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The Sons of Hashut

Grade: 1c
Source: By GW Troll Magazine (Spain) (PDF).
Editors: Hernán "Moska" Garcia & Dave "StyrofoamKing" Seidman-Joria
Setting: Mordheim

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 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 14.

Heroes

  • Sorcerer: Each Chaos Dwarf warband must have one Sorcerer – no more, no less!
  • Bull Centaur: Your warband may include one Bull Centaur.
  • Champions: Your warband may include up to two Champions.

Henchmen

  • Chaos Dwarf Warriors: Your warband may include up to six Chaos Dwarf Warriors.
  • Blunderbussers Chaos Dwarfs: Your warband may include up to three Chaos Dwarf Blunderbussers.
  • Hobgoblins: Your warband must include four or more Hobgoblins.

Starting experience

  • The Apprentice Sorcerer start with 20 experience points.
  • Bull Centaurs start with 12 experience points.
  • Champions start with 8 experience points.
  • Henchmen start with 0 experience.

Chaos Dwarf Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Apprentice Sorcerer
Bull Centaur
Chaos Dwarfs Champions

Chaos Dwarfs Special Skills

True grit

A result of 1-3 indicates that the miniature is knocked down, a result of 4-5 indicates that it is stunned, and a result of 6 indicates that it is out of action.

Extra tough

Allows re-rolls for Injuries after the game is over. The second result is the prevailing result.

Unlimited hatred

The warrior suffers hatred against everyone.

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 Dwarf equipment lists

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Double-handed weapon15 gc
Obsidian weapon*30 gc / 60 gc

* For a band with no initial experience, this weapon can be acquired at half its cost (rounding up) to represent the relative ease with which a band can increase its armoury.

Missile Weapons

ItemCost
Pistol15 gc (30 gc for a brace)

Armour

ItemCost
Light armour20 gc
Heavy armour50 gc
Shield5 gc
Helmet10 gc

Blunderbusser equipment lists

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
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 lists

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Axe5 gc
Sword10 gc
Hobgoblin Poisoned daggers15gc

Missile Weapons

ItemCost
Shortbow5 gc
Bow10 gc

Armour

ItemCost
Light armour20 gc
Shield5 gc

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.

ProfileMWSBSSTWIALd
Apprentice Sorcerer343341319

Weapons/Armour: Apprentice sorcerers may be equipped with weapons and armour chosen from the Chaos Dwarf equipment lists (if you equip a wizard with armour, he cannot cast spells).

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.

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._

ProfileMWSBSSTWIALd
Bull Centaur743441329

Weapons/Armour: Bull Centaurs may be equipped with weapons and armour chosen from the Chaos Dwarf equipment lists.

Special Rule:

  • 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.

ProfileMWSBSSTWIALd
Chaos Dwarf Champion353341219

Weapons/Armour: Chaos Dwarf Champions may be equipped with weapons and armour chosen from the Chaos Dwarf equipment lists.

Henchmen

0 – 6 Chaos Dwarf Warriors

40 gold crowns to hire

ProfileMWSBSSTWIALd
Chaos Dwarf Warrior343341219

Weapons/Armour: Chaos Dwarfs may be equipped with weapons and armour chosen from the Chaos Dwarf equipment lists.

0 – 3 Blunderbuss Chaos Dwarfs

40 gold crowns to hire

ProfileMWSBSSTWIALd
Blunderbuss Chaos Dwarf343341219

Weapons/Armour: Blunderbuss Chaos Dwarfs may be equipped with weapons and armour chosen from the Blunderbuss Chaos Dwarf equipment lists.

4+ Hobgoblins

15 gold crowns to hire

ProfileMWSBSSTWIALd
Hobgoblins423331316

Weapons/Armour: Hobgoblins may be equipped with weapons and armour chosen from the Hobgoblins equipment lists.

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 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.


Editor 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 "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 be 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 to 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