Chaos Dwarf Bestiary
Chaos Dwarf Bestiary
The Chaos Dwarfs have been twisted by dark forces until they are a cruel mockery of the
Dwarf Warrior and his kind. Ruled by mighty Sorcerers, the Chaos Dwarfs use the powers
of lava, magma and fire to work their evil deeds. They employ powerful spells and engines
of destruction to do their work, and are ever seeking to discover the lost secrets of their
Dwarf kin that lie buried beneath the mountains.
1
CHAOS DWARFS CHAOS DWARF
Physically, Chaos Dwarfs resemble other Dwarfs, for all Dwarfs
are resistant to the influence of magic and so Chaos has no
BLUNDERBUSSES
warped them to the gross degree it has some other creatures. Some Chaos Dwarfs, as indicated on the Monster Tables, use
Apart from their long tusks they display few of the mutations that huge blunderbusses to fire a hail of deadly metal shards at the
Chaos brings. Some develop bull-like creatures, even cloven Warriors. Chaos Dwarfs armed with blunderbusses are placed like
hooves and occasionally horns. These mutations are rarely seen missile troops. Note that unlike normal Chaos Dwarfs, Chaos
amongst Chaos Dwarfs. Dwarfs armed with blunderbusses do not get the 1D6 damage
bonus in hand-to-hand combat on a natural 5 or 6 To Hit as a
Chaos Chaos Chaos Warrior or a Champion. In addition they have 1 point of Armour
Chaos Dwarf Dwarf Dwarf Dwarf less as indicated on the Monster Table.
Warrior Champ. Hero Lord
Wounds: 8 16 25 33
Move: 3 3 3 3
Weapon Skill: 4 5 6 7
Ballistic Skill: 4+ 3+ 2+ 1+
Strength: 3 4 4 4
Toughness: 4(6) 4(6) 4(7) 5(8)
Armour: 2 2 3 3
Initiative: 2 3 4 5
Attacks: 1 2 3 4
Damage: 1D6/ 2D6/ 3D6 3D6
2D6(6+) 3D6(5+)
Gold: 140 480 1040 1600
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
CD Warrior 2 3 3 4 4 4 4 4 5 5
CD Champion 2 2 3 3 4 4 4 4 4 4
CD Hero 2 2 2 3 3 4 4 4 4 4
CD Lord 2 2 2 3 3 3 4 4 4 4
Special Rules (Chaos Dwarf Warrior) A blunderbuss attack is different from a normal missile attack: it
Magic Resistance 6+. fires a spread of lead shot at multiple targets in a single direction,
making a single to hit roll to determine if none or all of the targets
Special Rules (Chaos Dwarf Champion) in the area are hit- Each blast causes 1D6 Wounds, modified for
Magic Resistance 6+; Magic Armour; Magic Item; Magic Weapon. Toughness and Armour, on each of the Warriors in the area of
effect.
Special Rules (Chaos Dwarf Hero)
Magic Resistance 5+; Magic Armour; Magic Item; Magic Weapon. For example, three Chaos Dwarfs with blunderbusses open fire on
the Warriors. Their To Hit dice score a 3, a 5 and a 6. With a 5+
Special Rules (Chaos Dwarf Lord) To Hit this gives them 2 shots on target. Each Warrior in the area
Magic Resistance 5+; Magic Armour; 2x Magic Item; Magic of effect therefore suffers 2D6 Wounds.
Weapon.
Note that the Chaos Dwarfs' allies are not affected by the shot as
they always seem able to dodge out of the way. Perhaps they have
some arcane and magical warning signals...
2
CHAOS DWARF SORCERERS 3 Ash Cloud. The dungeon is suddenly filled with clouds of smoke and
ash. All of the Warriors are at -2 on their To Hit rolls for the next
Physically, Chaos Dwarfs resemble other Dwarfs, for all Dwarfs Warriors' Phase.
are resistant to the influence of magic and so Chaos has no
warped them to the gross degree it has some other creatures. 4 Sorcerer's Curse. Cackling hideously the Chaos Dwarf Sorcerer
Apart from their long tusks they display few of the mutations that utters a terrible curse on one of the Warriors. Draw a Warrior counter
Chaos brings. Some develop bull-like creatures, even cloven to determine who is affected.
hooves and occasionally horns. These mutations are rarely seen Unless he is given a healing potion or a healing spell is cast on him
amongst Chaos Dwarfs. immediately the cursed Warrior is turned to stone and is out of the
game. If he is given treatment, roll 1D6. On a score of 1, 2, 3 or 4 the
Chaos Dwarf Warrior is at -1 Movement, -1 Initiative and -1 To Hit until the
Chaos Dwarf Master Chaos Dwarf Sorcerer is dead, when he returns to normal. On a score of 5 or 6 the
Sorcerer Sorcerer Sorc. Lord spell has no effect at all.
Wounds: 8 16 25 5 Lava Storm. With a majestic sweep of his arm the Sorcerer creates a
Move: 3 3 3 stream of balls of molten lava. There are 2D6 balls and they are
Weapon Skill: 4 5 6 distributed amongst the Warriors evenly. Each causes 2D6 Wounds,
Ballistic Skill: 4+ 3+ 2+ with no modifier for armour.
Strength: 3 4 4
Toughness: 5+1*(8) 5(8) 5(8) 6 Flames of Azgorh. The Sorcerer breathes out whirling tendrils of
flame. Draw a Warrior counter to determine who is attacked. The
Armour: 2 3 3
target and every model adjacent to him, whether friend or foe, takes
Initiative: 3 4 5 2D6 Wounds, with no modifiers for Toughness or Armour. Note that
Attacks: 1 2 3 the Chaos Dwarf Sorcerer is the only model immune to the effects of
Damage: 1D6/2D6(6+) 2D6 3D6/4D6(5+) the spell.
Gold: 590 2190 3280
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
CD Sorcerer
CD Master Sorcerer
2
2
3
3
3
3
4
4
4
4
4
4
4
4
4
4
5
5
5
5
Dazzhrakk Gargan chuckled and tugged his
CD Sorcerer Lord 2 3 3 4 4 4 4 4 5 5 beard thoughtfully as he peered into the fiery
brazier atop the black stone dais.
Special Rules (Chaos Dwarf Sorcerer)
"They come. See. Oh yes, they come." He rubbed
Chaos Dwarf Magic 1; Magic Dispel 4+; Magic Resistance 4+;
Protection Ring (+1 T*) his hands together gleefully and turned to face
his assembled minions. Chaos Dwarfs and
Special Rules (Chaos Dwarf Master Sorcerer) Hobgoblins looked up at him in eager
Chaos Dwarf Magic 3; Magic Dispel 4+; Magic Resistance 4+; anticipation, sharpening their weapons for the
Magic Armour; Magic Item; Magic Weapon. coming fight.
Special Rules (Chaos Dwarf Sorceror Lord) The cavern was vast, fading into shadow to all
Chaos Dwarf Magic 4; sides. The Chaos Dwarf Sorcerer stood on top of
Magic Dispel 4+; Magic the raised dais, in front of a great bronze brazier,
Resistance 3+; Magic from which flames shot into the air, illuminating
Armour; 3x Magic Item; the roof with a dull red glow. The air was hot and
Magic Weapon. dry. Shadows danced around him whilst leathery
wings beat the air overhead. His unblinking gaze
was fixed on the ornate, brass-bound door on the
opposite wall. One by one, his waiting minions
turned to stare. Bull Centaurs roughly shoved
their way through the crowd, and a rank of Chaos
Dwarfs with blunderbusses set up in a line facing
the door.
"My trap is set – the fools come. Take you
positions!" Gargan nodded and his minions faded
away into the shadows.
CHAOS DWARF MAGIC A moment later the double doors burst open and
At the start of each Monsters' Phase, a Chaos Dwarf Sorcerer may four Warriors burst into the chamber, their
cast one or more of the following spells, depending on his Magic lantern throwing little light in the vast darkness.
Rating. Roll the relevant number of D6 on the following table to
determine which spells are cast:
"Gargan," shouted the grey-clad Wizard, as a bolt
of power leapt from his fingertips.
1 Doomroar. The Chaos Dwarf Sorcerer takes on the shape of the
mighty Bull God Hashut and, with a shake of his horned head, gives a
Gargan laughed aloud as it rebounded with a
terrifying roar that goads his minions into action. This turn all flash off the blackish-purple shield that sprang
Monsters get + 1 Attacks. up in front of him and a howling mass of Monsters
suddenly leapt out from the shadows.
2 Eruption. The ground beneath one of the Warrior's feet erupts in a
plume of magma. Draw a Warrior counter to determine which Warrior The trap had been sprung...
is affected. He suffers 5D6 Wounds, modified for Toughness and
armour as usual.
3
HOBGOBLINS
Hobgoblins are close relatives of the other green-skinned races,
but are quite distinctive in appearance, being taller than Goblins
yet not as burly as Orcs. They are extremely cowardly and sneaky
and are often found in the employ of Chaos Dwarfs.
Hobgob
Hobgob Hobgob Big Hobgob
Hobgob Champ. Boss Boss Chieftain
Wounds: 4 10 16 20 30
Move: 4 4 4 4 4
Weapon Skill: 3 4 4 5 6
Ballistic Skill: 4+ 4+ 3+ 2+ 1+
Strength: 3 3 4 4 4
Toughness: 3(4) 3(5) 4(6) 4(7) 5(8)
Armour: 1 1 2 3 3
Initiative: 2 2 3 4 5
Attacks: 1 2 2 3 4
Damage: 1D6 1D6/ 2D6 2D6 2D6/
2D6 (6+) 3D6 (5+)
Gold: 50 150 370 700 1000
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
Hobgob 2 3 4 4 4 4 5 5 5 6
Hobgob Champ. 2 3 3 4 4 4 4 4 5 5
Hobgob Boss 2 3 3 4 4 4 4 4 5 5
Hobgob Big Boss 2 2 3 3 4 4 4 4 4 4
Hobgob Chieftain 2 2 2 3 3 4 4 4 4 4 HOBGOBLIN SNEAKY GITS
Special Rules (Hobgoblin) Sneaky Gits fight in battle with two long curved knives. These
Ambush, Magic A; Armed with [1-3] Bows (Str 3) or [4-6] Axes; weapons are ideally suited to murdering victims while they sleep –
Break. the Hobgoblins favourite tactic. If they have to fight conscious foes
however, they prefer to gang up on them in overwhelming
numbers.
Special Rules (Hobgoblin Champions)
Ambush, Magic A; Armed with [1-3] Bows (Str 3) or [4-6] Axes;
Break.
Sneaky Git
Sneaky Git Champion
Special Rules (Hobgoblin Boss) Wounds 4 10
Ambush, Magic A; Magic Weapon. Move 4 4
Weapon Skill 3 4
Special Rules (Hobgoblin Big Boss) Ballistic Skill 4+ 3+
Ambush, Magic A; Magic Armour; Magic Weapon. Strength 3 4
Toughness 3 3
Special Rules (Hobgoblin Chieftain) Armour - -
Ambush, Magic A; Magic Armour; Magic Weapon, Magic Item. Initiative 2 3
Attacks 1 2
Damage 1D6 1D6/2D6 (6+)
Gold 75 180
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
Sneaky Git 2 3 4 4 4 4 5 5 5 6
Sneaky Git Champ. 2 3 3 4 4 4 4 4 5 5
Curved Daggers
Hobgoblin Sneaky Gits & Sneaky Git Champions are armed with
two long curved daggers (one in each hand). Sneaky Gits make a
single attack using both daggers at the same time and thus are +1
To Hit.
Sneaky Git Champions get two such Attacks each round.
Curved Daggers are poisonous and follow all rules for Poison.
4
LAMMASUS
Believed to be a rare mutation of the Great Taurus, the Lammasu
is a winged best with the body of a vast bull, a mace-tipped tail,
and a massive, ugly head. The Lammasu’s Chaos Dwarf ancestry
is evident in its tusked head, its thickly curled beard, and its
considerable intelligence. Rather than air it breathes raw magic,
and its poisonous breath is known as a Sorcerous Exhalation. The
Lammasu is the favorite mount of Chaos Dwarf Sorcerers.
Wounds: 50
Move: 6
Weapon Skill: 6
Ballistic Skill: -
Strength: 6
Toughness: 7
Armour: -
Initiative: 6
Attacks: 3
Damage: 4D6
Gold: 2000
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
TO HIT FOE 2 2 3 3 3 4 4 4 4 4
Special Rules
Fly; Magic Resistance 4+; Sorcerous Exhalation; Terror 10.
Sorcerous Exhalation
A Lammasu breathes out whirling tendrils of magic that provide
protection against magical attacks. All attacks made with a
magical weapon against a Lammasu have a -2 modifier on the To
GREAT TAURUSES Hit roll.
Great Tauruses are huge and terrifying monsters with bodies of a
massive bull and membranous wings like a dragon. Powerful
Chaos Dwarfs ride Great Taurus into battle. The creature burns
with terrific intensity, so that its whole body is wreathed in fire
and smoke. When it moves across the ground sparks fly from its
hooves and lightning plays about its feet. It breathes fire in great
snorting bursts and black smoke curls from is gaping maw. The
Chaos Dwarfs believe that the Great Tauruses were once Chaos
Dwarfs, and that they were mutated by the warping power of
Chaos into living bull-furnaces like that statue of the god Hashut
himself. The Chaos Dwarfs sometimes call the Great Tauruses the
Red Bulls of Hashut.
Wounds: 50
Move: 6
Weapon Skill: 6
Ballistic Skill: -
Strength: 6
Toughness: 6(9)
Armour: 3
Initiative: 7
Attacks: 4
Damage: 4D6
Gold: 2250
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
TO HIT FOE 2 2 3 3 3 4 4 4 4 4
Special Rules
Breathe Fire; Fly; Terror 10.
5
MONSTER BESTIARY
Some Monsters are beasts brought along by the Chaos Dwarfs to fight along side them during combat. They
include captive Monsters goaded into fighting and monsters which have been magically bound by spells of
obedience. Some of the most ferocious of these creatures are chosen as mounts for powerful lords and
sorcerers.
CHAOS DRAGONS
Once the proud and noble rulers of the skies, now split, Special Rules (Chaos Dragon)
changed, and shredded by the forces of Chaos. These terrible Breathes Fire (Ambush, Magic A); Breathes Corrosive Fumes
two-headed dragons the mightiest beasts of the north, a (Ambush, Magic A); Fly; Ignore Blows 5+: Ignore Pain 7; Large
terrifying nemesis of all order and sanity that can break the Monster; Terror 12: Treasure Hoard +0.
backs of mighty heroes with its steel claws and teeth.
Special Rules (Great Chaos Dragon)
Great Emperor Breathes Fire (Ambush, Magic A); Breathes Corrosive Fumes
Chaos Dragon
(Ambush, Magic A); Fly; Ignore Blows 4+; Ignore Pain 7; Large
Chaos Dragon Chaos Dragon
Monster; Chaos Magic 1; Terror 13; Treasure Hoard +1.
Wounds: 70 80 90
Move: 6 6 6
Special Rules (Emperor Chaos Dragon)
Weapon Skill: 6 7 8
Breathes Fire (Ambush, Magic A); Breathes Corrosive Fumes
Ballistic Skill: - - -
(Ambush, Magic A); Fly; Ignore Blows 4+; Ignore Pain 3D6;
Strength: 6 7 8 Large Monster; Chaos Magic 2; Terror 14: Treasure Hoard +2.
Toughness: 6(12) 7(14) 8(16)
Armour: 6 7 8
Initiative: 8 9 10
Breathes Fire
At the start of each turn roll 1D6. The number rolled indicates
Attacks: 7 8 9
how many of the Warriors are engulfed in flame and fire. If the
Damage: 6D6 6D6/7D6 (5+) 8D6
score is higher than the number of Warriors present all of them
Gold: 5000 6500 8000 have been hit. If not all of the Warriors are hit use the Warrior
counters to determine who escapes.
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
CHAOS DRAGON 2 2 3 3 3 4 4 4 4 4 Each Warrior hit by the fire suffers 3D6 Wounds, with no
GREAT CHAOS DRAGON 2 2 2 3 3 3 4 4 4 4 modifier for Armour.
EMPEROR CH. DRAGON 2 2 2 3 3 3 3 4 4 4
Breathes Corrosive Fumes
Roll 1D6 for each Warrior and add his Toughness. If the score is
7 or more that Warrior is unaffected. If the score is 6 or less
that Warrior suffers 3D6 Wounds, with no modifiers for
Armour.
6
CHAOS GIANTS 1 Squeeze. The Giant squeezes the Warrior with his mighty fist.
The Warrior takes 7D6 Wounds. Roll again on this sub-table.
Chaos Giants are, as their name suggests, very big. However,
they are not especially bright: in fact, many are positively dim- 2 Hurl at Warriors. The Giant picks up the Warrior and hurls
witted. They are notorious drunkards and regard anything him at his companions Take a Warrior counter to see which
smaller than themselves as potential food, including Men and Warrior is targeted. Roll 7D6 and separate those that have an
other intelligent creatures. Chaos Dwarfs will sometimes even score from those that have an odd score. The Warrior being
employ Chaos Giants as guardians, as the latter enjoy the thrill thrown suffers a number of Wounds equal to the sum of the even
of combat as much as they love their ale. dice, while the targeted Warrior suffers a number of Wounds equal
to the sum of the odd dice. Neither Warrior gets any modifiers on
the damage roll for Toughness or Armour. The thrown Warrior is
Wounds: 64
placed prone in the square originally occupied by the target
Move: 6
Warrior. The target Warrior is pushed into an adjacent square,
Weapon Skill: 3
shuffling other models around as necessary.
Ballistic Skill: 4+
Strength: 7 3 Smash Against the Roof. The Giant grabs the Warrior by the
Toughness: 6(11) feet to get a good swing and begins to smash him repeatedly
Armour: 5 against the roof of the cave in a cheerfully enthusiastic fashion.
Initiative: 3 This does the Warrior no good at all. The Giant smashes the
Attacks: Special Warrior against the roof 1D6 times, inflicting 7 Wounds, with no
Damage: 5D6 modifiers for Toughness or Armour, each time. Then roll on this
sub-table again.
Gold: 2000
4 Chew. The Giant begins to chew on the Warrior with teeth the
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10 size and shape of old tombstones. The Warrior suffers 1D6
TO HIT FOE 2 3 4 4 4 4 5 5 5 6 Wounds, with no modifiers for Toughness or Armour. If the score
on the dice is a 2, 3 4, 5 or 6 the Giant continues to chew the
Special Rules Warrior next turn, even if he is at 0 Wounds or less. Roll another
1D6 for Wounds. This process continues until the roll for Wounds
Terror 11; Giant Attacks; Ignore Blows 5+; Ignore Pain 10; Large is a 1 at which point the Giant finds a gristly bit, loses interest
Monster; Never Pinned. and drops the Warrior in the square he got him from. Place the
Warrior prone.
GIANT ATTACKS If the Warrior is reduced to -50 Wounds the Giant swallows him
Chaos Giants are huge and unpredictable creatures and it is by whole, effectively taking him out the game.
no means certain what form of attack they will make. At the
start of each Monsters' Phase roll 1D6 on the following table for 5 Stuff into Bag. The Giant picks up the Warrior and pops him
each Giant on the board to determine what it does this turn. into his bag, saving him for later. The inside of the bag is smelly
and dark, full of all sorts of horrible things. In one corner is a
wizened old Dwarf Prospector, who wearily gives the Warrior a key
and says, “.This is the key to the portcullis...” in a tired and
1 Thump With Club. Because of his reach the Giant can cracked voice.
hit any Warrior up to two squares away. Take a Warrior counter The Warrior suffers no ill effects as long as the Giant has other
to determine which Warrior is attacked. The Giant makes 1D6 foes to fight. If the Giant kills all of the other Warriors he is
attacks against the target, rolling to hit as normal. Calculate carried off and eaten at the Giant’s leisure. He may escape from
damage as normal but ignore any modifier for the target's the bag once the Giant is killed: place him in any empty square on
Armour. the same board section. Once free he remains out of action for 1
turn due to shock.
2 Swing with Club. Because of his reach the Giant hits all
6 Snatch and Grab. The Giant pops the Warrior into his bag, as
above. As it’s a long time since he had the prospect of such a juicy
of the Warriors up to two squares away. Roll 3D6 for each succulent feast the Giant reaches down for another Warrior
eligible target. Each dice that scores a 4, 5 or 6 causes that immediately. Make another 1D6 roll on this sub-table.
many Wounds, with no modifier for Armour. Any dice that
scores 1, 2 or 3 misses as the Warrior manages to avoid the
mighty weapon.
5 Jump Up and Down. Striking sparks off the stone floor
with his hobnailed feet, the Giant jumps up and down on any
3 Kick Down Corridor. The Giant raises a huge booted
single Warrior in an adjacent square. If there is more than one
eligible target draw a Warrior counter to determine which Warrior
foot and drop-kicks an adjacent Warrior into the darkness. If is attacked. The chosen Warrior suffers 1D6 hits, taking damage
there is more than one eligible target draw a Warrior counter to for each hit as normal. If the target is reduced to 0 Wounds the
determine who is hit. The Warrior is kicked up to 7 squares in a Giant will make another 1D6 jump attacks on the next nearest
straight line directly away from the Giant. If he hits a wall adjacent Warrior. This process continues until the Giant fails to
before reaching this distance he suffers 1D6 Wounds, with no kill a Warrior within the number of attacks he has rolled or he has
modifier for Armour, for each square short of 7 he flew, plus the reduced all adjacent Warriors to 0 Wounds.
Giant's Strength of 7. If the booted Warrior flies 2 squares then
hits a wall, for instance, he suffers (7-2)=5D6 Wounds, plus 7
for the Giant's Strength, with no modifier for Armour (total roll
therefore equals 5D6+7).
6 Yell and Bawl. Feeling a good shout coming on, the Giant
bends over until his head is at the same level as the Warriors and
proceeds to yell and bellow at the top of his voice.
4 Pick Up. Because of his reach the Giant can pick up a Roll 2D6 for each Warrior. If the total is equal to or greater than
Warrior up to two squares away. Take a Warrior counter to see the sum of the Warrior's Toughness and Strength he is knocked
who is picked up. Place that model on the Giant's base and roll prone by the blast. He takes no Wounds from the attack.
1D6 on the following sub-table:
7
CHAOS HOUNDS COCKATRICES
Packs of snarling, vicious war dogs, some of which have been Cockatrices are fearsome creatures whose squat, strong bodies
cruelly mutated by their exposure to Chaos, can be found are covered with scales and feathers. Powerful leathery wings
among the Chaos Dwarfs. They bear barbed tails, skeletal faces propel them through the sky, from where they swoop down
and extra heads and limbs. upon their enemy and rend them apart with its sharp claws.
The Cockatrice's head has a fierce beak and is covered with ugly
Chaos Hounds red wattles, which make it look both bizarre and frightening.
Wounds: 8 The Cockatrice can petrify its foes with its magical gaze, literally
Move: 6 turning them to stone. This weird ability makes it very difficult
Weapon Skill: 4 to fight.
Ballistic Skill: -
Strength: 4 Wounds: 26
Toughness: 4 (6) Move: 4
Armour: 2 Weapon Skill: 3
Initiative: 4 Ballistic Skill: -
Attacks: 2 Strength: 4
Damage: 1D6 Toughness: 4
Gold: 160 Armour: -
Initiative: 4
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10 Attacks: 3
Damage: 3D6/4D6 (5+)
WARHOUNDS 2 3 3 4 4 4 4 4 5 5
Gold: 1500
CHAOS HOUNDS 2 3 3 4 4 4 4 4 5 5
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
Special Rules (Chaos Hounds)
TO HIT FOE 2 3 4 4 4 4 5 5 5 6
Ambush 5+; Gang Up.
Special Rules
Fear 10; Fly; Petrify.
CHIMERAS
Chimeras are huge and vicious monsters, some of the most
fearsome that stalk the Old World. These ferocious creatures
have three bestial heads which may include a lion, a ram, a
boar, an eagle, a tiger, a lizard and a dragon! Its hulking body is
powerful and quick and its claws are long and sharp. The
DRAGON OGRES
Chimera also has a lashing tail which can be barbed with Dragon Ogres are ancient, brutish reptiles that live in the
venomous sting. deepest mountain caves, only emerging during mighty storms to
do battle on the mountain tops.
Wounds: 60
Move: 6 Dragon Ogre Dragon Ogre
Weapon Skill: 4 Dragon Ogre Champion Hero
Ballistic Skill: - Wounds: 40 44 53
Strength: 7 Move: 6 6 6
Toughness: 6 (9) Weapon Skill: 4 5 6
Armour: 3 Ballistic Skill: 5+ 4+ 3+
Initiative: 4 Strength: 5 6 6
Attacks: 6 Toughness: 5(7) 5(7) 6(8)
Damage: 3D6/4D6 (5+) Armour: 2 2 2
Gold: 2500 Initiative: 2 3 4
Attacks: 3 4 5
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10 Damage: 2D6 2D6 3D6
TO HIT FOE 2 3 3 4 4 4 4 4 5 5 Gold: 870 1550 3300
8
FIRE DRAGONS GIANT SCORPIONS
Fire Dragons slumber in the cave below the world, guarding The dank underground passageways and caverns of the Worlds
their treasure through the long years. Woe betide any foolish Edge Mountains conceal many huge and evil monsters. They
Warrior who attempts to steal their hoard, as when roused breed in the darkness and grow huge and fat on a diet of
there is little to rival a dragon in combat. unnameable crawling things that live deep below the earth. The
Giant Scorpion has a shiny armoured shell and chitinous claws
Great Emperor with saw edges and knife-like bristles. It’s most deadly weapon
Fire Dragon Fire Dragon Fire Dragon is its venomous sting.
Wounds: 70 80 90
Move: 6 6 6 Giant Scorpion Gigantic Scorpion
Weapon Skill: 6 7 8 Wounds: 1 20
Ballistic Skill: - - - Move: 5 5
Strength: 6 7 8 Weapon Skill: 2 3
Toughness: 6(12) 7(14) 8(16) Ballistic Skill: - -
Armour: 6 7 8 Strength: 2 5
Initiative: 8 9 10 Toughness: 3 6
Attacks: 7 8 9 Armour: - -
Damage: 6D6 6D6/7D6 (5+) 8D6 Initiative: - 1
Gold: 4500 6000 7500 Attacks: 1 2
Damage: 1D6 2D6
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10 Gold: 25 450
FIRE DRAGON 2 2 3 3 3 4 4 4 4 4
GREAT FIRE DRAGON 2 2 2 3 3 3 4 4 4 4 ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
EMPEROR F. DRAGON 2 2 2 3 3 3 3 4 4 4 GIANT SCORPION 3 4 4 4 5 5 6 6 6 6
GIGANTIC SCORPION 2 3 4 4 4 4 5 5 5 6
9
GORGONS
Gorgons are horrifying snake-headed she-monsters with long
thin claws and small sharp teeth through which the creatures
hiss like a serpent. Like a Cockatrice the gaze of a Gorgon is
magical and can turn a victim to stone. Gorgons sometimes
carry weapons which they clutch awkwardly in their misshapen
hands, and they dress in robes pulled from battle corpses.
Wounds: 35
Move: 4
Weapon Skill: 2
Ballistic Skill: 4+
Strength: 3
Toughness: 3
Armour: -
Initiative: 5
Attacks: 1
Damage: 2D6
Gold: 1100
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
TO HIT FOE 3 4 4 4 5 5 6 6 6 6
GRIFFONS HIPPOGRIFFS
A Hippogriff is a large and extremely ferocious beast. Its head is
Griffons have fierce heads with a feathered like a great bird of prey, and it can slash at enemies
hooked beak like that of a huge with its deadly beak. The forequarters of a Hippogriff are furry,
bird of prey. Their forequarters with legs and claws like a great cat such as a lion. Its rear
too are feathered, with scaly quarters more resemble those of a horse, with hooves and a
limbs bearing foreclaws which sweeping tail. The colour of Hippogriffs' fur and feathers can
are bird-like and razor sharp. vary tremendously.
Behind its huge feathered wings
the Griffon’s body is furred and it Wounds: 55
has huge clawed feet and a tail Move: 8
like that of a great hunting cat Weapon Skill: 5
such as a lion or tiger. Some Ballistic Skill: -
Griffons have great golden pelts
Strength: 6
like mountain lions, other have
Toughness: 5
skins which are spotted or
Armour: -
striped, or black as night.
Initiative: 6
Wounds: 52 Attacks: 3
Move: 6 Damage: 3D6/4D6 (5+)
Weapon Skill: 5 Gold: 1450
Ballistic Skill: -
Strength: 6 ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
Toughness: 5 TO HIT FOE 2 2 3 3 4 4 4 4 4 4
Armour: -
Initiative: 7 Special Rules
Attacks: 4 Fly; Terror 10.
Damage: 4D6
Gold: 1500
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
TO HIT FOE 2 2 3 3 4 4 4 4 4 4
Special Rules
Fly; Terror 10.
10
MANTICORES
The Manticore is a gigantic lion-like monster with large leathery
wings and a spiked tail. They are devastating fighters,
attacking with raking claws and long, sharp teeth.
Wounds: 50
Move: 6
Weapon Skill: 6
Ballistic Skill: -
Strength: 7
Toughness: 7
Armour: -
Initiative: 4
Attacks: 4
Damage: 4D6
Gold: 2000
HYDRAS ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
The Hydra is a many headed monster with a scaly, reptilian TO HIT FOE 2 2 3 3 3 4 4 4 4 4
body. Its serpentine heads belch out smoky flame, but they can
also attack by biting enemies with their sharp teeth, and Special Rules
crushing them in the coils of their necks. Their bodies are low Fly; Manticore Sting (Ambush; Magic A); Terror 11.
and squat, heavily muscled and covered with thick scales which
are as hard as iron.
MANTICORE STING
During the Monsters’ Phase, in addition to making its normal
Wounds: 70 attacks and after it has moved, a Manticore may make a special
Move: 6 poisonous Sting Attack. Each Warrior adjacent to the
Weapon Skill: 3 Manticore is automatically hit and suffers 3D6 Wounds,
Ballistic Skill: - modified for Toughness and Armour. As this attack is
Strength: 5 poisonous, all the rules for Poison Special Ability also apply.
Toughness: 6(9)
Armour: 3
Initiative: 3
Attacks:
Damage:
5
4
OGRE MERCENARIES
Gold: 2250 Ogres stand twice as tall as a man, with massive muscles,
jutting jaws and thick bony foreheads. Once an Ogre decides to
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10 act it is all but unstoppable! Chaos Dwarfs will sometimes hire
TO HIT FOE 2 3 4 4 4 4 5 5 5 6 Ogres to fight for them in combat or to protect their
strongholds.
Special Rules
Ogre
Breathe Fire 4 (Ambush A); Ignore Blows 5+; Ignore Pain 7;
Large Monster; Magic Resistance 5+; Never Pinned; Terror 11. Ogre Mercenary
Mercenary Champion
Wounds: 13 24
Move: 6 6
Weapon Skill: 3 4
Ballistic Skill: 5+ 4+
Strength: 4 5
Toughness: 5 5(6)
Armour: - 1
Initiative: 3 4
Attacks: 2 3
Damage: 1D6/2D6 2D6/
(5+) 3D6 (5+)
Gold: 400 1000
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
OGRE MERCENARY 2 3 4 4 4 4 5 5 5 6
OGRE MERCENARY CHAMP. 2 3 3 4 4 4 4 4 5 5
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TROLLS WYVERN
Trolls are large and foul creatures, with gangling limbs and Wyverns are similar in appearance to dragons, though they are
cold, damp hides. Renowned for their strength and unthinking longer and more sinuous and do not have front limbs. Wyverns
ferocity, Trolls can rip a man apart with their bare hands. are scaly beasts, with thick plates of horn covering their bodies
Trolls are able to regenerate damaged flesh, and so are all from head to foot. This makes them very difficult to slay, as
but impossible to kill. Not only that, they have the ability to their hide protects them from harm much like armour.
vomit the corrosive contents of their stomach over their victim,
melting armour, flesh and bone with ease. Wyverns have long sinuous necks, which dart forwards and
back with lightning speed. Their heads are spiny and their
Trolls Stone Trolls Chaos Trolls mouths full of barbed teeth, while their constant screeching and
roaring is extremely frightening. Their tails are barbed and top
Wounds: 30 25 30
with a deadly sting.
Move: 6 6 6
Weapon Skill: 3 3 3
Ballistic Skill: 6+ 6+ 6+
Strength: 5 5 5
Toughness: 4 4 4
Armour: - - -
Initiative: 1 1 1
Attacks: 3 3 3
Damage: 2D6 2D6 2D6
Gold: 650 650 650+
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
TROLL 2 3 4 4 4 4 5 5 5 6
STONE TROLL 2 3 4 4 4 4 5 5 5 6
CHAOS TROLL 2 3 4 4 4 4 5 5 5 6
STONE TROLLS
One particularly vicious form of Troll is the Stone Troll, whose Wyvern
hide is as tough as rock and which the strange ability of Wounds: 46
sucking the very power of magic out of the surrounding area. Move: 6
Weapon Skill: 5
CHAOS TROLLS Ballistic Skill: -
Even more twisted and mutated than their Troll cousins, Chaos Strength: 5
Trolls have been altered by the power of Chaos more directly. Toughness: 6(9)
They sport all manner of mutations, making them even more Armour: -
hideous than their common cousins, and the power of the Initiative: 4
Winds of Magic stokes their natural aggression and strength, Attacks: 3
turning them from mere monsters into some of the most terrible Damage: 3D6/4D6(5+)
beast in the land of Chaos.
Gold: 1800
Mutations
ENEMY’S WS 1 2 3 4 5 6 7 8 9 10
Each time a Chaos Troll is encountered, roll 1D6 on the
Mutations Table below (roll for each group of Trolls and not for TO HIT FOE 2 2 3 3 4 4 4 4 4 4
each individual one). Now roll again. If you roll higher than the
first score to see what the mutation is, then the Chaos Troll has
the second ability too, and so on. Each Mutation contributes Special Rules
+100 to the Chaos Troll’s Gold Value. As soon as you roll the Drag and Rend; Fly; Ignore Blow 5+; Ignore Pain 6; Large
same number again or lower, stop rolling for Mutations. Monster; Never Pinned; Sting (3D6); Terror 10.
12