Black Dwarfs
Grade: 1c
Source: Border Town Burning (PDF)
Setting: Border Town Burning
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 Chaos Dwarf warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 15.
Sorcerer: Each Chaos Dwarf warband must have one Sorcerer – no more, no less!
Bull Centaur: Your warband may include one Bull Centaur.
Gaolers: Your warband may include up to two Gaolers.
Chaos Dwarfs: Your warband may include up to five Chaos Dwarfs.
Informers: Your warband may include any number of Informers.
Starting experience
A Sorcerer starts with 20 Experience.
A Bull Centaur starts with 10 Experience.
Gaolers start with 8 Experience.
Henchmen start with 0 Experience.
Characteristic increase
Characteristics for warriors may not be increased beyond the maximum limits shown here for Dwarfs and Bull Centaur (Black Dwarfs). Informers are a mixture of races, half-breeds, and mutants. They use the maximum characteristics for humans from the Mordheim rulebook.