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Black Dwarfs

Grade: 1c
Source: Border Town Burning (PDF)
Setting: Border Town Burning

Lore
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.

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.

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.

Special rules

The following special rules apply to all warriors in the warband excluding Informers:✏️

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.

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!

Choice of warriors

A Black Dwarfs warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.

  • Sorcerers: Each warband must have 1 Sorcerer: no more, no less!
  • Bull Centaurs: Your warband may include up to 1 Bull Centaur.
  • Gaolers: Your warband may include up to 2 Gaolers.
  • Informers: Your warband may include any number of Informers.
  • Chaos Dwarfs: Your warband may include up to 5 Chaos Dwarfs.

Starting experience

  • The Sorcerer starts with 20 experience.
  • The Bull Centaur starts with 10 experience.
  • Gaolers start with 8 experience.
  • Henchmen start with 0 experience.


Black Dwarfs Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Sorcerer
Bull Centaur
Gaoler

Black Dwarfs Special Skills

Black Dwarfs Heroes may use the following Skill table instead of any of the standard Skill tables available to them.

Extra Tough

This Dwarf is notorious for walking away from wounds that would kill a lesser being. 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.

Resource Hunter

This 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.

True Grit

Dwarfs are hardy individuals and this Hero is hardy even for a 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.

Thick Skull

The Hero has a thick skull, even for a 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 Dwarf also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal Helmet special rule).

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 Engineer’s ability to craft these items himself. The Hero ignores the Rarity and Gift of Chaos special rules and may never wear the Chaos Armours.

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 than 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.


Black Dwarfs equipment lists

Pricing:

Chaos Dwarf Equipment List

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.

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Club, Mace or Hammer3 gc
Club, Mace or Hammer3 gc
Axe5 gc
Sword10 gc
Steel Whip10 gc Gaolers only
Double-handed weapon15 gc
Man-catcher25 gc Gaolers only

Missile Weapons

ItemCost
Pistol15 gc (30 gc for a brace)
Blunderbuss30 gc
Handgun35 gc

Armour

ItemCost
Shield5 gc
Helmet10 gc
Light Armour20 gc
Heavy Armour50 gc
Mechanical Suit175 gc Sorcerer only

Informer Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Club, Mace or Hammer3 gc
Axe5 gc
Spear10 gc

Missile Weapons

ItemCost
Sling2 gc
Bow10 gc

Armour

ItemCost
Shield5 gc
Helmet10 gc
Light Armour20 gc


Special Equipment

Black Dwarfs have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:

Man-catcher

Cost: 25 gc
Availability: Rare 10

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: 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.

Two-handed: Requires two hands to wield

Obsidian Weapon

Cost: 4 x Price
Availability: Rare 12

Obsidian is mined in the Dark Lands by the minions of Chaos. When expertly derived from its ore, the curious volcanic rock becomes ensorcelled by engineers manufacturing artefacts in the furnaces of Zharr-Naggrund. Forging weapons using these vile techniques requires acute diabolic expertise making them extremely rare.

Range: Close Combat
Strength: As user +1

Special Rules
Blemished: Although not strictly tainted by Chaos, all artefacts of Obsidian are considered tinged with evil, by the same darkness associated with their artisans. Obsidian weapons may never be used by Dwarfs, Elves, Sisters of Sigmar, Witch Hunters or Priests.

Heavy: Obsidian weapons are so heavy that the warrior using them always strikes last, even when charging.

Conflicting Names

Both the Sons of Hashut warband and Border Town Burning contain the Obsidian Weapon. The Sons of Hashut editor recommends your campaign use EITHER the obsidian rules contained, or from Border Town Burning; do not use both, unless you rename one of them for clarity

Steel Whip

Cost: 10 gc
Availability: Common

Another weapon unique to the Sisterhood is the steel whip, made from barbed steel chains.

Range: Close Combat
Strength: As user

Special Rules
Cannot be parried: The steel whip is a flexible weapon and the Priestesses use it with great expertise. Attempts to parry its strikes are futile. A model attacked by a steel whip may not make parries with swords or bucklers.

Whipcrack: When the wielder charges they gain +1A for that turn. This bonus attack is added after any other modifications. When the wielder is charged they gain +1A that they may only use against the charger. This additional attack will 'strike first'. If the wielder is simultaneously charged by two or more opponents they will still only receive a total of +1A. If the wielder is using two whips at the same time then they get +1A for the additional hand weapon, but only the first whip gets the whipcrack +1A.✏️

Chaos Armour

Cost: 185 gc
Availability: Rare 13

Chaos Armour is a suit of strangely-worked and unnatural metal. It is the mark of a Dark God's favour. While most suits of Chaos Armour are received as Gifts from an Infernal Patron, they can be acquired, though only from Chaos Dwarfs in an exclusive exchange for many captives or perhaps some impossible deed to further their interests.

Save: 4+

Special Rules
Rarity: When searching for Chaos armour a warrior gains +1 on his Rarity roll for each model he took out of action in the previous battle.

Cost: The cost for found Chaos armour is decreased by 1 gold crown for each Experience point the Hero has.

Gift of Chaos: Chaos armour is a gift from the Dark Gods to the worthy warrior. A Hero who has successfully purchased a suit of Chaos armour will never give it away to another warband member but put it on himself immediately. Chaos armour becomes fused to the body of its wearer. It can never be removed.

Spellcasters: Chaos armour does not hinder its wearer from casting spells or rituals. It can be worn by spellcasters but they cannot combine it with a shield or buckler without appropriate skills.

Movement Penalty: There is no Movement penalty for combining Chaos Armour with a Shield.

Mechanical Suit

Cost: 225 gc
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
Rarity: When searching for Chaos armour a warrior gains +1 on his Rarity roll for each model he took out of action in the previous battle.

Cost: The cost for found Chaos armour is decreased by 1 gold crown for each Experience point the Hero has.

Gift of Chaos: Chaos armour is a gift from the Dark Gods to the worthy warrior. A Hero who has successfully purchased a suit of Chaos armour will never give it away to another warband member but put it on himself immediately. Chaos armour becomes fused to the body of its wearer. It can never be removed.

Spellcasters: Chaos armour does not hinder its wearer from casting spells or rituals. It can be worn by spellcasters but they cannot combine it with a shield or buckler without appropriate skills.

Suited and Booted: A Sorcerer equipped with a Mechanical suit receives +3 to Movement.

Movement Penalty: There is no Movement penalty for combining Chaos Armour with a Shield.


Heroes

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.

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Weapons/Armour: Sorcerer may be equipped with weapons and armour 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.

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Weapons/Armour: Bull Centaur may be equipped with weapons and armour chosen from the Chaos Dwarf Equipment List.

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 warband’s 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.

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Weapons/Armour: Gaoler 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

(Bought in groups of 1-5)

Informers

15 gold crowns to hire

For those imprisoned in the foundries of Zharr-Naggrund, 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.

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Weapons/Armour: Informer 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 lad’s got talent’ for them.

0 – 5 Chaos Dwarfs

40 gold crowns to hire

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.

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Weapons/Armour: Chaos Dwarf 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.

Rituals of Hashut is used by Black Dwarfs Sorcerer

D6Result
1Sacrificial Ritual
2Spirit of Hashut
3Bellow of Doom
4Fumes of Azgorh
5Flickering Hide
6Lava Flow
7Earthquake

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 warband’s 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 Sorcerer’s 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.