were but our first tendrils.‛

‚Master...?‛

‚The Empire of Men has trembled at the sound of our voice – at the bull-roar of mighty Hashut – and so they will again. Even now, more Daemonic Engines are being built in the forges and we will sell them to more Lords of Chaos in time. But this is only the beginning. Long have I prepared my machines and my armies for my greatest task. It has taken decades, but at last I have almost total control over Zharr-Naggrund. A thousand thousand warriors swear fealty to me and me alone. The time of our coming approaches.‛

Rykarth shifted uncomfortably in his heavy armour. ‚You intend to march upon the west in force?‛

‚You object?‛

‚I do not see what the lands of the Manlings offer us. Their iron is soft and impure, their gold cut into useless discs and their people are so battered by war that they will be good for little more than fodder.‛

‚Iron of any quality can be put to good use. Gold can be melted down. Their flesh will feed the many more slaves that we will take for, though the Manlings have been hurt by Archaon’s war, there are those in their lands that thrive on battle. Greenskins in endless numbers still roam the wastes, followers and beasts of Chaos still haunt the forests. All will be taken as slaves.‛

‚All?‛

‚Rykarth,‛ Ghorth leant forward in his throne, moving slowly and carefully, ‚when we descend upon the West, nothing will survive. My armies will make Archaon’s storm look like a passing rain cloud. I will empty the slave pens, the Warrior’s barracks, the Taurus stables and the Tower of Zharr itself and we will march across the mountains. Already I have heard from emissaries I dispatched to the Hobgoblin Hegemony and they have promised ten thousand spears for our armies. My slaving bands scour the Dark Lands for more captives for our armies. The time is ripe...‛

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MASSING THE COHORT This chapter presents a showcase of some of the fantastic miniatures available for the Chaos

Dwarfs. It also provides a guide to starting off your collection, from which your tabletop

armies will be drawn, and some ideas for expanding it further.

THE ROAD TO RUIN There are many paths to amassing a force of Chaos

Dwarfs. Some people will write their army list first,

selecting a force that is balanced, or which will

mercilessly crush all before them in the manner of true

Chaos Dwarfs. Others will be drawn towards the unique

range of models that make up the Chaos Dwarfs' armies

and the conversion opportunities that creatures like the

Taurus and Daemonic Engines represent or to the rich

background of this most evil and twisted of races.

Perhaps you've read about the unyielding defence of

Rykarth and the Immortals, or the fearsome Lord Bhaal

and have a vision of a massed Bull Centaur charge. Or

maybe the story of the mad scientist Hothgar

Daemonbane has inspired you to create the most insane

and deplorable Daemonic Engine that you can imagine

and unleash it on an unsuspecting opponent. All of

these options are equally valid, and all will make for a

unique collection and doubtless hours of gaming

entertainment.

Veteran Chaos Dwarf players will probably already

have a highly individualistic army, but they can rest

assured that their collection will work with this book

and hopefully the new units will inspire them to add to

their beloved force. Other long time Warhammer

players may not have any Chaos Dwarfs yet, but they

will have a good idea of what they want to try out just

by reading through the army list.

However you prefer to amass your Chaos Dwarfs, it is

always best to start small and work your way up,

painting your first purchases before buying new ones.

This allows you to practise your paint scheme and

perfect your skills, as well as decide what you enjoy

painting most. But once the painting is finished, it's

never too soon to get your fledgling army onto the

battlefield to see exactly what the Chaos Dwarfs are all

about when the dice start rolling.

Once your first units have been painted and refined in

the fiery crucible of battle, you can start to think about

expansion. How your army performed will inform your

future decisions, but don't be afraid to focus on the

models you like painting or modelling. Most players

tend to fall between these two extremes, collecting an

army that is pleasing to both the eye and the tabletop.

THE BONDAGE OF HASHUT A Chaos Dwarf army, like the insane society of Zharr-

Naggrund, is defined by the character of its general,

who represents you yourself on the tabletop. As your

army grows and you have more flexibility in what you

can bring to the battlefield, you may want to think about

sort of character you want to represent you. You may go

with a Sorcerer Lord, a powerful spell caster with

unusually high Leadership for a wizard character who is

no slouch in combat thanks to his choice of mounts. Or

perhaps you prefer to focus on combat with a Warlord

who is a truly savage foe and makes an ideal anchor for

your battleline. Either of these models would make

amazing centrepieces for your collection and many

people like to come up with names and back stories for

their leaders and keep track of their foul deeds from

game to game.

Another option is the special characters available to the

Chaos Dwarfs. These models are amongst some of the

most unique available, and reward having extra

attention lavished upon them. They also have unique

and deadly special rules that can influence the way you

use and select your army.

THE DAWI'ZHARR The bulk of a Chaos Dwarf army is made up of

armoured Warriors and Stormcallers, a solid mass of

brave, tough troops who, accompanied by appropriate

characters, will rarely run from anything. Chaos Dwarf

players can also support these bastions with hordes of

cheap, expendable Slaves. You may not be able to build

a whole army from these pitiful troops, but a vast unit

of cannon fodder protecting your more valuable

warriors is nothing to be sniffed at.

There are many even more elite troops to collect too.

Most obvious are the Immortals, which are Warriors

taken to their utmost but you may also consider using

the Acolytes of Hashut, whose arcane abilities can

augment your Sorcerers and Sorcerer Lords. There are

also Hobgoblin Wolf Riders who can turn the tide of a

battle with a timely arrival on the flank.

Finally, one of the most dangerous options for a Chaos

Dwarf general are the Daemonic Engines. Not only are

these beasts a terrifying cross between monster and war

machine, but they can also be customised to your heart's

content, Daemonic Upgrades giving you thousands of

potential combinations of abilities to make your

creations totally unique.

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65

Tjub's army has been lovingly painted and converted over a relatively short period, giving it a fantastic unified look. This

army is very much in the vein of the traditional Chaos Dwarf design, but updated for the modern era of Warhammer.

Baggronor's army is completely unique, with each and every model converted almost from scratch. Although this army

was designed to be used competitively in tournaments, Baggronor's work on perfecting the aesthetics of his Chaos

Dwarfs has led directly to many of the decisions taken in writing this book.

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66

Astragoth, High Priest of

Hashut. By Thomas Hunt.

Hothgar Daemonbane.

By M3lvin.

Sorcerer. By Hammerhand. Sorcerer on Taurus. By

M3lvin.

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Chaos Dwarf Warlord on Taurus. By Ishkur Cinderhat.

Battle standard bearer.

By Kris Aubin

Chaos Dwarf Warlord.

By Snotling.

Zhatan the Black. By

Adam Benesz.

Chaos Dwarf Warlord.

By Malcolm Neill.

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68

Chaos Dwarf Warriors. By

Ishkur Cinderhat.

Chaos Dwarf Warrior. By

Exquisite Evil.

Chaos Dwarf Ironguard.

By Snotling.

Chaos Dwarf Warriors. By Bassman.

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69

Chaos Dwarf Stormcallers. By Tjub.

Stormcaller.

By Grimstonefire.

Stormcaller.

By Baggronor.

Stormcaller. By Snotling.

Standard bearer. By Bassman.

Chaos Dwarf Stormcallers. By Ishkur Cinderhat.

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70

Slaves. By Tjub.

Sneaky Gits. By Ghost.

Slaves. By Xander.

Slave.

By Arekarkadiusz.

Slave.

By Warh.

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71

Slaves. By Snotling.

These Slaves demonstrate some of the variety

possible for your own Slave units. Slaves can be

anything from Greenskins (above) to twisted,

tottering Daemon-Dolls (below).

Slaves. By Tjub.

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72

Immortals. By Slim.

Immortals. By Baggronor.

Rykarth the Unbreakable. By

AngryBoy2K.

Immortal standard bearer. By

Grimstonefire.

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73

Bull Centaurs. By Tjub.

Bull Centaurs. By Bassman.

Bull Centaur. By Vexxus.

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74

The Black Bow.

Gorduz's banner,

showing exactly

what kind of ally

he is.

Gorduz Backstabber.

By Ishkur Cinderhat.

Hobgoblin Wolf Rider.

By Ishkur Cinderhat.

Wolf Rider standard bearer. By Ishkur

Cinderhat.

Hobgoblin Wolf Riders. By Bassman.

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75

Ogres. By Spiky James.

Ogre. By bas_2312. Black Orcs. By Kendert.

Black Orcs. By Ubertechie.

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76

Mortal Engine. By Ishkur Cinderhat.

Mortal Engine with Death Rockets. By Bassman.

Mortal Engine. By Ghrask Dragh. Mortal Engine. By Tjub.

Chaos Dwarf crewman.

By Obsidian.

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77

Altar of Hashut. By Baggronor.

Bull Centaur Attendant.

Molten gold, into which unfortunate slaves are cast.

A terrifying effigy of the Father of Darkness Himself.

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78

Daemonic Engine with Death Rockets. By Blackgonzo.

Daemonic Engine with Ironclad and

Razor Claws. By GeOrc.

Daemonic Engine with Ironclad and

Eruption Cannon. By Warh.

Daemonsmith.

By Dino.

Daemonsmith.

By Warh.

Daemonic Engine with Daemonic

Barrage and Death Rockets. By Kris

Aubin.

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Daemonic Engine with Infernal Shells. By Ishkur Cinderhat.

Daemonic Engine with Daemonic Barrage and Doomfire. By Xander.

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80

This huge Daemonic Engine by

Ishkur Cinderhat is surely one of

Hothgar Daemonbane's insane

creations!

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81

CHAOS DWARFS ARMY LIST This army list enables you to turn your Chaos Dwarf

miniatures collection into an army ready for a tabletop

battle. As described in the Warhammer rulebook, the

army list is divided into four sections: Characters

(including Lords and Heroes), Core Units, Special Units

and Rare Units.

CHOOSING AN ARMY Every miniature in the Warhammer range has a points

cost that reflects how effective it is on the battlefield.

For example, a lowly Slave costs just 2 points, while

one of the mighty Sorcerer Lords who rules Zharr-

Naggrund costs 200 points!

Both players choose their armies to the same agreed

points total. You can spend less and will probably find

it impossible to use up every last point. Most 2,000

point armies, for example, will be more like 1,998 or

1,999 points.

To form your miniatures into an army, look up the

relevant army list entry for the first troop type. This tells

you the points cost to add each unit of models to your

army and any options or upgrades the unit may have.

Then select your next unit, calculate its points and so on

until you reach the agreed points total. In addition to the

points value, there are a few other rules that govern

which units you can include in your army, as detailed

under Choosing Characters and Choosing Troops.

ARMY LIST ENTRIES 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.

Unit size. Each troop entry specifies the minimum size

for each unit, which is the smallest number of models

needed to form that unit.

Weapons and Armour. Each entry lists the standard

weapons and armour for that troop type. The cost of

these items is included in the basic points value.

Additional or optional weapons and armour cost extra

and are covered in the Options section of the unit entry.

Special Rules. Many troops have special rules that are

described earlier in the section of this book entitled 'The

Dark Cohort'. The names of these rules are listed as a

handy reminder.

Options. Many entries list different weapon, armour

and equipment options, along with any additional points

cost for giving them to the unit. This includes magic

items and other upgrades for characters. It may also

include the option to upgrade a unit member to a

champion, standard bearer or musician.

CHOOSING CHARACTERS Characters are divided into two categories: Lords and

Heroes. The maximum number of characters you can

include is determined by the points cost of your army,

as described on page 134 of the Warhammer rulebook.

In general, you can spend up to 25% of the total points

cost of your army on Lords, and up to 25% on Heroes.

An army must always include at least one character to

act as the General. If you include more than one

character, then the one with the highest Leadership

value is the General. When one or more characters have

the same (and highest) Leadership, choose one to be the

General at the start of the battle. Make sure that your

opponent knows which character is your General when

you deploy your army.

Many Chaos Dwarfs characters can be equipped with

magic items from the Creations of the Cursed Forges.

These items range from powerful magic weapons, to

banners and other arcane items. Where characters have

this option, it is included in their list entry.

CHOOSING TROOPS The amount you can spend on each type of unit allowed

depends on the army's points value, and you must

include at least three units, as described in page 134 of

the Warhammer rulebook.

For Core units, there is a minimum amount you must

spend on units in this category (generally 25% of the

total points value). Slaves do not count towards this

minimum amount.

For Special and Rare units, there is maximum amount

of points you can spend (usually 50% and 25% of the

army's total points value respectively). You may also

only include a certain number of duplicate Special and

Rare units. This is explained on page 135 of the

Warhammer rulebook.

Like many characters, some Chaos Dwarfs units can be

equipped with magic items (usually banners). Where

units have this option, it is included in their entry.

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82

LORDS

LORD BHAAL 400 points

M WS BS S T W I A Ld

Bhaal 8 7 3 5 5 4 5 5 10

You may only include one Lord Bhaal in your army.

Page 57

.

Equipment:

Chaos armour

Dread Axe

Special Rules:

Blessing of Hashut

Devastating Charge

Flaming Attacks

Immune to

Psychology

6+ Scaly Skin

Terror

Fury of Hashut

GHORTH THE CRUEL 500 points

M WS BS S T W I A Ld

Ghorth 0 4 3 4 5 4 1 1 10

Black Throne 3 5 3 4 4 1 2 5 9

You may only include one Ghorth in your army.

Magic:

Ghorth is a level 4 Wizard. He may choose his spells

from the Lore of Fire, the Lore of Metal, the Lore of

Shadow or the Lore of Death.

Page 52

.

Equipment:

Mask of Zhargon

Daemonic Familiar

Book of Hashut

Special Rules:

Unyielding

Bondage of Hashut

Sorcerers' Curse

The Black Throne

ZHATAN THE BLACK 320 points

M WS BS S T W I A Ld

Zhatan 3 8 4 4 5 4 4 4 10

You may only include one Zhatan in your army.

Page 54

.

Equipment:

Chaos armour

Hammer of Zharr

Ring of Unmaking

Black Mantle

Special Rules:

Unyielding

Bondage of Hashut

Reckless Hate

ASTRAGOTH 445 points

M WS BS S T W I A Ld

Astragoth 3 4 3 5 5 3 3 2 10

You may only include one Astragoth in your army. If

Astragoth is taken, Acolytes of Hashut count as Core

units instead of Special units.

Magic:

Astragoth is a level 4 Wizard. He may choose his

spells from the Lore of Fire, the Lore of Metal, the

Lore of Shadow or the Lore of Death.

Page 55

.

Equipment:

Hammerhand

Rod of Obsidian

Rune of Hashut

Special Rules:

Bondage of Hashut

Swiftstride

Sorcerers' Curse

Steam Attack

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83

LORDS

Page 33

Options:

Magic items:

- Any up to a total of .........................100 points

Weapons (one choice only):

- Great weapon ......................................6 points

- Additional hand weapon .....................6 points

- Pistol .................................................10 points

- Brace of Pistols .................................20 points

May also take:

- Shield ..................................................3 points

Mount:

- Great Taurus .....................................50 points

.

CHAOS DWARF WARLORD 145 points

M WS BS S T W I A Ld

Warlord 3 7 4 4 5 3 4 4 10

CHAOS DWARF SORCERER LORD 200 points

M WS BS S T W I A Ld

Sorcerer Lord 0 4 3 4 5 3 1 1 10

Palanquin 3 5 3 4 4 1 2 4 9

Magic:

A Sorcerer Lord is a level 3 Wizard. He may choose his spells from

the Lore of Fire, the Lore of Metal, the Lore of Shadow or the Lore of

Death.

GREAT TAURUS

M WS BS S T W I A Ld

Taurus 8 4 0 5 5 2 3 2 8

Options:

Upgrade to:

- Winged Taurus ..................................50 points

May have any of the following Daemonic Upgrades up to a total value of 100 points:

* May only be taken if Colossal is also taken.

- Foul Excretion .........15 points

- Great Horns .............20 points

- Ironclad ....................10 points

- Obsidian Flesh .........15 points

- Colossal ................20 points

- Ferocious* ............20 points

- Fiendish Blast ......20 points

- Flaming Hide .......10 points

- Razor Claws ............25 points

- Smog .......................20 points

- Talisman of Hashut .30 points

- Thunderous Charge*25 points

- Whirling Blades ......15 points

Page 44

Special Rules:

Fear

Equipment:

Hand weapon

Special Rules

(Palanquin):

Magical Attacks

Iron Bound

Special Rules:

Unyielding

Bondage of Hashut

Sorcerers' Curse

Page 32

Options:

Upgrade to a:

- Level 4 Wizard ..................................35 points

Magic items:

- Any up to a total of .........................100 points

Mount (one choice only):

- Palanquin ..........................................50 points

- Great Taurus .....................................50 points

.

Note: A Palanquin is mounted on a 40 x 40 mm

base.

Equipment:

Hand weapon

Chaos armour

Special Rules:

Unyielding

Bondage of Hashut

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84

HEROES

VOLGAR THE MAD 180 points

M WS BS S T W I A Ld

Volgar 3 4 3 3 4 2 2 1 9

You may only include one Volgar in your army.

Magic:

Volgar is a Level 2 Wizard. He may choose his spells

from the Lore of Metal, the Lore of Death or have one

spell from each of those Lores.

Page 60

.

Equipment:

Hand weapon

Special Rules:

Unyielding

Sorcerers' Curse

Crystal Resonance

Living Conduit

GORDUZ BACKSTABBER 135 points

M WS BS S T W I A Ld

Gorduz 4 5 3 4 4 2 3 3 7

Giant Wolf 9 3 0 3 3 1 3 1 3

You may only include one Gorduz in your army. If

Gorduz is taken, Hobgoblin Wolf Riders count as

Core units instead of Special units.

Page 62

.

Equipment:

Hand weapon

Light armour

Shield

Black Bow

Wolf Pelt

Giant Wolf

Special Rules:

Disposable

Late as Usual!

Fast Cavalry

Poisoned Attacks

Git

Hobgoblin Chieftain

HOTHGAR DAEMONBANE 200 points

M WS BS S T W I A Ld

Hothgar 3 4 3 3 4 2 2 2 9

You may only include one Hothgar in your army. If

Hothgar is taken, Daemonic Engines with up to 50

points of Daemonic Upgrades count as Special units

instead of Rare units. One Daemonic Engine in your

army may have up to 150 points of Daemonic

Upgrades.

Page 58

.

Equipment:

Rod of Daemon

Binding

Soul Armour

Daemonic Slaves

Special Rules:

Unyielding

Sorcerer of the

Forge

CHAOS DWARF SORCERER 80 points

M WS BS S T W I A Ld

Sorcerer 3 4 3 3 4 2 2 1 9

Magic:

A Sorcerer is a level 1 Wizard. He may choose his

spells from the Lore of Fire or the Lore of Metal.

Page 32

Options:

Upgrade to a:

- Level 2 Wizard ..................................35 points

Magic items:

- Any up to a total of ...........................50 points

Mount:

- Lesser Taurus ....................................50 points

.

Equipment:

Hand weapon

Special Rules:

Unyielding

Sorcerers' Curse

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85

HEROES

BULL CENTAUR ELDER 180 points

M WS BS S T W I A Ld

Elder 8 6 3 5 5 3 4 4 9

CHAOS DWARF DESPOT 85 points

M WS BS S T W I A Ld

Despot 3 6 4 4 5 2 3 3 9

Page 33

Options:

Magic items:

- Any up to a total of ...........................50 points

Weapons (one choice only):

- Great weapon ......................................4 points

- Additional hand weapon .....................4 points

- Pistol ...................................................7 points

- Brace of Pistols .................................14 points

May also take:

- Shield ..................................................2 points

Mount:

- Lesser Taurus ....................................50 points

.

Equipment:

Hand weapon

Chaos armour

Special Rules:

Unyielding

Bondage of Hashut

BATTLE STANDARD BEARER

One Despot or Bull Centaur Elder may carry

the Battle Standard for +25 points. The bearer

may not be the Army General.

The Battle Standard Bearer can have any

magic banner (no points limit). A model

carrying a magic banner cannot have any other

magic items.

LESSER TAURUS

M WS BS S T W I A Ld

Taurus 8 4 0 5 5 2 3 2 8

Options:

May have any of the following Daemonic Upgrades up to a total value of 50 points:

- Fiendish Blast ....................20 points

- Flaming Hide .........................5 points

- Foul Excretion .....................15 points

- Ironclad ................................10 points

- Obsidian Flesh .................15 points

- Razor Claws .....................25 points

- Smog ................................20 points

- Whirling Blades ...............15 points

Page 44

Special Rules:

Fear

Page 45

Options:

Magic items:

- Any up to a total of ...........................50 points

Weapons (one choice only):

- Great weapon ....................................10 points

- Additional hand weapon .....................5 points

May also take:

- Shield ..................................................4 points

- Throwing axes .....................................4 points

Equipment:

Hand weapon

Chaos armour

Special Rules:

Blessing of Hashut

Flaming Attacks

Immune to

Psychology

Fear

6+ Scaly Skin

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86

CORE

Page 34

Options:

Upgrade one Warrior to an Ironguard .......10 points

Upgrade one Warrior to a musician ............5 points

Upgrade one Warrior to a standard bearer 10 points

- may have a magic standard worth up to .50 points

Additional equipment:

- Great weapons ...........................1 point per model

- Shields .......................................1 point per model

One Warrior unit in the army may include Ghuz

Slavetaker instead of an Ironguard ............45 points

CHAOS DWARF WARRIORS 10 points per model

M WS BS S T W I A Ld

Warrior 3 4 3 3 4 1 2 1 9

Ironguard 3 4 3 3 4 1 2 2 9

Unit size:

10+

Equipment:

Hand weapon

Chaos armour

Special Rules:

Unyielding

GHUZ SLAVETAKER

M WS BS S T W I A Ld

Ghuz 3 4 4 3 4 2 2 2 9

You may only include one Ghuz in your army. Ghuz

counts as a unit champion in all respects.

Page 60

.

Equipment:

Hand weapon

Chaos armour

Daemonscourge

Pistols

Special Rules:

Unyielding

Bloodthirsty Pirates

Slavetaker

Page 38

Options:

Upgrade one Slave to a Driver ..................10 points

Upgrade one Slave to a musician ................4 points

Upgrade one Slave to a standard bearer ......8 points

May have one of the following upgrades:

- Bows ........................................3 points per model

- Shields .......................................1 point per model

- Spears and shields ....................2 points per model

- Sneaky Gits ..............................4 points per model

SLAVES 2 points per model

M WS BS S T W I A Ld

Slave 4 2 2 3 3 1 2 1 5

Driver 4 3 3 3 3 1 2 2 6

Note that Slave Units do not count towards the minimum

Core choices of the army.

Unit size:

10+

Equipment:

Hand weapon

Special Rules:

Disposable

Page 35

Options:

Upgrade one Warrior to a Stormguard ........5 points

Upgrade one Warrior to a musician ............5 points

Upgrade one Warrior to a standard bearer 10 points

- may have a magic standard worth up to .50 points

Additional equipment:

- Shields .......................................1 point per model

CHAOS DWARF STORMCALLERS 13 points per model

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

Unit Size:

10+

Equipment:

Hand weapon

Blunderbuss

Chaos armour

Special Rules:

Unyielding

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SPECIAL

PETRIFIED SORCERER

M WS BS S T W I A Ld

Petrified

Sorcerer

3 - 0 - 4 6 2 4 9

Page 36

Options:

Upgrade one Immortal to a Baneguard .....12 points

- may have a magic item worth up to ........25 points

Upgrade one Immortal to a musician ..........6 points

Upgrade one Immortal to a

standard bearer ..........................................12 points

- may have a magic standard worth up to .50 points

One Immortal unit in the army may include a

Petrified Sorcerer ....................................100 points

One Immortal unit in the army may include

Rykarth the Unbreakable instead of a

Baneguard ...............................................120 points

IMMORTALS 16 points per model

M WS BS S T W I A Ld

Immortals 3 5 3 4 4 1 2 1 9

Baneguard 3 5 3 4 4 1 2 2 9

Unit size:

10+

Equipment:

Cursed Axe

Chaos armour

Shield

Special Rules:

Unyielding

Hatred

Stubborn

Indomitable Defence

Oathsworn

RYKARTH THE UNBREAKABLE

M WS BS S T W I A Ld

Rykarth 3 6 4 4 5 2 3 3 9

You may only include one Rykarth in your army.

Rykarth counts as a unit champion in all respects.

Page 59

.

Equipment:

Cursed Rune Axe

Chaos Armour

Special Rules:

Unyielding

Hatred

Unbreakable

Granite Guard

Page 37

Options:

Upgrade one Acolyte to an Adept .............10 points

Upgrade one Acolyte to a standard bearer 10 points

- may have a magic standard worth up to .50 points

One Acolytes of Hashut unit in the army may

include a Petrified Sorcerer .....................100 points

ACOLYTES OF HASHUT 13 points per model

M WS BS S T W I A Ld

Acolyte 3 4 3 3 4 1 2 1 9

Adept 3 4 3 3 4 1 2 2 9

Unit size:

10+

Equipment:

Ceremonial glaive

(counts as halberd)

Heavy armour

Special Rules:

Unyielding

Dirges of Hashut

Sorcerer Caste

A Petrified Sorcerer counts as part of its unit in all

respects. A Petrified Sorcerer is mounted on a

40 x 60 mm base.

Page 50

Special Rules:

Bondage of Hashut

Blessing of Hashut

4+ Scaly Skin

4+ ward save

Fell Icon

Fear

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88

SPECIAL

Page 39

Options:

Upgrade one Wolf Rider to a Khan ...........12 points

Upgrade one Wolf Rider to a musician .......6 points

Upgrade one Wolf Rider to a

standard bearer ..........................................12 points

Additional equipment:

- Spears ........................................1 point per model

- Bows ........................................3 points per model

- Shields (will no longer count as

Fast Cavalry) .............................1 point per model

HOBGOBLIN WOLF RIDERS 13 points per model

M WS BS S T W I A Ld

Hobgoblin 4 3 3 3 3 1 2 1 6

Khan 4 3 3 3 3 1 2 2 6

Giant Wolf 9 3 0 3 3 1 3 1 3

Unit size:

5+

Equipment:

Hand weapon

Light armour

Giant wolf

Special Rules:

Disposable

Fast Cavalry

Late as Usual!

Page 49

Options:

Upgrade one Ogre to an Ogre Berserker ...20 points

Upgrade one Ogre to a musician ...............10 points

Upgrade one Ogre to a standard bearer .....20 points

Additional equipment:

- Chaos armour ...........................5 points per model

- Additional hand weapons ........5 points per model

- Great weapons .......................10 points per model

OGRES 35 points per model

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

Unit size:

3+

Equipment:

Hand weapon

Heavy armour

Special Rules:

Disposable

Fear

Page 48

Options:

Upgrade one Black Orc to a Boss .............20 points

Upgrade one Black Orc to a musician .........6 points

Upgrade one Black Orc to a

standard bearer ..........................................12 points

Additional equipment:

- Shields .......................................1 point per model

BLACK ORCS 13 points per model

M WS BS S T W I A Ld

Black Orc 4 4 3 4 4 1 2 1 8

Boss 4 5 3 4 4 1 2 2 8

Unit size:

5+

Equipment:

Heavy armour

Special Rules:

Disposable

Fool Me Once

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89

SPECIAL

Page 46

Options:

Upgrade the crew to Chaos Dwarfs ..........10 points

Upgrade to Artillery ..................................35 points

Artillery may take one of the following Daemonic

Upgrades:

- Daemonic Barrage ..................................25 points

- Death Rockets .........................................10 points

- Diabolic Sentience ..................................25 points

- Eruption Cannon .......................................5 points

- Infernal Shells .........................................30 points

MORTAL ENGINE 25 points

M WS BS S T W I A Ld

Mortal Engine - - - - 7 2 - - -

Slave 4 2 2 3 3 - 2 1 5

Chaos Dwarf 3 4 3 3 4 - 2 1 9

Unit size:

1 Mortal Engine and 2

Slave crew

Equipment (Slaves):

Hand weapon

Equipment (Chaos

Dwarfs):

Hand weapon

Heavy armour

Special Rules:

Mortal Engine

RARE Page 40

Options:

Upgrade one Chaos Dwarf to a

Daemonsmith ............................................60 points

May take any of the following Daemonic

Upgrades, up to a total value of 100 points:

- Colossal ...................................................20 points

- Daemonic Barrage ..................................25 points

- Death Rockets* .......................................10 points

- Diabolic Sentience ..................................25 points

- Doomfire* ...............................................30 points

- Eruption Cannon* .....................................5 points

- Ferocious .................................................20 points

- Fiendish Blast .........................................20 points

- Flaming Hide ..........................................10 points

- Foul Excretion .........................................15 points

- Great Horns .............................................20 points

- Grinder† ..................................................30 points

- Hellbore† ................................................50 points

- Infernal Shells* .......................................30 points

- Ironclad ...................................................10 points

- Obsidian Flesh ........................................15 points

- Razor Claws ............................................25 points

- Scourge of the Skies† .............................30 points

- Smog .......................................................30 points

- Talisman of Hashut .................................30 points

- Thunderous Charge .................................25 points

- Warbarge† ...............................................15 points

- Warpfire ..................................................20 points

- Whirling Blades ......................................10 points

*May choose one only.

†May choose one only.

DAEMONIC ENGINE 105 points

M WS BS S T W I A Ld

Engine 6 4 3 5 6 3 1 3 5

Chaos Dwarf 3 4 3 3 4 1 2 1 9

Daemonsmith 3 4 3 3 4 1 2 2 9

Unit size:

3 Chaos Dwarfs and 1

Daemonic Engine

Equipment (Chaos

Dwarfs):

Hand weapon

Heavy armour

Special Rules:

Fear

Unbreakable

Monster and

Handlers

Daemonic Engine

Rampage

Daemonsmith

Bound Daemon

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90

RARE

ALTAR OF HASHUT 170 points per model

M WS BS S T W I A Ld

Altar of Hashut - - - - 7 9 - - -

Lesser Sorcerer 3 4 3 3 4 - 2 2 10

Slave 4 2 2 3 3 - 2 0 10

Equipment:

Hand weapon

CHAOS DWARF HELMETS

Chaos Dwarfs are notorious for their unusual

headgear; namely their large and elaborate

helmets that in some extreme cases actually

double the height of the Dwarf wearing them.

These strange items of apparel have earned Chaos

Dwarfs the derisive nickname 'big hats' amongst

their enemies. The history of the infamous helmets

is convoluted but, to the ritual-obsessed Chaos

dwarfs, quite logical. At the beginning of the

Second Kingdom period, the Warriors had already

established themselves as a distinct population,

even before the Caste system was formalised, and

they were noticeably larger, stronger and fiercer

in appearance than their fellows. The Sorcerers,

wishing to make their newfound dominance clear,

donned tall helmets in order to disguise their

diminutive stature beside their followers.

The helmets soon took on a life of their own,

growing in size and becoming more decorative to

denote a Sorcerer's allegiance or speciality. In

time they became fashionable throughout Chaos

Dwarf society until Zhargon made their wearing

compulsory. After the end of the Second

Kingdom, the helmets fell out of favour, but

some traditionalist Dawi'Zharr still wear them,

particularly those who come from Zharr-

Naggrund itself. The wearing of a tall helmet in

battle is largely down to the personal taste of

the warband's commander – some Sorcerer

Lords insist on it, while more practical

Warlords eschew them entirely because they

are cumbersome in combat. The Immortals in

particular almost never wear them, save as part

of their dress uniform in the Tower of Zharr.

Page 51

Special Rules:

Unbreakable

3+ armour save

4+ ward save

Sacrificial Altar

Summoned Daemons

Unit size:

1 Altar of Hashut and

crew consisting of a

Lesser Sorcerer and 8

Slaves.

Page 45

Options:

Upgrade one Bull Centaur to a Guardian ..20 points

- may have 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 ..........................................20 points

- may have a magic standard worth up to .50 points

Must have one of the following:

- Great weapons .........................5 points per model

- Additional hand weapons ........5 points per model

Additional equipment:

- Throwing axes .........................2 points per model

BULL CENTAURS 40 points per model

M WS BS S T W I A Ld

Bull Centaur 8 5 3 4 4 2 3 2 9

Guardian 8 5 3 4 4 2 3 3 9

Unit size:

3+

Equipment:

Hand weapon

Shield

Chaos armour

Special Rules:

Blessing of Hashut

Flaming Attacks

Immune to

Psychology

Fear

6+ Scaly Skin

Page 93: Chaos Dwarf Army Book 8th

91

No Household has had such notoriety in recent history as that of Krunngar Blackhand, a dangerous Sorcerer Lord known for his unusual physical vitality and skill with binding Daemons. The Sorcerers of House Blackhand had long preferred to enslave Daemons captured in battle rather than summoned into their hell-forges, believing that such creatures, already given the taste of blood, prove more vicious and powerful. House Blackhand had enjoyed a long and fruitful relationship with Hothgar Daemonbane, and provided many of the Daemons bound into the engines that he constructed and eventually sold to Archaon the Everchosen. It is even rumoured that Krunngar was part of the delegation with Rykarth that brokered the original deal with the Lord of the End Times. When Archaon marched to war, Krunngar went so far as to provide him with Chaos Dwarf troops and, in what some in Zharr-Naggrund considered a fit of sudden madness, joined them too. He was never heard from again. However, his sons succeeded him and, though House Blackhand was now without a Sorcerer Lord to lead it, they had other resources.

House Blackhand's lust for fresh Daemons to enslave had for generations led to them contributing their Warriors to the so-called Embersworn Clans. These elite Chaos Dwarf Warriors specialise in hunting Daemons, travelling many hundreds of leagues in search of powerful entities to bind in obsidian cages and bring back to Zharr-Naggrund for the Daemonsmiths to use in their dark experiments. Many members of the Embersworn go on to serve in the Onyx Guard, Immortals trained and equipped to destroy Daemons. The two sons of Blackhand, Kromlek and Marrog, are both captains of the Embersworn, and it is rumoured that Marrog may possess the spark required to one day become a Sorcerer, and that Hothgar Daemonbane has taken a special interest in the son of his old ally. The two brothers are currently somewhere at large in the Dark Lands at the head of a band of Embersworn, allegedly in the service of Ghorth the Cruel, but doubtless with some aim of their own in mind. Marrog Blackhand is known to harbour the ambition of a true Sorcerer, and seeks to restore House Blackhand to its former glory with the aid of his Daemon hunters.

HOUSE BLACKHAND AND THE EMBERSWORN

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92

CREATIONS OF THE CURSED FORGES

On the following pages are magic items available to

Chaos Dwarfs armies. Chaos Dwarfs may also choose

items from the common magic items described in the

Reference section of the Warhammer rulebook, using

the points costs listed there.

MAGIC WEAPONS

DARK MACE OF DEATH .........................100 points

This ancient weapon contains the bound essence of a

mighty Daemon Prince. When released, the beast will

lash out at anything it can before returning to the

Realm of Chaos forever.

One use only. Instead of attacking as normal, the bearer

may make a special attack. Every model in base contact

(except the bearer's mount) will immediately suffer D3

wounds with no armour saves allowed.

WHIRLWIND ................................................50 points

The Whirlwind is a kind of wheeled, mechanical battle

harness pushed by a Bull Centaur. It is festooned with

blades, hooks and chains which lash out at the pilot's

enemies.

May only be used by a Bull Centaur. The bearer has an

additional D3 Attacks.

BLACK HAMMER OF HASHUT ...............45 points

The Black Hammer of Hashut is one of the mightiest

artefacts of the Chaos Dwarfs, a weapon blessed by the

Father of Darkness Himself. It burns with horrific

intensity, reducing enemies to little more than a pile of

ashes.

Flaming attacks. +2 Strength. Any model with the

Flammable rule that takes an unsaved wound from the

Black Hammer of Hashut is killed automatically.

BLOOD GORGER ........................................45 points

This huge axe contains the bound essence of a

Bloodletter of Khorne. It hungers for the blood of living

beings and if it tastes flesh it will drink deep and drain

its victim of life.

Great weapon. Multiple wounds (D3).

DAEMON BLADE ........................................40 points

The fearsome Daemon Blade contains the bound

essence of a foul daemonic beast. As a creature of pure

Chaos, it thirsts after magic, absorbing the protective

wards that its victims use to defend themselves.

Attacks from a Daemon Blade ignore ward saves.

SCOURGE OF GORGOTH .........................25 points

This flaming whip can bring any foe to their knees,

writhing in agony as the bearer cackles madly over

them, taunting them with the fate that awaits them in the

nightmarish mines of Gorgoth.

Flaming Attacks. The Scourge of Gorgoth always

wounds on a 4+.

TENDERISER ...............................................25 points

This arcane engine resembles a wheeled harness that is

driven forward by a Bull Centaur pilot. Mounted on the

front is an array of hammers and spikes that crash into

enemies, pulverising them.

May only be used by a Bull Centaur. The bearer gains

Impact Hits (D3).

HELLFIRE PISTOL .....................................25 points

This pistol is a minor but dangerous weapon, bearing

the spirit of a Tzeentch fire Daemon that spits out

hellish fury in place of bullets.

Counts as a pistol with Strength 5 and Multiple Shots

(2). The bearer also gains Flaming Attacks.

MINDFLAYER ..............................................25 points

This monstrous device is an arcane machine of great

power. When used, it generates forks of sorcerous warp

lightning that inflict excruciating pain on its victim. The

Mindflayer is used by high-ranking Chaos Dwarfs to

torture prisoners and it takes an iron will to resist its

agonising power.

The Mindflayer may be used instead of making normal

attacks against any model in base contact. The target

must make a Leadership test or immediately suffer one

wound with no armour saves possible (ward saves may

be taken as usual).

BLUNDERPUSS ............................................15 points

The Chaos Dwarfs have experimented with binding

Daemons into blunderbusses, resulting in this

disgusting weapon which uses an enslaved Nurgle

Daemon to project a jet of repulsive filth over the

bearer's enemies.

Counts as a blunderbuss with Poisoned Attacks. Panic

tests taken as a result of Heavy Casualties in the same

phase in which a unit suffered a wound from the

Blunderpuss are taken with a -1 Ld penalty.

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93

MAGIC ARMOUR

OBSIDIAN SHIELD ......................................70 points

This shield is carved from a block of solid obsidian and

can shatter the enchantments that bind together magical

weapons.

Shield. Whenever the bearer successfully saves against

a hit caused by a magical weapon in close combat, the

weapon is destroyed and may not be used for the rest of

the game.

DAEMON PLATE .........................................50 points

This suit of arcane armour bears the bound spirit of a

mighty Daemon. As such, it protects against magical

spells and radiates an aura of dread that unnerves the

wearer's foes. However, the Daemon resents its

enslavement and rages against its master – it will

betray him if it gets the chance.

Chaos armour. The wearer gains Magic Resistance (2)

and causes Fear. If the wearer rolls a 1 when saving, the

number of wounds he suffers from the attack are

doubled.

ARMOUR OF THE FURNACE ..................35 points

The Armour of the Furnace is tempered with the fiery

breath of Tauruses stabled beneath the Temple of

Hashut and can resist any conflagration.

Chaos armour. The wearer gains a 5+ ward save and the

Blessing of Hashut special rule.

HELM OF ZHARRDUK ..............................35 points

This tall, ornate helm is styled in the manner of the

leaders of Zharr-Naggrund and bears enchantments

that enhance the wearer's natural authority as a

member of the ruling Castes.

The Helm of Zharrduk grants a 6+ armour save that

may be combined with other armour. In addition, the

wearer and any unit he is with may re-roll failed

Leadership tests.

ARMOUR OF GAZRAKH ...........................30 points

The nigh-impenetrable armour once worn by Lord

Gazrakh; Ravager of the Ogres, is crafted of meteoric

iron, forged in the heart of a volcano and proof against

even the strongest weapons.

The Armour of Gazrakh grants the wearer a 1+ armour

save that cannot be improved.

OGRE MAIL ..................................................25 points

This suit of scale mail has been drenched in the blood of

slave Ogres and bears the essence of their great

strength.

Chaos armour. The wearer gains +D3 Strength on a turn

in which he charges.

BLACK PLATE .............................................20 points

This suit of black armour is forged using the souls of

sacrificed slaves and exudes an aura of dread and fear.

Chaos armour. Any unit charged by the wearer must

pass a Panic test or choose Flee! as their charge

reaction, exactly as if charged by a model with the

Terror special rule.

SKULL HELM ...............................................10 points

The Skull Helm is a grotesque face-mask created by

Daemonsmiths, and is imbued with their sorcerous

power to cow even the mightiest foe. All who look upon

the Skull Helm are confronted with pits of black fire

staring into their souls, breaking their will and

shattering their resolve.

The Skull Helm grants a 6+ armour save that may be

combined with other armour. In addition, any enemy

model in base contact with the bearer suffers –1 WS.

TALISMANS

TALISMAN OF OBSIDIAN .......................100 points

This highly potent amulet crafted in ancient times by an

insane Sorcerer Lord contains strong anti-magic

properties, protecting its wearer from all enemy magic,

but also preventing him from casting spells of his own.

The wearer of the Talisman of Obsidian cannot be

affected by any spells at all, even friendly ones. The

wearer and any Wizard in base contact with him may

not cast any spells (even bound spells).

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94

AMULET OF AZGORH ...............................50 points

This glowing red amulet surrounds its wearer in an

aura of magical flame, repelling enemy attacks and also

causing them to blaze with infernal energy.

This amulet grants a 4+ ward save and Flaming Attacks.

GEM OF BARUKH .......................................25 points

This blood-red gem is mounted on a chain of blackened

Gromril and bears the power of many blasphemous

runes etched upon it by Barukh, a Bull Centaur

Guardian who led the slaughter of Peak Pass several

centuries ago. The Gem is said to bear the stolen runic

devices of the Dwarf Lord Borri who died during the

battle.

The bearer has Magic Resistance (2) but all models in a

Dwarf army will Hate him.

DAEMON STONE ...........................................5 points

This magical gem contains the bound essence of a

Daemon. It imbues the wearer with some measure of the

Daemon's power, protecting it against mundane

attacks. However, the wearer must have the will to

control the Daemon or it will betray him.

The bearer has a 6+ ward save. However, he must pass

a Leadership test at the beginning of the game before

deployment or start with his Wounds already reduced

by -1. Models with one Wound are slain outright.

ENCHANTED ITEMS

DAEMONIC SCEPTRE ...............................50 points

This black sceptre looks like a rectangular slash in the

very fabric of the universe. Many dark entities are

bound to the sceptre by the enchantments of the

Sorcerers of Hashut. They rage at their imprisonment

but may be released, surging across the battlefield and

clawing madly at anything in their path.

Bound Spell, power level 5. Direct damage. Trace a 24”

line from the bearer in any direction. The first unit in

the line's path suffers 2D6 Strength 4 hits and must

immediately take a Panic test.

IDOL OF HASHUT .......................................50 points

This unholy idol pulses with barely suppressed power.

On the command of its bearer, it unleashes the fury of

the Father of Darkness, enveloping its victims in black

fire.

Bound Spell, power level 4. This direct damage spell

may be targeted on a single enemy unit with 12” or, if

the bearer is in close combat, it must be used against the

unit he is fighting. Every model in the unit suffers a

Strength 3 Flaming hit.

ZIGGURAT FOUNDATION STONE .........50 points

This block of obsidian is bound with the same

enchantments used to raise the tower of Zharr-

Naggrund in ages past. When planted in the earth, a

mighty ziggurat will burst from the ground.

After deployment zones have been agreed, but before

the armies have been deployed, place a ziggurat in your

deployment zone. The ziggurat counts as a hill, but any

unit positioned on it benefits from Magic Resistance

(1). Chaos Dwarf units on the ziggurat also have the

Bondage of Hashut rule.

If you do not have a suitable ziggurat model to place,

you may not use the Ziggurat Foundation Stone.

ARK OF SOULS ............................................40 points

Since ancient times, the Chaos Dwarfs have used the

Ark of Souls, an ornate iron chest encrusted with

twisted runes of darkness, to destroy their enemies.

Opening it unleashes a swarm of unquiet spirits that

invade the minds of those attuned to the supernatural.

One use only. May be used in the Chaos Dwarf

shooting phase. When used, all enemy Wizards on the

battlefield and any units they are with must immediately

take a Panic test.

DAEMONIC PHYLACTERY ......................40 points

Within this sealed Gromril container is bound the

essence of a mighty Deamon, enslaved to the will of its

bearer. The tormented creature imbues its master with

much of its terrible power, but the price is high: the

bearer's very mortality is lost forever.

The bearer of the Daemonic Phylactery is Immune to

Psychology, has a 5+ ward save and causes Fear.

However, he may not join units and friendly models

may never use his Leadership.

PICKLED BLOODLETTER'S HEAD ........15 points

Legend has it that this unusual item was part of the

payment for the fabled Crimson Armour of Dargan. It

still radiates some of the fell power of the Blood God.

The bearer is subject to Hatred of all enemy models.

ARCANE ITEMS

TABLET OF LAWS ......................................60 points

The Tablet of Laws is an ancient record of the covenant

made between the first Chaos Dwarfs and Hashut

inscribed on a stone slab. The words of the Father of

Darkness imbue His Priests with a portion of His

awesome power.

The bearer of the Tablet of Laws and any friendly

Wizards using the same Lore within 12" add 1 to their

casting results.

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95

STAFF OF MAGMA .....................................25 points

This magical staff is carved from cooled lava and its

surface is studded with volcanic crystals. A Sorcerer

with sufficient skill may drive the staff into the ground

and transform himself or an ally into liquid magma that

seeps into the earth and coalesces elsewhere on the

battlefield.

Bound Spell, power level 3. The Staff of Magma may

cast Steed of Shadows as a bound spell.

SIMULACRUM OF HASHUT .....................25 points

This small stone carving of a bull is able to summon a

great spectre in the form of Hashut that blasts enemies

with His fiery rage.

If the Sorcerer has the spell Fireball its range is

increased by D6". In addition, he may cast (and attempt

to cast) the spell more than once per Magic phase.

DAEMONIC THRALL .................................15 points

The mightiest Sorcerers bind to them daemonic servants

who whisper dark secrets to them and augment their

power. Only the strongest Sorcerers have the will to

control such powerful and capricious entities.

The Daemonic Thrall adds one power dice to the power

pool at the start of the caster's own magic phase, but if

the caster miscasts he must subtract 1 from the dice roll

to determine the effect.

MAGIC BANNERS

BANNER OF HASHUT ..............................125 points

Forged in the red-lit depths of Zharr-Naggrund, the

Banner of Hashut induces dread in the enemy and

unshakable courage in the servants of the Father of

Darkness.

The model bearing the Banner of Hashut causes Terror.

All friendly units within 6" of the banner become

Stubborn.

BANNER OF OBEISANCE .........................50 points

This banner is sewn together from the hides of tortured

slaves and bound with enchantments that whisper of the

fate of those who disobey their Chaos Dwarf masters.

Any friendly units with the Disposable rule with 12" of

the Banner of Obeisance may re-roll any failed Fear,

Terror and Panic tests.

BANNER OF ZHARR ...................................35 points

This mighty banner is the standard of the invincible

Immortals and is stained in the blood of all those they

have slain throughout the centuries.

Immortals unit only. All enemy units within 6" of the

Banner of Zharr suffer a –1 Leadership penalty.

BANNER OF THE TEMPLE .......................20 points

This banner is consecrated in the furnaces of the

Temple of Hashut, inscribed with the runes of the

sacred Dirges that enhance the dark sorceries of the

Father of Darkness.

Acolytes of Hashut unit only. A Chaos Dwarf Wizard in

a unit of Acolytes carrying this banner increases the

range of any magic missiles he casts by 6”.

CURSED STANDARD ..................................20 points

The Cursed Banner is afflicted with the same vile

energies that bring about the Sorcerers' Curse. As an

enemy charges, evil enchantments surround them and

cause their limbs to become as heavy as stone.

As long as a unit with the Cursed Banner did not move

in their previous turn, any enemy unit that charges them

has the Always Strikes Last rule.

EMBERSWORN BANNER ..........................20 points

The bound spirits of Daemons are woven into the very

fabric of this standard, and the power of these fearsome

entities suffuses the attacks of the dreaded Daemon

hunters who march beneath it.

All attacks (including ranged ones) made by a unit with

the Embersworn Banner count as magical and Flaming.

In addition, any Daemon unit that the unit destroys

completely in close combat or runs down in a pursuit is

worth double victory points.

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96

REFERENCE

CHARACTERS M WS BS S T W I A Ld Page SPECIAL M WS BS S T W I A Ld Page Astragoth 3 4 3 5 5 3 3 2 10 56 Acolyte of Hashut 3 4 3 3 4 1 2 1 9 37

Bull Centaur Elder 8 6 3 5 5 3 4 4 9 45 - Adept 3 4 3 3 4 1 2 2 9

Despot 3 6 4 4 5 2 3 3 9 33 Black Orc 4 4 3 4 4 1 2 1 8 48

Ghorth the Cruel 0 4 3 4 5 4 1 1 10 52 - Boss 4 5 3 4 4 1 2 2 8

- Black Throne 3 5 3 4 4 1 2 5 9 Wolf Rider 4 3 3 3 3 1 2 1 6 39

Gorduz Backstabber 4 5 3 4 4 2 3 3 7 62 - Khan 4 3 3 3 3 1 2 2 6

- Giant Wolf 9 3 0 3 3 1 3 1 3 - Giant Wolf 9 3 0 3 3 1 3 1 3

Hothgar Daemonbane 3 4 3 3 4 2 2 2 9 58 Immortal 3 5 3 4 4 1 2 1 9 36

Lord Bhaal 8 7 3 5 5 4 5 5 10 57 - Banguard 3 5 3 4 4 1 2 2 9

Sorcerer 3 4 3 3 4 2 2 1 9 32 - Rykarth 3 6 4 4 5 2 3 3 9 59

Volgar the Mad 3 4 3 3 4 2 2 1 9 60 Mortal Engine - - - - 7 2 - - - 46

Warlord 3 7 4 4 5 3 4 4 10 33 - Slave 3 2 2 3 3 - 2 1 5

- Chaos Dwarf 3 4 3 3 4 - 2 1 9 CORE M WS BS S T W I A Ld Page Ogre 6 3 2 4 4 3 2 3 7 49

Slave 4 2 2 3 3 1 2 1 5 38 - Ogre Berserker 6 3 2 4 4 3 2 4 7

- Driver 4 3 3 3 3 1 2 2 6 Petrified Sorcerer 3 - 0 - 4 6 2 4 9 50

Stormcaller 3 4 3 3 4 1 2 1 9 35 - Stormguard 3 4 4 3 4 1 2 1 9 RARE M WS BS S T W I A Ld Page Warrior 3 4 3 3 4 1 2 1 9 34 Altar of Hashut - - - - 7 9 - - - 51

- Ironguard 3 4 3 3 4 1 2 2 9 - Lesser Sorcerer 3 4 3 3 4 - 2 2 10

- Ghuz Slavetaker 3 4 4 3 4 1 2 2 9 61 - Slave 4 2 2 3 3 - 2 0 5

Bull Centaur 8 5 3 4 4 2 3 2 9 45

- Guardian 8 5 3 4 4 2 3 3 9

Dmnc. Engine 6 4 3 5 6 3 1 3 5 40

- Chaos Dwarf 3 4 3 3 4 1 2 1 9

- Daemonsmith 3 4 3 3 4 1 2 2 9

Art: Baggronor, Forgefire, Grupax, Thomas Hunt, Ishkur Cinderhat, Igorvert, Marcus Leitdorf , M3lvin, Skink.

Book Design: Thomas Hunt, based on original work by the Games Workshop Design Studio. Figure Painters: AngryBoy2K, Arekarkadiusz, Kris Aubin, Baggronor,

bas_2312, Bassman, Adam Benesz, Blackgonzo, Dino, Exquisite Evil, GeOrc, Ghrask Dragh, Ghost, Grimstonefire, Hammerhand, Thomas Hunt, Ishkur Cinderhat,

Kendert, M3lvin, Malcolm Neill, Obsidian, Slim, Snotling, Spiky James, Tjub, Ubertechie, Vexxus, Warh, Xander. Previous Editions of Chaos Dwarfs By: Allesio

Cavatore, Ricky Priestly, Jake Thornton, Grant Williams. Special Thanks to: aka_mythos, Baggronor, Grimstonefire, Hashut's Blessing, klemanius, Servius, Slev,

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

Games Workshop, the Games Workshop and Warhammer logos, Chaos Dwarfs and all associated imagery and background thereof are ®, ™ and/or © Games

Workshop Ltd 2000-2010, variably registered in the UK and other countries in the world. All rights reserved. 'Volgar' is © Dwarf Tales. This is an original non-profit

work intended for entertainment purposes only. No challenge is intended to the trademarks of Games Workshop Ltd, Dwarf Tales, Chaos Dwarfs Online or any other

company or organisation. While every attempt has been made to secure permission for the use of artwork and any other original work not credited to the author, there

are some instances where this has not been possible. Please contact the author through the appropriate channels to register an objection to the inclusion of any credited

or non-credited work, and every attempt will be made to either amend or remove the offending piece. The author is not responsible for the distribution of this document

or for earlier versions of it that may contain copyrighted or other removed materials. Thomas Hunt identifies himself as the sole author of this work, with all rights and

responsibilities thereof. Please do not attempt to sell or copy this document in whole or in part for anything except personal use without seeking permission. When

distributing this document, please leave it intact as far as is practically possible.

Thank you for reading. I hope you enjoy this book and that it inspires you to not only collect and play with your Chaos Dwarfs, but also try your hand at creating

content of your own. The Chaos Dwarf community is one of the most creative and friendly gaming communities in the hobby and each and every member of that

community has contributed in ways small and large to the creation of this book. I would strongly encourage players of Chaos Dwarfs to seek out this online fanbase and

make use of the resources it offers.

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

DAEMONIC UPGRADES SUMMARY Colossal: +2 Wounds, Large Target, Terror, troop type becomes Monster.

Daemonic Barrage: Stone thrower hits may re-roll failed rolls to wound.

Death Rockets: Stone thrower shots scatter 4D6" if a hit & misfire is rolled.

Diabolic Sentience: Can re-roll scatter dice.

Doomfire: Stone thrower shots are Strength 5(10).

Eruption Cannon: Shoots as fire thrower instead of stone thrower.

Ferocious: -1 Leadership. Daemonic Engine Rampages 3D6". Taurus always

counts as rolling 'Raaargh!' on Monster Reaction Table.

Fiendish Blast: Strength 3 Breath Weapon.

Flaming Hide: Flaming Attacks and Blessing of Hashut.

Foul Excretion: Poisoned Attacks.

Great Horns: +1 Strength.

Grinder: Strider.

Hellbore: Special deployment rules.

Infernal Shells: Stone thrower shots gain movement disruption effect.

Ironclad: 4+ armour save, or +3 armour save for Taurus without Colossal.

Obsidian Flesh: Magic Resistance (1).

Razor Claws: Killing Blow.

Scourge of the Skies: Hover; scatters and causes damage when destroyed.

Smog: Enemies have -1 to hit with missiles and -1 WS when in close combat.

Talisman of Hashut: 5+ ward save.

Thunderous Charge: Impact Hits (D6).

Warbarge: Sea Creature.

Warpfire: Units hit by stone thrower attack take Panic test with -1 penalty.

Whirling Blades: Random Attacks (D6).

Page 99: Chaos Dwarf Army Book 8th

97

A Sorcerer Lord riding a fearsome Great Taurus descends on a vulnerable Chaos Warshrine as Hobgbolin Wolf

Riders race to join in the fight now they think their side will win.

A horde of Stormcallers demonstrates the benefits of massed fire as they prepare to make short work of Wood Elf

Dryads in their forest homeland.

Page 100: Chaos Dwarf Army Book 8th

98

“The Empire of Men has trembled at the sound of our voice – at the

bull-roar of mighty Hashut – and so they will again. It has taken

decades, but at last I have almost total control over Zharr-Naggrund.

A thousand thousand warriors swear fealty to me and me alone. The

time of our coming approaches.”

- Ghorth the Cruel, Supreme Lord of the Conclave

In the polluted wastes of the Dark Lands, amidst smog-

belching chimneys and rivers of glowing lava, the twisted

and evil Chaos Dwarfs brood in their citadels of black

obsidian. They are masters of industry and artifice,

creating vast and destructive Daemonic Engines while

legions of heavily armoured warriors march into battle

beneath fell banners. They seek one thing and one thing

only: slaves for their soul-forges, and they will stop at

nothing to take what they believe is their due.

Warhammer Armies: Chaos Dwarfs is one of a series of

supplements for Warhammer. Each book in the series

describes an army, its history and its heroes.

Inside you will find:

THE CHAOS DWARFS

A comprehensive section that describes the

monstrous industry of the Chaos Dwarfs, the ruined

wastes of the Dark Lands and the twisted society that

motivates the Chaos Dwarfs to their acts of callous

indifference and hatred.

THE DARK COHORT

Descriptions of the many warriors and war machines

that make up the evil legions of the Chaos Dwarfs.

Here you'll find the mighty characters, disciplined

regiments and monstrous arcane engines that owe

fealty to the Sorcerer Lords of Zharr-Naggrund.

MASSING THE COHORT

A comprehensive guide to the Chaos Dwarfs

miniatures available to the collector, as well as colour

schemes and banner icons for those looking to field

an army of Chaos Dwarfs on the tabletop battlefield.

CHAOS DWARFS ARMY LIST

The Chaos Dwarfs army list allows you to organise

your collection of miniatures into a Chaos Dwarfs

army ready for battle.

A WARHAMMER ARMIES

SUPPLEMENT FOR

THE GAME OF

FANTASY BATTLES

You will need a copy of

Warhammer to use the

contents of this book.

6 5316266 443210 >

www.chaos-dwarfs.com Look out for these other books in the

Warhammer Armies series:

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Grand Cathay

Fishmen

Chaos Gnomes

Vampire Pirates

Snowmen

Rabbit Folk

Morrsliebites

Catgirls

Spider Babies

♥ Care Bears

♀ Amaxons

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