Black Dwarfs
Grade: 1c
Source: Border Town Burning (PDF)
Setting: Border Town Burning
Lore
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
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| 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
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
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Steel Whip | 10 gc Gaolers only |
| Double-handed weapon | 15 gc |
| Man-catcher | 25 gc Gaolers only |
Missile Weapons
| Item | Cost |
|---|---|
| Pistol | 15 gc (30 gc for a brace) |
| Blunderbuss | 30 gc |
| Handgun | 35 gc |
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Helmet | 10 gc |
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
| Mechanical Suit | 175 gc Sorcerer only |
Informer Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Spear | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Sling | 2 gc |
| Bow | 10 gc |
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Helmet | 10 gc |
| Light Armour | 20 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
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
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
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
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
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.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Sorcerer may be equipped with weapons and armour chosen from the Chaos Dwarf Equipment List.
Special Rules
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.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 8 | 4 | 3 | 4 | 4 | 1 | 3 | 2 | 9 |
Weapons/Armour: Bull Centaur may be equipped with weapons and armour chosen from the Chaos Dwarf Equipment List.
Special Rules
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 | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Gaoler may be equipped with weapons and armour chosen from the Chaos Dwarf Equipment List.
Special Rules
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.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Informer may be equipped with weapons and armour chosen from the Informer Equipment List.
Special Rules
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.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
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
| D6 | Result |
|---|---|
| 1 | Sacrificial Ritual |
| 2 | Spirit of Hashut |
| 3 | Bellow of Doom |
| 4 | Fumes of Azgorh |
| 5 | Flickering Hide |
| 6 | Lava Flow |
| 7 | Earthquake |
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.
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.
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.
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.
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.
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.
Earthquake
Difficulty: 9
Arms raised, the Sorcerer brings his staff crashing to the ground. The earth ripples outwards from the blow, and splits asunder.