Necromunda White Dwarves

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The Black Dwarfs

Few scholars know how


exactly these Dwarfs came
to be the evil and twisted
creatures of Chaos they are now.
A long and slow warping process
has changed them forever. Sundered
from others of their kind, trapped in
underground holds on the ash-choked Plain of
Zharr, darkness swept over them. From a worship
born out of desperation, the bull-shaped god Hashut
became their saviour and the Dwarfs of Karak Vlag
became a perverted mockery of their former selves.
Through infernal pacts with their mysterious daemon
deity this bitter race has endured and gained an
unnatural mastery of foul magic. They practice
bloodthirsty rites which involve throwing captives into
burning cauldrons of molten metal.

Hired Swords: A Chaos Dwarf warband may hire the


following Hired Swords: Ogre Bodyguard, Pit Fighter,
Warlock, Imperial Assassin, and Hobgoblin Scout.
They may hire any Hired Sword described as all may
hire, or allowed by Orc warbands and Chaos
warbands. They may never hire Elves of any sort!

The Black Dwarfs constantly trade armour, weapons


and machines forged out of precious metals with their
hammers and vile sorcery, for fresh supplies and
victims. Those condemned souls are brought back to
the Dark Lands. Deep beneath the the ziggurat shaped
obsidian tower they are sentenced to toil in the labour
pits of Mingol Zharr-Naggrund, the City of Fire and
Desolation.

Gaolers: Your warband may include up to two


Gaolers.

Fell Sorcerer Priests mastermind tactical raids


harvesting prisoners on the Silver Road to expand
their labour force. Scouting for rich mineral veins and
metal ores while scouring the land for wyrdstone
deposits, has led detachments of the Children of
Darkness to Mordheim.

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.

Chaos Dwarfs: Your warband may include up to five


Chaos Dwarfs.
Informers: Your warband may include any number of
Informers.

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

The following special rules apply to all warriors in the


warband excluding Informers:

Characteristics for warriors may not be increased


beyond the maximum limits shown on the following
profiles. Informers are a mixture of races, half-breeds,
and mutants. They use the maximum characteristics
for humans from the Mordheim rulebook.

Hard to Kill: Like their uncorrupted brethren, Chaos


Dwarfs are tough, resilient individuals who can only
be taken out of action on a roll of 6 instead of 5-6
when rolling on the Injury chart. Treat a roll of 1-2 as
knocked down, 3-5 as stunned, and 6 as out of action.
Hard Head: Chaos Dwarfs ignore the special rules for
clubs, maces, etc. They too are not easy to knock out!
Armour: Chaos Dwarfs never suffer movement
penalties for wearing armour.

Profile

M WS BS

Ld

Chaos Dwarf

10

Profile

M WS BS

Ld

Bull Centaur

10

Chaos Dwarf skill table


Combat

Sorcerer
Bull Centaur
Gaolers

Shooting

Academic

Strength

Speed

Special

Chaos Dwarf equipment lists


The following lists are used by Chaos Dwarf warbands to choose their equipment.
Starting warbands receive special prices on the Mechanical suit and the Engine of Chaos. These special
prices represent the lower rarity of these items in the Dark Lands. When attempting to manufacture these
items in Mordheim or anywhere else outside Zharr-Naggrund, Chaos Dwarfs pay the full prices, and must
roll to acquire them as normal.

CHAOS DWARF EQUIPMENT LIST


HandHand-toto-hand Combat Weapons
Dagger ...................................................1st free/2 gc
Mace ................................................................... 3 gc
Hammer ............................................................. 3 gc
Axe...................................................................... 5 gc
Sword ...............................................................10 gc
Steel whip*.......................................................10 gc
Double-handed weapon..................................15 gc
Man-catcher*....................................................25 gc
*Gaolers only
Missile Weapons
Pistol..................................15 gc (30 gc for a brace)
Blunderbuss.....................................................30 gc
Handgun ..........................................................35 gc
Armour
Light armour ....................................................20 gc
Heavy armour ..................................................50 gc
Shield ................................................................. 5 gc
Helmet..............................................................10 gc
Mechanical suit** ..........................................175 gc
**Sorceror only

Miscellaneous Equipment
Engine of Chaos.............................................125 gc

INFORMER EQUIPMENT LIST


HandHand-toto-hand Combat Weapons
Dagger ...................................................1st free/2 gc
Mace ................................................................... 3 gc
Axe...................................................................... 5 gc
Spear ................................................................10 gc
Missile Weapons
Sling.................................................................... 2 gc
Bow ..................................................................10 gc
Armour
Light armour ....................................................20 gc
Shield ................................................................. 5 gc
Helmet..............................................................10 gc

Chaos Dwarf special skills


Chaos Dwarfs may choose to use the following skill list instead of the standard skill lists.

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.

Chaos Dwarfs special equipment


This equipment is only available to the Chaos Dwarfs, and no other warband may purchase it.
pulling the Wagon should be treated as referring to its
daemon. Daemon movement is unaffected by cargo.

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

Passengers: A Chaos Dwarf must function as the


driver. No other models but captives may passage the
Engine of Chaos. No more than six captives may be
imprisoned in the Engine at a time large creatures
(Ogres, Minotaurs, etc.) count as two models.
Pedal to the Metal: The driver may apply the effects of
the lash. If an Engine of Chaos goes out of control for
then refer to the Out of Control table. In the event of
rolling the result Loss of Control, replace a result of 5
(The wagon yoke pole snaps) with;
The Daemon has released itself from the sorcery
which bound it to the Engine of Chaos. The Engine
moves 6" straight ahead and then comes to a halt.
The vehicle may no longer move for the remainder of
this battle.
Prisoners: Models always become captives when
fighting a battle against a Chaos Dwarf warband that
has an Engine of Chaos by rolling the Captured result
on the Serious Injuries table or by being taken out of
action by a Man-catcher. Note that in both cases their
equipment is lost to the Chaos Dwarf warband. Some
results on the Mordheim Exploration chart let Chaos
Dwarfs acquire captives: Straggler (one) and Prisoners
(D3). From the Empire in Flames Exploration chart:
Raving Lunatic (one), Lost Children (two), Mordheim
Refugees (D3), The Hanging Tree (one), Small Farm
and Large Farm (two).
Models held as captives can be set free by destroying
the Engine of Chaos or by using the prison keys. If a
model puts one of the Chaos Dwarf warband's Gaolers
out of action they take the keys. A model that takes
the keys may free the captives by moving into base
contact with the engine. If the Chaos Dwarfs rout
before this happens or if the model with the keys is
taken out of action (losing the keys to a new keeper),
the captives remain captured. Freed captives must
always move towards the closest table edge. Captives
not from participating warbands use the basic profile
for human warriors (see Mercenary warband).
Rescued captives return to their former warbands.
Hashut's
Hashut's Reward: The Chaos Dwarfs may choose to
send captives back to the Dark Lands after a battle. If
they do this, any number of captives must be sacrificed
to Hashut. The Engine of Chaos plus one Hero must
miss the next battle. Unless there is another engine,
no models may be captured until they return. Captives
must be removed from their warbands rosters
permanently. After the Hero rejoins the warband
consult the following table.

Captives Hashuts Reward


1- 3
4- 5

+1 Experience points for the leader.


+D3 Experience points which can
be distributed among the Heroes.
+2D3 Experience points which can
be distributed among the Heroes
plus D6x5 gold crowns.

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

Weapons/Armour: The Sorcerer may be equipped


with weapons chosen from the Chaos Dwarf
Equipment list.
SPECIAL RULES
Leader: Any warrior within 6 of the Sorcerer may use
his Leadership when taking Ld tests.
Wizard: The Sorcerer is a wizard and follows the rules
for wizards in the magic section. Sorcerers may cast
Rituals of Hashut.
Priest: The Sorcerer starts with two rituals. One of
them is the Sacrificial Ritual. The other spell is
determined as usual from the Rituals of Hashut.

0-1 Bull Centaur


100 gold crowns to hire
Bull Centaurs are keen witted creatures with the
upper torso of a Chaos Dwarf and the body of a bull.
They are the most favoured disciples to the Father of
Darkness. In his divine image these mutated
centauroids are fewer in number than Chaos Dwarfs,
more powerful and swifter in battle.

M WS BS

Ld

Weapons/Armour: A Bull Centaur may be equipped


with weapons and armour chosen from the Chaos
Dwarf Equipment list, but may never use any missile
weapons.
SPECIAL RULES
Large target: Bull centaurs are large creatures and
therefore make tempting targets for archers. Anyone
shooting at the Bull Centaur gains a +1 to hit and
may shoot at it even if it is not the closest target. As
large targets a Bull Centaur adds an extra +20 to the
warbands rating.

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

Weapons/Armour: Gaolers may be equipped with


weapons and armour chosen from the Chaos Dwarf
Equipment list.
SPECIAL RULES
Nasty Reputation: Gaolers are known for their
brutality. The dreaded sight of them and the very
thought of being captured causes fear in Humans.

Henchmen
0-5 Chaos Dwarfs

Informers
15 gold crowns to hire

40 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.

These resentful creatures toil in the forges of their city


stronghold. To boost the production of weapons and
Chaos armour in the foundries they set out on
expeditions armed with blunderbusses to bolster the
labour force kept shackled in pits beneath the earth.

Profile

M WS BS

Ld

Weapons/Armour: Informers may be equipped with


weapons and armour chosen from the Informer
Equipment list.
SPECIAL RULES
Drudgery: Informers have had their will broken by
their masters. Informers may never become Heroes.
Re-roll all results of The lads got talent for them.

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.

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