Necromunda White Dwarves
Necromunda White Dwarves
Necromunda White Dwarves
Choice of warriors
A Chaos Dwarf warband must include a minimum of
three models. You have 500 gold crowns which you
can use to recruit and equip your warband. The
maximum number of warriors in the warband is 15.
Sorcerer: Each Chaos Dwarf warband must have one
Sorcerer no more, no less!
Bull Centaur: Your warband may include one Bull
Centaur.
Starting experience
A Sorceror starts with 20 Experience.
A Bull Centaur starts with 10 Experience.
Gaolers start with 8 Experience.
Henchmen start with 0 Experience.
Special rules
Characteristic increase
Profile
M WS BS
Ld
Chaos Dwarf
10
Profile
M WS BS
Ld
Bull Centaur
10
Sorcerer
Bull Centaur
Gaolers
Shooting
Academic
Strength
Speed
Special
Miscellaneous Equipment
Engine of Chaos.............................................125 gc
extra tough
A Chaos Dwarf with this skill is notorious for walking
away from wounds that would kill a lesser warrior.
When rolling on the Heroes Serious Injury chart for
this Hero after a game in which he has been taken out
of action, the dice may be re-rolled once. The result
of this second dice roll must be accepted, even if it is a
worse result.
chaos engineer
The Hero has great technical skill and can use this to
craft wicked armours and weapons. Whenever a Hero
with this skill searches for Chaos armour (including
Mechanical Suits) or Obsidian Weapons, he gets +3
on the roll. This represents the Engineers ability to
craft these items himself. The Hero ignores the Rarity
and Gift of Chaos special rules and may never wear
the Chaos Armours.
thick skull
The Hero has a thick skull, even for a Chaos Dwarf.
He has a 3+ save on a D6 to avoid being stunned. If
the save is made, treat a stunned result as knocked
down instead. If the Chaos Dwarf also wears a helmet,
this save is 2+ instead of 3+ (this takes the place of
the normal Helmet special rule).
resource hunter
This Chaos Dwarf is especially good at locating
valuable resources. When rolling on the Exploration
chart at the end of a game, the hero may modify one
dice roll by +1/-1.
tyrant
This skill is for the Chaos Dwarf leader only. This
Priest of Hashut is renowned for his tyranny. His word
is absolute so his own warband fears his cruelty more
then the enemy. When making a Rout test, and if led
by a leader with this skill, the leader may inspire his
warband to stick around. This skill allows the leader to
re-roll any failed Rout test, as long as the leader is not
knocked down or stunned. If re-rolled, the new result
will apply even if the new result is worse. If the leader
is taken out of action the warband must make an
immediate Rout test.
true grit
Chaos Dwarfs are hardy individuals and this Hero is
resolute, even for a Chaos Dwarf! When rolling on the
Injury table for this Hero, a roll of 1-3 is treated as
knocked down, 4-5 as stunned, and 6 as out of action.
man-catcher
25 gold crowns
Availability: Rare 10, Chaos Dwarfs only
Semi-circular prongs mounted on pole-arms are
popular among the Gaolers of Zharr-Naggrund. This
non-lethal spring loaded device can ensnare the most
violent of prisoners.
Range: Close Combat; Strength: As user;
Special Rules: Capture, Two-handed
SPECIAL RULES
Capture: A model taken out of action by a Mancatcher becomes captured. Do not roll for Serious
Injuries. The catch is locked up in the Engine of Chaos
instead. If the warband does not include an Engine of
Chaos, roll for Serious Injuries as normal. Large
models, such as Ogres, Trolls and Minotaurs, cannot
be captured this way, and neither can animals.
mechanical suit
225 gold crowns
Availability: Rare 14, Chaos Dwarfs only
The Curse of Stone comes to all Chaos Dwarf
Sorcerers, gradually transforming them to rock from
the feet up. Engineers have crafted machines which
can transport their Priests as they begin to pay the
price for working dark rituals.
SPECIAL RULES
Chaos Armour: A Mechanical suit counts as Chaos
armour and rules that would affect Chaos armour
affect the suit as well.
Suited and Booted: A Sorcerer equipped with a
Mechanical suit receives +3 to Movement.
engine of chaos
195 gold crowns
Availability: Rare 10, Chaos Dwarfs only
Gaolers lock up their victims in a twisted daemonic
machine crafted by the industrial insanity of Chaos
Engineers. The vehicle is a living prison on wheels.
Armoured engines transport captives to the Dark
Lands, to feed fuel to furnaces or to become sacrifices.
Profile
M WS BS
Ld
Engine
Wheel
Daemon
8
6
6
4
1
3
SPECIAL RULES
Wagon: The Engine of Chaos follows all rules for
Wagons (see Empire in Flames Supplement, p. 3033)
unless specified otherwise here.
Daemon: The Engine of Chaos is powered by the
binding of a daemon. All references to draft animals
Heroes
Profile
1 Sorcerer
85 gold crowns to hire
It is the Priests of Hashut who administrate insidious
edicts on behalf of the Chaos Dwarf race. This
includes orchestrating trade agreements with the
savage Northmen and Ogre tribes. From out of the
Dark Lands they frequently lead warbands to plunder
the Silk Road.
Profile
M WS BS
Ld
M WS BS
Ld
0-2 Gaolers
50 gold crowns to hire
Of all the Black Dwarfs it is the wicked Gaolers who
are the most infamous. The minds of these merciless
fiends are bent on inflicting pain and their repulsive
methods strike fear into the hearts of men. Gaolers
delight in the torture of their prisoners for whom
death never comes quick enough.
Profile
M WS BS
Ld
Henchmen
0-5 Chaos Dwarfs
Informers
15 gold crowns to hire
For those imprisoned in the foundries of ZharrNaggrund, the fires of industry burn night and day.
There is little reward for a spy, only deceitful promises
of freedom. Lies are enough to motivate these
treacherous informants into betraying their own kind
for small dispensations.
Profile
M WS BS
Ld
Profile
M WS BS
Ld
Weapons/Armour: Chaos
Dwarfs may be equipped
with weapons and armour
chosen from the
Chaos Dwarf
Equipment list.
Rituals of Hashut
This is dark sorcery of fire and ash used by wicked Sorcerers among the Chaos Dwarfs. They are
Priests and magicians who have carefully mastered the teachings of a daemonic god known as
the Father of Darkness.
D6 Result
0
Sacrificial Ritual
Difficulty 10
The Chaos Dwarf Sorcerer sacrifices the captives in a bloody ritual, thus carrying out his
assignments as a High Priest of Hashut.
The Chaos Dwarf Sorcerer must be in contact with an Engine of Chaos in order to successfully cast
this spell. As the ritual requires the sacrifice of a mortal, remove one captive model from the
Engine of Chaos and its starting warbands roster. The Sorcerer may sacrifice additional captives to
lower the spell's difficulty by 1 per sacrifice. These models must be sacrificed before rolling for
Difficulty. The Chaos Dwarf Sorcerer gains +D3 Experience.
Spirit of Hashut
Difficulty 9
The air around the Sorcerer thickens to form a billowing avatar of the great Bull-God. In defiance
this unholy likeness to the Father of Darkness rolls forward, trampling all before it.
The player draws a line 18 from the Sorcerer. All models crossed by the line, suffer one S4 hit.
Bellow of Doom
Difficulty 8
Crackling with arcane energy, the Sorcerer's features contort into the horned visage of the mighty
Hashut. Smoke and flame spills from his maw, as he lets loose a deafening sound that none may
escape.
All models engaged in base contact with the sorcerer must make an immediate Ld test or break
from combat and run.
Fumes of Azgorh
Difficulty 7
The Sorcerer's mouth glows. Clouds of black gas are slowly emitted until with an almighty belch,
a wave of corrosive smoke erupts from his gaping jaws.
The spell has a range of 8, hitting all models in its path on a D6 score of 4+. Any model hit suffers
a S4 hit, roll to wound as normal. No armour saves allowed.
Flickering Hide
Difficulty 10
With eldritch power the target begins to burn from within. His skin spits and sparks wherever a
blow is struck as if like molten iron.
The Sorcerer may cast this spell upon himself or any one model within 6. The flaming hide will
negate any one wound suffered on a D6 roll of 4+. In hand-to-hand combat, any model which hits
the flaming hide will suffer one S3 hit for each hit scored. The Flaming Hide lasts until the
beginning of the Sorcerers next shooting phase.
Lava Flow
Difficulty 7
The Sorcerer melts into molten magma, burning itself into the earth. The Sorcerer then reappears
after seeping unnaturally through the ground.
The Sorcerer may move 12 in any direction, even into combat, counting as a charge. However,
due to the nature of this spell the Sorcerer may only reappear on or below the ground.
Earthquake
Difficulty 9
Arms raised, the Sorcerer brings his staff crashing to the ground. The earth ripples outwards from
the blow, and splits asunder.
All models within 3 of the Sorcerer, friend or foe alike, must roll equal to or under their Initiative
or suffer D3 S4 hits.