The Sons of Hashut
Grade: 1c
Source: By GW Troll Magazine (Spain) (PDF)
Setting: Mordheim
Lore
In fact, only one of these Hashutsep wizards has learned of the disaster that has loomed over the city of Mordheim. In his relentless search for rivals to defeat in order to keep his magical powers, Hashutsep knows that the city of Mordheim is the ideal place for this purpose, as well as being an excellent location for acquiring more slaves.
For in Mordheim there is no law and no common defense against raids. With an abundant supply of magical powers and an almost inexhaustible source of slave labor, Hashutsep has prepared an expedition to head for Mordheim. However, rather than invade the city in its entirety and draw the attention of his rivals, Hashutsep has sent his best apprentices to procure more slaves, more loot and, above all, more sorcerer’s stone with which to serve his diabolical purposes.
Special rules
Hard Head: Chaos Dwarfs and Bull Centaurs ignore the special rules for maces, clubs, etc. They are not easy to knock out!
Armour: Chaos Dwarfs and Bull Centaurs never suffer movement penalties for wearing armour.
Hard to Kill: Chaos Dwarfs and Bull Centaurs 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.
Slavers: One of the main objectives of the Chaos Dwarfs of Mordheim is to get more slaves for their sacrifices and for their tasks. Consequently, the Chaos Dwarfs will never free any slave they capture.
Pick one: Sacrifice them or put them to work. If you sacrifice them, the apprentice sorcerer will get +1 to Experience for each slave sacrificed. If put to work, you force them to help them in their quest for the witchstone; at the end of the game, gain an additional +1 wyrdstone for each working slave; then make a 1D6 roll: On a result of 2 to 6, the captive dies due to overwork, disease, the effects of long exposure to the sorcerer’s stone, or for any other similar reason, and the Chaos Dwarf band may keep the captive’s equipment. On a result of 1, the captive manages to escape, returns to his band with his equipment intact and, in addition, gains an experience bonus of 1D3 (if he is a henchman, simply add 1 to his total).
Uncommon: Chaos Dwarfs are quite rare in Old World settlements. For this reason, when they make rolls for the acquisition of new recruits in their bands, they have to spend 1.5 times (rounding up) the amount of experience they normally spend for veterancy. Remember that this is not the case for Hobgoblins, a race far more common than that of Chaos Dwarfs. For example, a group of Chaos Dwarf recruits armed with blunderbusses with 4 experience points would require at least 6 experience points to acquire one recruit, 12 to recruit two and so on.
Indentured Servants: A Chaos Dwarf warband must start with at least 4 Hobgoblins; if it drops below 4 Hobgoblins, you cannot recruit other members until the number of Hobgoblins is increased to four or more.
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 The Sons of Hashut 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 14.
- Apprentice Sorcerers: Each warband must have 1 Apprentice Sorcerer: no more, no less!
- Bull Centaurs: Your warband may include up to 1 Bull Centaur.
- Chaos Dwarf Champions: Your warband may include up to 2 Chaos Dwarf Champions.
- Chaos Dwarf Warriors: Your warband may include up to 6 Chaos Dwarf Warriors.
- Blunderbuss Chaos Dwarfs: Your warband may include up to 3 Blunderbuss Chaos Dwarfs.
- Hobgoblins: Your warband must include at least 4 Hobgoblins.
Starting experience
- The Apprentice Sorcerer starts with 20 experience.
- The Bull Centaur starts with 12 experience.
- Chaos Dwarf Champions start with 8 experience.
- Henchmen start with 0 experience.
The Sons of Hashut Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Apprentice Sorcerer | ✓ | ✓ | ✓ | |||
| Bull Centaur | ✓ | ✓ | ✓ | |||
| Chaos Dwarf Champion | ✓ | ✓ | ✓ | ✓ |
The Sons of Hashut Special Skills
The Sons of Hashut 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.
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).
Unlimited hatred
The warrior suffers hatred against everyone.
The Sons of Hashut equipment lists
Chaos Dwarf Equipment List
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 |
| Double-handed weapon | 15 gc |
| Obsidian Weapon | 30 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Pistol | 15 gc (30 gc for a brace) |
Armour
| Item | Cost |
|---|---|
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
Blunderbusser Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Chaos Dwarf Blunderbuss | 40 gc |
| Pistol | 15 gc (30 gc for a brace) |
Armour
| Item | Cost |
|---|---|
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
| Helmet | 10 gc |
Hobgoblins Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Hobgoblin Poisoned Daggers | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Shortbow (Short Bow) | 5 gc |
| Bow | 10 gc |
Armour
| Item | Cost |
|---|---|
| Light Armour | 20 gc |
| Shield | 5 gc |
Special Equipment
The Sons of Hashut have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:
Hobgoblin Poisoned Daggers
Cost: 15 gc
Availability: Rare 9 (Hobgoblins only)
Hobgoblins, also called "slippery fellows", poison the blades of their daggers. Cunning and crafty, Hobgoblins are often employed by their masters as assassins, although they are rather cullable and unreliable troops.
Range: Close Combat
Strength: As user
Special Rules
Sons of Hashut Obsidian Weapon
Cost: 60 gc
Availability: Rare 10 (Chaos Dwarfs only)
Obsidian weapons are very rare because it takes a long time to forge the weapon without causing fissures in the stone; however, once forged, they are prepared to withstand heavy impacts during use.
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
Chaos Dwarf Blunderbuss
Cost: 40 gc
Availability: Rare 9 (Chaos Dwarfs only)
Chaos Dwarfs are known in battle for using a large number of these infamous blunderbusses on their infantry troops. They employ this same tactic in combat on the streets of Mordheim.
Range: 16"
Strength: 3
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 Apprentice Sorcerer
85 gold crowns to hire
Having served one of the powerful sorcerer lords of Zharr-Naggrund, the apprentices are eager to prove their worth and knowledge in the savage streets of Mordheim. Their sole ambition is to reach the level of their masters.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 9 |
Weapons/Armour: Apprentice Sorcerer may be equipped with weapons and armour chosen from the Chaos Dwarf Equipment List.
Special Rules
0 – 1 Bull Centaur
75 gold crowns to hire
Bull Centaurs are Hashut’s chosen ones and are famous for being powerful and very dangerous adversaries. It is considered a great honor to include these allies in a band of Chaos Dwarfs.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 7 | 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 Chaos Dwarf Champions
50 gold crowns to hire
They are the warriors favored by the sorcerer’s apprentices. They are excellent fighters and trustworthy sergeants.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 5 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Chaos Dwarf Champion may be equipped with weapons and armour chosen from the Chaos Dwarf Equipment List.
Henchmen
(Bought in groups of 1-5)0 – 6 Chaos Dwarf Warriors
40 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Chaos Dwarf Warrior may be equipped with weapons and armour chosen from the Chaos Dwarf Equipment List.
0 – 3 Blunderbuss Chaos Dwarfs
40 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Blunderbuss Chaos Dwarf may be equipped with weapons and armour chosen from the Blunderbusser Equipment List.
4+ Hobgoblin
15 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Weapons/Armour: Hobgoblin may be equipped with weapons and armour chosen from the Hobgoblins Equipment List.
Special Rules
Chaos Dwarfs Magic
Chaos rituals employ the raw power of the darkest magic, and are therefore supremely useful in bringing pain and suffering, as well as change and mutation.
Chaos Dwarfs Magic is used by The Sons of Hashut Apprentice Sorcerer
| D6 | Result |
|---|---|
| 1 | Spectre of Hashut |
| 2 | Stone Statue |
| 3 | Fireball |
| 4 | Vanish |
| 5 | Eruption |
| 6 | Eye of Hashut |
Spectre of Hashut
Difficulty: 9
A spectral apparition of the god Hashut hits the miniature closest to the sorcerer.
Stone Statue
Difficulty: 9
By using illusory magic, the sorcerer turns his closest enemy into a stone statue.
Fireball
Difficulty: 7
The wizard summons a ball of flames that he casts on his enemies.
Vanish
Difficulty: 7
The sorcerer vanishes in front of the enemy’s eyes only to reappear elsewhere on the battlefield.
Eruption
Difficulty: 8
After emitting a scream, the sorcerer turns into a red incandescent ball while a torrent of lava and stones gushes from his mouth and skin.
Eye of Hashut
Difficulty: 6
The wizard opens his arms while summoning the mighty Hashut to help his children and give them strength.
You may use the Eye of Hashut successfully only once per battle.
| 1D6 | Result |
|---|---|
| 1 | Hashut does not trust you. The miniature is immediately out of action, although it will not roll on the serious injury table during the post-battle sequence. |
| 2-5 | Hashut trusts you. The miniature adds +1 to one of its attributes for the rest of the game. |
| 6 | Hashut favors you. The miniature adds +1 to all attributes for the rest of the game. |
Editors' Notes
- Hired Swords: Added Hired Swords rules, based on the rules from Border Town Burning warband.
- Sorcerer: Cost changed starting cost from 75gc to 85gc (to closer match Treasure Hunters).
- Bull Centaur: Changed starting cost from 50gc (yikes!) to 75 gc / Added Large / As BC has max BS3, editor removed access to shooting skills.
- Obsidian Weapon: Editor did not make any changes; however, we recommend 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 (ex. calling them Blackshard weapons.)
- Changes to Superior Blunderbuss: Changed for balance: added “Prepare Shot” allowing them to fire every OTHER turn (original versions says “fire once a turn,” implying every turn.) / Balance: removed reduced cost upon start up. (By my calculations, the weapon is already VERY good at 40gc; discounting it further felt like a break.)
- Changes to Poisoned Daggers: Missing info: added rarity 9 / Balance: added +1 Save like other daggers. / Balance: removed reduced cost upon start up. (By my calculations, the weapon is already VERY good at 15gc; discounting it further felt like a break.)
Uncle Mel - Cleaned up translations and made some fixes together with Styrofoam King
- Out of action and injury rolls: Changed any reference from "out of combat" to "out of action", changed post battle "wound" rolls to "serious injury" rolls.
- Thick Skull: Brought in line with other dwarfs.
- Blunderbuss: Fixed the special rules reference to the special rules assigned to the weapon and clarified the Blunderbusser starting equipment to include a Chaos Dwarf Blunderbuss.
- Uncommon: Clarified the uncommon rule.
- Bull Centaur: Changed all references from Chaos Centaur to Bull Centaur.
- Hard Head: Having the lower torso of a bull doesn't make the skull less tough. Added the BC to hard head special rule.
- Dwarves: Standardised all references to "Dwarfs".
- Armour: Changed all references from armor to armour to follow UK English.
- Equipment: Clarified armour can be chosen "with weapons and armour chosen".
- Lore: Added slight lore blurb from the original to Apprentice Sorcerer.
- Warlock: Fixed reference to Warlock in Starting Experience.