SPECIAL CHARECTERS:
Zhatan the Black Commander of the Tower of Zharr..... 172 points
Your army may be led by Zhatan the Black.
Profile M WS BS S T W I A LD
Zhatan 3 8 6 4 5 4 6 4 10
Weapons/Armour: Zhatan wears heavy armour and carries a warhammer.
May Ride: Zhatan may ride a Lammasu (+200 points) or a Great Taurus (+225 points).
Magic Items: Zhatan is entitled to up to four magic items.
Special Rules: Zhatan hates all enemies.
Gorduz Backstabber Hobgoblin Chieftain..... 93 points
Your army include Gorduz Backstabber as a Hobgoblin character subordinate to the army's General.
Profile M WS BS S T W I A LD
Gorduz 4 6 6 4 4 3 5 4 8
Weapons/Armour: Gorduz wears light armour and carries a shield and axe.
May Ride: Gorduz may ride a Giant Wolf (+4 points).
Magic Items: Gorduz is entitled to up to three magic items.
Special Rules: Gorduz has an enduring talent for survival. When he suffers his last and (generally) fatal wound, he is allowed an extra unmodified saving throw of 4+. He can take and pass this save every time he loses his last wound.
Astragoth High Priest of Hashut..... 358 points
Profile M WS BS S T W I A LD
Astragoth 6 6 3 5 5 4 5 3 10
Weapons/Armour: Astragoth is encased within a machine that enables him to walk and which powers his petrified limbs. This machine combined with armour gives him an armour saving throw of 3+.
May Ride: Because of his elaborate body Astragoth may not ride any kind of creature.
Magic Items: Astragoth is entitled to up to four magic items.
Special Rules: Astragoth may have up to four Chaos Dwarf magic spells randomly dealth before the battle begins.
Ithahk the Invincible .............. 275 points
Your army may include Ithahk the Invincible, Master Sergeant of the Chaos Dwarf forces under General Zhatan the Black. Ithahk leads the forces of his dark masters into battle and Chaos Dwarfs, Bull Centaurs and Hobgoblins all acquiese to Ithahk's command.
Ithahk's rank was bestowed upon him in a most unusual manner for Chaos Dwarf soldiers, for it was a badge of honour. In a battle against High Elf forces near The High Pass, Ithahk led the forces in an ordered retreat, bur when the forces rallied, Zhatan was no where to be seen. Realizing his general was in danger, Ithahk charged back to the battlefield in search of his lord and finding Zhatan surrounded by High Elven spearmen, Ithahk rushed in to rescue him. The mighty Bull Centaur lost his weapon in the first moments of the battle, but fought on with only his steel-gauntleted fists.
The battle raged for several hours, but when the dust of the battlefield settled back to the ground, not only had Zhatan been rescued, but the Elves had been forced to flee. Zhatan immediately awarded the Bull Centaur his highest honor, but kept the hero from lordship so that Ithahk could continue to serve with him. Ithahk eagerly accepted the promotion, willing to give his life for his lord.
Although Ithahk is under the direct control of Zhatan, he will serve another lord if his master so wishes. He despises military weaponry, considering them a coward's tool and relies only on gauntleted fists in battle. He will never flee if his general is present and is completely without fear when in service of his Lord Zhatan.
Profile M WS BS S T W I A Ld
Ithahk 8 7 5 5 5 4 6 4 10
WEAPONS/ARMOUR: Ithahk wears heavy armour but wields only fist weapons in combat. His gauntlets act as hand weapons for wounding in battle (S 5 hits).
MAGIC ITEMS: Despite his status and abilities, Ithahk is only a Hero and may only possess two magic items. He often wears the Gauntlet of Bazhrakk the Cruel and/or magic armor. He never carries a weapon or shield.
ARMOUR SAVE: 5+
SPECIAL RULES: Ithahk knows no fear. He is not infalible, but his sense of honour prohibits him from with drawing from the battlefield unless so ordered. To reflect this, Ithahk is immune to Psychology. In addition, due to his mighty precense Ithahk always adds an additional +1 to his side for combat results.
Barukh, The Scythe of Hashut .................. 250 points
Chain of Slavery..............60 points
Barukh, also known as the Scythe of Hashut, is one of the Captains of the Zharr-Naggrund, and he is widely known throughout the plains of Zharr. The Chaos Dwarf Sorcerer Lords are contemplating whatever Baruks should be the next Lord of the Bull Centaurs. Barukh himself has no doubt about this, and he confidently waits for his new appointment.
Barukh is the strongest Bull Centaur that has been born in many centuries. He is an immense and violent creature, supremely confident on his ability to triumph over any "slave-creature", so he is very zealous when it comes to hand-to-hand combat.
Barukh is especially adept at capturing opponents that the Masters of Zharr-Naggrund wish to enslave. He has been so successful on this that the Lords of the Chaos Dwarfs have rewarded him with the Chain of Slavery, an enchanted item that is said to be forged by Hashut the Father of Darkness himself when the world was young.
Barukh enjoys nothing as much as dragging his chained opponents to slavery or to be sacrificed, and telling them excatly what fate awaits them once they reach the Capital of the Chaos Dwarfs. On the blessed day Barukh dies, countless ghosts of those tortured to death or starved in mines because of him will come to haunt his black soul for all eternity.
Your Chaos Dwarf Army may include Barukh if you wish. Barukh may be your General if your army is under 2001 points.
PROFILE M WS BS S T W I A Ld
Barukh 8 6 6 6 5 3 5 4 10
EQUIPMENT: Barukh wears heavy scale armour and weilds a double-handed axe. He is also carries two regular axes as a back-up.
MAGIC ITEMS: Barukh may carry up to two magic items, but first of these will always be the Chain of Slavery. The other may be chosen normally.
SPECIAL RULE:
ATTACK: Barukh is always very eager on closing in with his enemies. To represent this, you must roll 1D6 in the beginning of every turn. On a roll of 1 you must immediately move Barukh as fast as possible towards nearest enemy, charging them if possible. Barukh causes 1D6 S 3 automatic hits when charging a unit.
THE CHAIN OF SLAVERY 60pts
This heavy chain is forged from ebony black True Steel and its enemies acting as if it has a will of its own. At the start of the H-to-H combat phase choose one model that is in base to base contact. The target model must roll under their strenght charecteristic (a roll of 6 always fails) or lose 1 Attack. The effect of the chain are cumlative and if the targets attacks are reduced to 0 it is removed as a casualty. The chain also protects its bearer adding +1 to his saving throw.
Supreme Lord Gorth .............. 413 points
War Helm of Hashut +110 points
Magma-Stone Armour of Khonir +85 points
Skull Wand of Kaloth +40 points
Your army may be led by Supreme Lord Ghorth of Zharr Naggrund. Ghorth may only be included as general of an army, never as a subordinate. An army with Ghorth as general may include Zhatan the Black as a normal character model.
Supreme Lord Ghorth reigns over the chaos dwarfs from Hashut's Great Temple atop the Black Tower. He seldom leads his troops into battle, preferring to do so only when it would serve the greater service of Hashut.
Ghorth is a terrible zealot, driving his forces into berserk, fanatical rages with the mearest mention of the Great Bull God Hashut, The Father of Darkness.
Profile M WS BS S T W I A Ld
Ghorth 3 6 3 5 5 4 5 4 10
WEAPONS/ARMOUR : Ghorth is armed with an axe which he can use in addition to the Skull Wand.
MAY RIDE: Ghorth may ride any monster on the Monster list. He most often rides a Great Taurus, though he occasionally sets off on a Lammasu.
MAGIC ITEMS: As a Sorcerer Lord, Ghorth is entitled to carry up to four magic items. These must include the War Helm of Hashut, Magma-Stone Armour of Khonir, and the Skull Wand of Kaloth.
MAGIC SPELLS : Ghorth is a Sorcerer Lord, and thus, a fourth level caster. He may possess four spells (but see War Helm of Hashut, which changes this).
ARMOUR SAVE : 4+
SPECIAL RULES
ZEALOTS: Due to his fanaticism, Lord Ghorth is capable of inspiring troops in his command to religious fervor. Ghorth may inspire one friendly unit (not including allies) on the battlefield to be subject to frenzy. This unit must be declared on the Chaos Dwarfs first movement phase, before anything else is done. That unit remains subject to frenzy for the entire battle. Only one unit may be affected.
WAR HELM OF HASHUT 110pts
The war helm is worn by the most High Priest of Hashut. The helm grants the weaer an additional magic level and spell, which must be chooses from the Chaos Dwarf spell deck.
MAGMA STONE ARMOUR 85pts
This thin yet imensely strong armour is forged of magma heated steel in the infernal forges of the Chaos Dwarfs. The armour confers an unmodified 4+ save and may be worn by Chaos Dwarf Sorcerers without hindering their ability to cast spells. Anyone attacking the wearer in H-to-H hits with a -2 penalty due to the intence heat radiated by the armour.
FYTCH STONECHIPPER ........ 71 points
Tormentor (Sword) Axe +40 points
Tamarhak's Doomshield +35 points
Kurse (Cockatrice Mount) +154 points
Your army may include Fytch StoneChipper. Fytch is a hobgoblin hero who found a baby cockatrice while hunting in the wastes. Unfortunately for him the cockatrice petrified him with a glance. Astrogoth then used Fytch's petrified body in experiments to enable him to reverse the Sorcerer's Curse that he was afflicted with. It worked on Fytch, restoring him to life but so far, the same process hasn't helped Astrogoth. Fytch kept his little feathered pet however!
Profile M WS BS S T W I A Ld
Fytch 4 6 5 4 4 2 5 3 8
Kurse 4 4 0 4 4 2 4 3 7
WEAPONS/ARMOUR: Fytch wears light armour in combat. He often carries a bow and an extra hand weapon in case something should happen to his axe.
MAGIC ITEMS: Fytch wields a Tormentor Axe (see Tormentor Sword in the Battle Magic Set) in battle. He also wields Tamarhak's Doomshield.
ARMOUR SAVE : 4+
SPECIAL RULES
ANIMOSITY: Hobgoblins within 6" of Fytch need not check for animosity. They are too afraid of Fytch and Kurse to bicker amongst themselves, as he is known to feed the cockatrice disorderly troopers.
PETRIFICATION: Due to Astrogoth's experiments, Fytch cannot be petrified in any way (i.e., a cockatrice or gorgons gaze, Sorcerer's Curse spell, etc.)
KURSE: Fytch's cockatrice is better trained than most (thus the higher Weapon Skill and Leadership scores). He is also unusually loyal, so therefore Kurse gains a +1 to his roll on the Monster Table if Fytch is reduced to 0 Wounds.
TAMARHAK'S DOOMSHIELD 35pts
This shild was made by Astrogoth himself and is used to protect his loyal servents. The shild gives +1 to the bearers save and on armour roll of a 6 it reflects the wound back on the opponent (a la Black Amulet). It also dispels any hostile magic cast at the bearer on a roll of 5+.
Daarzak Merciless, Guard Chief of the Temple of Hashut...275 points
The Cursed axe of Zharr-Naggrund +60 points
Shield of Despair +15 points
Your army may include Daarzak Merciless by paying the approriate points cost. He may lead the army if you wish, but he does not have to.
Profile M WS BS S T W I A LD
Daarzak 8 7 5 5 5 4 5 4 10
Weapons/Armour: Daarzak wears light armour and the Shield of Despair. He uses the huge Cursed axe of Zharr-Naggrund when he fights.
Magic Items: As the guard chief of the temple of Hashut Daarzak may carry up to three magic items. Two of them must always be The Cursed axe of Zharr-Naggrund and Shield of Despair.
Special Rules: Daarzak is the chief of all Bull Centaur guards, so all Bull Centaurs in the army may reroll a failed Ld test once per battle.
The Cursed Axe of Zharr-Naggrund ............... 60 points
The Cursed axe ignores all armour saving throws, even for magic armour. In addition, once per battle Daarzak may use the special power that the axe contains to add 1D6 to his strength for one turn.
DAARZAK MERCILESS ONLY
Shield of Despair ................. 15 points
The Shield of Despair may be used once per turn. When it is used, roll a dice: 1-4: no effect, 5: all enemies in base-to-base contact with Daarzak suffer a -1 WS penalty this turn, 6: all enemies in base-to-base contact with Daarzak suffer a -1 WS and Ld penalty this turn.
DAARZAK MERCILESS ONLY