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The Sons of Hashut

Grade: 1c
Source: By GW Troll Magazine (Spain) (PDF)
Setting: Mordheim

Lore
The qualities of the witchstone are well known to magical practitioners of all races. Most wizards and sorcerers praise the virtues of the crystal in the practice of sorcery. This knowledge has even reached the far east and the desolate and infamous lands of Zharr-Naggrund. In these lands, the Chaos Dwarfs have ruled thousands of slaves for millennia.

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

CombatShootingAcademicStrengthSpeedSpecial
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

Pricing:

Chaos Dwarf Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Club, Mace or Hammer3 gc
Club, Mace or Hammer3 gc
Axe5 gc
Sword10 gc
Double-handed weapon15 gc
Obsidian Weapon30 gc

Missile Weapons

ItemCost
Pistol15 gc (30 gc for a brace)

Armour

ItemCost
Light Armour20 gc
Heavy Armour50 gc
Shield5 gc
Helmet10 gc

Blunderbusser Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Club, Mace or Hammer3 gc
Axe5 gc
Sword10 gc

Missile Weapons

ItemCost
Chaos Dwarf Blunderbuss40 gc
Pistol15 gc (30 gc for a brace)

Armour

ItemCost
Light Armour20 gc
Heavy Armour50 gc
Helmet10 gc

Hobgoblins Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Axe5 gc
Sword10 gc
Hobgoblin Poisoned Daggers15 gc

Missile Weapons

ItemCost
Shortbow (Short Bow)5 gc
Bow10 gc

Armour

ItemCost
Light Armour20 gc
Shield5 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
Pair: Poisoned Daggers are traditionally used in pairs, one in each hand. A warrior armed with Poisoned Daggers gets an additional attack (for the offhand weapon attack).

Swift: Hobgoblins armed with Poisoned Daggers count as having +1 Initiative when determining combat order.

Poisoned: The venom of Poisoned Daggers will enter the blood of the victim and ravage his organs and muscles. The weapons count as being permanently coated in Black Lotus. No additional poison may be applied to Poisoned Daggers.

+1 Enemy Armour Save: Poisoned Daggers count as daggers, and thus an enemy wounded by a dagger gains a +1 bonus to his armour save, and a 6+ armour save if he has none normally.

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
Personal: The weapon keeps the bonuses for weapons of this type; only swords, axes, and hammers can be made of obsidian (all three weapons cost the same: 60 crowns).

Heavy: A warrior equipped with an obsidian weapon subtracts 1 from his Initiative attribute in melee combat.

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
Shot: When your model fires the blunderbuss, draw a line 16” long and 1” wide in any direction from the firer (the line must be absolutely straight). Any and all models in its path are automatically hit by a Strength 3 hit.

Prepare Shot: A superior blunderbuss may be fired more than once per game; it takes a complete turn to reload, so you may only fire it every other turn.

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 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.

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

Special Rules

Leader: Any warrior within 6“ of the Apprentice Sorcerer may use his Leadership when taking Ld tests.

Rituals of Chaos: Chaos Dwarf spellcasters are wizards and can learn a random spell from the Chaos Dwarf spell list.

(if you equip a wizard with armour, he cannot cast spells).

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.

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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 (instead of +5).

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.

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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

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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

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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

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Weapons/Armour: Hobgoblin may be equipped with weapons and armour chosen from the Hobgoblins Equipment List.

Special Rules

Skinny: Hobgoblins are naturally cowardly creatures that are forced to fight by their Chaos Dwarf masters. As a result, they take damage easily and at the slightest opportunity try to escape from their captors. When making serious injury rolls, a result of 1-3 indicates that they abandon the band.

Nobody cares about them: Hobgoblins count as half the number of troops if the band has to make a rout check. For example, in a band made of 12 miniatures, if 2 Hobgoblin miniatures and 1 Chaos Dwarf miniature are out of action, the total would be two miniatures out of action (1/2 + 1/2 +1 =2). Also, Hobgoblins cannot be heroes, just reroll the “Lad's got talent” roll.

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

D6Result
1Spectre of Hashut
2Stone Statue
3Fireball
4Vanish
5Eruption
6Eye of Hashut

Spectre of Hashut

Difficulty: 9

A spectral apparition of the god Hashut hits the miniature closest to the sorcerer.

Designate the enemy miniature closest to the wizard’s miniature within 10”. That miniature is automatically stunned.

Stone Statue

Difficulty: 9

By using illusory magic, the sorcerer turns his closest enemy into a stone statue.

Choose an enemy miniature that is within 12” of you and is in your line of sight. For the rest of the turn and the following turn, the miniature will not be able to do anything. If attacked in melee, the miniature will suffer an automatic hit. If it is shot, the miniature that shoots at it will get a +1 bonus on hit.

Fireball

Difficulty: 7

The wizard summons a ball of flames that he casts on his enemies.

This spell has a range of 16” and requires line of sight. The target receives an automatic hit of strength 4.

Vanish

Difficulty: 7

The sorcerer vanishes in front of the enemy’s eyes only to reappear elsewhere on the battlefield.

The wizard may immediately make a move of up to 6” in any direction and may enter or leave combat without penalty. If he enters combat, he is considered to be making a charge move.

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.

All miniatures within a distance of up to 4” (friend or foe) suffer an automatic hit of Strength 4. After resolving the effects of this hit, the sorcerer will not be able to cast any more spells until the next turn and will suffer a -1 to his Toughness attribute.

Eye of Hashut

Difficulty: 6

The wizard opens his arms while summoning the mighty Hashut to help his children and give them strength.

Choose a friendly miniature within 12” and roll 1D6. Hobgoblins always subtract 1 from the result.

You may use the Eye of Hashut successfully only once per battle.

  1D6  Result
1Hashut 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.
2-5Hashut trusts you. The miniature adds +1 to one of its attributes for the rest of the game.
6Hashut favors you. The miniature adds +1 to all attributes for the rest of the game.

Editors' Notes

Styrofoam King - A few changes were made from the original for balance or clarification:

- 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.