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#1 Emirikol


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Posted 08 February 2014 - 10:49 AM

Summarized from some posts at RPG.net for your convenience
 This appears to be some summary postings of 1e and 2e house rule material.  http://forum.rpg.net...urning-to-stone

1.     Yesterday, 06:42 PM#6

Old Scratch
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Re: [WFRP 2e] Chaos Dwarf Sorcerers and turning to stone

Wow. An old thread. I had a solution for WFRP 1st edition:

Spell Use
Chaos Sorcerers of Hashut can cast spells of Hashut, Daemonology, or any fire or earth related Elemental of Battle magic, but cannot summon Elementals! The determination of spell acquisition is randomized as described in RoC: StD.

Note: Chaos Sorcerers gradually turn to stone over time. The odds of them turning to stone are determined by a number of factors. The first is when a Chaos Sorcerer goes up a level after the first, and they automatically gain the Skin of Stone reward (see Rewards of Hashut “50-57”). If the reward “Skin of Stone” is rolled as well, this increases the degree of petrifaction. There is also one other time when Chaos Sorcerers are susceptible to this petrifaction. When a Chaos Sorcerer fails a spell roll (rolling 2d6 when under 12 Magic Points) they have harnessed too much energy and the magic coursing through their body has an effect as well. Treat it as a “Skin of Stone” result. When a Chaos Sorcerer attains a Movement score of zero their legs become solid stone and cannot move about by their own power. When Dexterity reaches Zero they can no longer move their arms. The Chaos Dwarf Sorcerer becomes a complete statue when either of the following conditions are met:

When the sorcerer’s Initiative reaches zero.

When the cumulative gain of Toughness from the Skin of Stone is equal to the Chaos Dwarf’s original starting Toughness profile score. Example: Grumgrist has a starting Toughness of three, but four with Very Resilient. He gains Stone of Skin three times, twice for advancing two levels, and the last for two from failing spell rolls. He now has gained four Toughness (for a total of eight) but since it has matched his original Toughness through Toughness bonuses granted by the Stone of Skin. His metamorphosis is complete and he now turns completely to stone.

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Dwarves have always had an appreciation for material objects and conspicuous displays of wealth. While an Elf is happy discussing philosophy or spending a few hours arranging a floral arrangement for their upcoming banquet of vegetables in a mushroom sauce, a Dwarf takes pleasure in the tangible, like holding a recently crafted hammer in their hands. Some Dwarves are more materialistic than others, and these over-zealous ones take the Dwarven love for gold into the extremes of lust and envy.

A group of Dwarves unhappy with the distribution of wealth in the World’s Edge Mountains, and this eager lot explored further east, braving the dangers of the Dark Lands. Amidst their travels they discovered the mineral rich area that was centered on a plateau near some foothills and the Mountains of Mourn. They quickly drove out the goblinoids in the area and began strip mining the wealth out of the land. They fought off many desperate attacks by goblinoids, and the constant battling with the goblinoids hardened these Dwarves. These Dwarves began hanging dead goblinoids from stakes, outlining their territory and providing a threat to other goblinoids. Atrocities were committed by both sides in the long fighting over the area, and these eastern Dwarves gained a reputation for their avariciousness and cruelty, and their Dwarven neighbors to the West became concerned.

These Dwarves lived mostly on the plateau known as Zorn Uzkul, the Great Skull Land, named for the piles of Goblinoid skulls placed as warnings. They mined the nearby mountains, but deep digging was unnecessary since the constant volcanic activity in the area assured that minerals were littered about. Despite the wealth of the area, the dangers meant that few Dwarves emigrated to the East, and these Dwarves were relative few in number. Because of their small numbers, the Dwarves here turned to technology to provide labor saving devices. The Dwarven Engineer Guild was also less conservative here, since it was on the periphery of the Dwarven kingdom and was far from tradition bound. The Dwarves eventually created a myriad of ingenious weapons and devices to tear the wealth from the earth and to fend off those envious of the wealth.

This area had more dangers than the Dwarves anticipated, and its location to the Chaos Wastes was the gravest of threats. When the Warp Gates fluxed, the influence of Chaos extended into the area of Zorn Uzkul and the Plains of Zharr below it. The constant exposure gradually changed not only the Dwarves’ demeanor but their bodies as well. A large Warp Flux overtook the area and the forces of Chaos swarmed over the borders and onto Zorn Uzkul. The Dwarves of the World’s Edge Mountains first sought to assist their brethren, but eventually decided that they had been destroyed by the forces of Chaos.

Unbeknownst to the western Dwarves, the Dwarves of Zorn Uzkul had succumbed to the forces of Chaos and began worshipping a Chaos god known as Hashut, the Father of Darkness. Emboldened with their new fanaticism, the sorcery of the Hashut priesthood, and their weapons the Chaos Dwarves launched a new offensive against the terrified goblinoids and drove them back. They then began the wholesale exploitation of all the mineral resources in the area. Mines were created and large mills were built to process the minerals. Over the next hundred years the land was scarred and the land was torn up and mills poured thick soot into the air and dumped waste into the sickly rivers. The mangled landscape was hostile, the air and water were both polluted with air and a thick and dismal pall hung over the northern Dark Lands. The Chaos Dwarves wedded their technological innovations with their new sorcerous powers and created hundreds of massive weapons. Their intentions, to drive out or enslave the goblins, march west and defeat their hated Dwarven relatives to the West, and crush all of the Old World underfoot, enslaving them all to the greater glory of Hashut.

To this effect the Chaos Dwarves have sought to increase their arsenal. Their numbers have always been small however, and their demands for labor are great. Before long they began enslaving the goblins, forcing them to labor in the dangerous and cramped mines. Whole cities were constructed with slave labor, and the slaves afterwards were thrown into the giant furnaces as offerings to Hashut. The conditions that these slaves must labor under are atrocious, and to fuel their enterprises the Chaos Sorcerers began to look for a new race to enslave. Before long the Chaos Dwarf Sorcerers began a careful breeding project using magic to create a race loyal and hardy enough to be successfully exploited. They created Black Orcs.
At first the Black Orcs seemed to be ideal workers, carrying on where other races dropped and not prone to the divisive infighting common to other goblinoids. The Chaos Dwarves however quickly regretted the decision. The Black Orcs, not prone to the bickering of other goblinoids quickly worked together to plan rebellions. The Chaos Dwarf Empire was paralyzed by rebellion after rebellions, where Orcs and Goblins were spurred on and led by Black Orcs to revolt. The bloodshed and violence was horrific.

The most dangerous of these revolts was in the city of Zharr-Naggrund. Here the rebellion could not be put down. The Black Orcs and their allies drove the beleaguered Chaos Dwarves before them. The Dwarves put up a stiff resistance at each of the gates leading to a tier, but the sheer weight and number of goblinoids swamped them and they disappeared beneath the advancing green tide. Chaos Sorcerers would cast spells of terrifying power and still be torn to pieces by frenzied goblinoids. When it seemed as if Zharr-Naggrund would inevitably fall a most fortuitous thing occurred to save the Chaos Dwarves. The Hobgoblins, who had joined the revolt, turned on the goblinoids at a critical moment and the rebellion was defeated. The Chaos Dwarves massacred the rebellious goblinoids and drove the survivors into the Mountains of Mourn. The Hobgoblins, for their betrayal, became favored servants of the Chaos Dwarves, but have earned the enmity of all other goblinoids. For their own safety they now cling as lackeys to the Chaos Dwarves, their destiny and welfare tied closely together. The Chaos Dwarves and Hobgoblins work together to bring in slaves to assist in the Chaos Dwarves future plans.

These plans are nowhere near fruition for the Dwarves face many adversaries. Not only must they steal battle against their ancient enemies, the goblinoids; they must fight down rebellions and slave revolts from within their own society. The Chaos Dwarves face a number of other foes as well. The Steppe Nomads, the Dolgans and Ungols are often fighting with the Chaos Dwarves. The Ungols in particular are dedicated enemies who will often raid the Chaos Dwarves. Their fast steed and the long range of their bows keeps them safely out of danger. When they raid, the Chaos Dwarven artillery simply can’t fire at them since they don’t ride about in large formations and never stop to fire their bows, but rather send a hail of accurate arrows while traveling at a gallop. Chaos Dwarven blunderbusses simply do not have the range. When the Ungols are about, the Chaos Dwarves retreat behind their walls and fortifications of which the Ungols can not assault. The Chaos Dwarves are wary of sending out their Hobgoblin troops on wolves since the Ungols only battle on their terms and usually have prepared for this contingency, and will draw the Hobgoblins away, only to ambush them a safe distance from where reserves or assistance can be easily sent. The Dwarves that have not been touched by Chaos are fierce enemies as well, and both groups loathe each other for what they are. The Chaos Dwarves occasionally come into conflict with both Skaven and Lizardmen, since their tunnels riddle the area and Chaos Dwarven mines may break into their networks.
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2.     Yesterday, 06:44 PM#7

Old Scratch
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Re: [WFRP 2e] Chaos Dwarf Sorcerers and turning to stone

Chaos Dwarf Warriors

The majority of all Chaos Dwarves are the warriors, all of whom are subjects to Chaos Sorcerers. Each Chaos Sorcerer has his retinue and responsibilities and each warrior is assigned to serve one particular wizard to whom he is expected to offer complete loyalty. Those Chaos Dwarven Warriors that prove themselves competent in their duties are quickly given command over their peers and become important advisors in military affairs to the Sorcerers.
Chaos Dwarf warriors are encased in ornate and plate armor with the joints covered by chain. This armor is unique, each looking different, but all look as if they have been designed by a madman from something seen in a nightmare! The helmets normally have bull horns protruding from them, a sign of their worship to Hashut. The rest of the helm is usually designed into some skull like design or bearing a daemonic countenance. Some Chaos Dwarves will incorporate the skull of a powerful foe into their helmet, soaking it in iron or putting metal work on it and then work the skull into the helmet.

The Chaos Dwarves are known for three weapons: their scourges, blunderbusses, and heavy two-handed axes. Since most Chaos Dwarves are constantly around slaves and overseeing their behaviors the Chaos Dwarves have resorted to the use of scourge and blunderbuss. The scourge of course is used to motivate slaves to further exertion. The Chaos Dwarf blunderbuss is a deadly weapon capable of spitting out razors and sharp spikes, although all manner of other little metal bits and rocks can be fired as well. Since the Chaos Dwarves are typically in mines overseeing hordes of slaves this weapon is an ideal one. A Chaos Dwarf firing the weapon in a mine will cut down their foes as the air is filled with deadly fragments. Chaos Dwarves always work in pairs, so those still attacking the Chaos Dwarves can be subjected seconds later by another volley. The slaves fear these weapons considerably and a Chaos Dwarf leveling one is usually enough to quell any discontent. The heavy two-handed axes are weapons used to split armored foes in twain. In the hands of a tough Chaos Dwarf these weapons are used to deadly effect to those armored enough to survive the bloody volleys of Chaos Dwarven blunderbusses.
Like all Dwarves, Chaos Dwarves are incredibly resistant to extremes of temperature, quite useful in the fiery workshops that abound in any Chaos Dwarf settlement. Although they are weighed down by armor, their endurance allows them to move about as normal, and they are known for bearing loads that a man or Orc would buckle under.

Note: This description is based upon WFB 2nd & 3rd ed., based primarily on the miniatures that were released then. I believe that part of the failure of the latest Chaos Dwarf line is due to their incredibly stupid

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Chaos Dwarf Sorcerers

Unlike most Dwarves the Chaos Dwarves are a magically adept race. The very chaotic nature of their being allows them to use and wield the power of chaos to their own ends. Nearly all practitioners of magic are Chaos Sorcerers, individuals who have dedicated their souls to the service of Hashut and are given power over the Warp in exchange for their vows.

The Chaos Dwarf Sorcerers act as priests to Hashut and are the leaders of Chaos Dwarf society. All leadership roles are filled by a Chaos Dwarf Sorcerer. Each Chaos Dwarf Sorcerer is given a retinue of Chaos Dwarf Warriors and some position, overseer of a mine, leader of an expedition, or leader of a Chaos Dwarf fort or settlement. If a Chaos Sorcerer performs his duties well he will continue to advance as long as he has the favor of his peers, superiors, and Hashut. There is considerable rivalry between Sorcerers, but if it interferes with their duties to Hashut than they can expect severe retribution. For the most part, Chaos Dwarf Sorcerers determine their status by age and experience, but there is always the potential for bickering and back stabbing when chaos is involved. The Chaos Dwarves serving the Sorcerer are often related by blood, making his servants his kinsman and creating bonds of loyalty based upon relations.

Worshipping Chaos does have its price. The winds of magic that are manipulated by a Chaos Dwarf Sorcerer eventually result in long term effects. Channeling the power of Hashut, which usually involves the manipulation of earth and fire, alters the nature of the sorcerer, and eventually there skin starts to harden as stone. First the Sorcerer’s legs become more and more stone-like until after a while they can no longer move. The Chaos Dwarf Sorcerer must then be carried about by a litter or some ingenious device of their own creation. Eventually as their magic is continued they continue to alter, and their torso and eventually their heads become stone. The Chaos Dwarf Sorcerer eventually becomes a statue, which is then reverently returned to Zharr-Naggrund and placed along the main road to the temple of Hashut. The Chaos Dwarves believe that the more powerful a Sorcerer becomes the more he is treasured by Hashut, and Hashut begins to draw the Sorcerer to him to be rewarded. First he draws their essence away over time, starting with their feet. When the essence of the soul leaves a body what remains reverts to its natural state, and since Dwarves believe themselves to be fashioned from living stone, the turning to stone is natural. The first onset of this turning of stone is viewed with reverence and joy, as the Sorcerer has been chosen by Hashut to join them. When the Sorcerer has turned completely to stone, this means that at last the Sorcerer has now joined Hashut completely. It is believed that when Hashut wills it, all of his Sorcerers will return to their statue bodies along the road, the same day when he arrives at his temple. On this day this army of Sorcerers, invigorated from their stay in the Realm of Chaos will sweep away all opposition to the Chaos Dwarves under the direct leadership of Hashut, and the world will fall under their shadow.
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3.     Yesterday, 06:45 PM#8

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Re: [WFRP 2e] Chaos Dwarf Sorcerers and turning to stone

Bull Centaurs

The Chaos Dwarves claim that when the tide of Chaos swept over the Dwarven Stronghold, Hashut chose a few select Dwarves to be his chosen defenders. These lucky Dwarves found their bodies altered and changed. These Dwarves had their lower torso changed to that of a bull, showing Hashut’s pleasure in them. These Dwarves are known as the Chose of Hashut, and as Bull Centaurs. They have the strength and speed of a bull, but all the mental facilities of their Dwarven kin. Since they maintain their Dwarven body from the torso and up they can easily wield weapons and carry on all manner of duties.

The Bull Centaurs are the elite of the Chaos Dwarf army. Although they are few in number they are selected to guard the temple of Hashut and in times of need provide cavalry. The Bull Centaur is a powerful and deadly foe whose charge will disrupt and scatter nearly about any foe.

The Bull Centaurs have never produced an individual capable of sorcery. The Chaos Dwarves believe that this is because the Bull Centaurs are chosen by Hashut to protect his temple and provide it with guardians who are not caught up in the power struggles that are present in the competing Chaos Dwarf Sorcerers. There have been instances when a Chaos Dwarf has been blessed by Hashut and has been changed into a Bull Centaur. This is a very remarkable event and the altered Chaos Dwarf is afforded considerable respect.

Boar Centaurs

The Chaos Dwarves have experimented with magic and chaos in manipulating and creating creatures, of which the Black Orc is the most infamous. After the disastrous results the Chaos Dwarves reduced their degree of tampering, but some experimentation continues. One of the most successful are the Boar Centaurs. Their creator, Thymbrin Snakebeard was not even a Chaos Dwarf, but rather a Dwarven Engineer who was affected by Chaos and fled the Old World Mountains, finding a home with the Chaos Dwarves. Since the Bull is sacred, Thymbrin did not want to use it in his experiments, but rather chose a boar. Using Dwarven captives he experimented on them and eventually developed the Boar Centaur, similar to a Bull Centaur by the with the lower torso of a boar. The Boar Centaurs are lower in the hierarchy and are nowhere near as valued as Bull Centaurs, and are less intelligent as well. Boar Centaurs are fewer in number than Bull Centaurs and are often used for heavy duty work as well as in times of need, pushing machinery of destruction, such as the “Tenderizer” and the “Whirlwind”.


The Chaos Dwarves closest allies are the Hobgoblins. Although they are subservient to Chaos Dwarves, they are not necessarily all slaves. They are considered subjects and therefore not subject to the same miseries as slaves are. This ensures to some degree the loyalty to the Chaos Dwarves. Those Hobgoblins that fail in their duty or are found guilty of a crime however are usually punished with slavery. Any Chaos Dwarf Sorcerer can declare any Hobgoblin derelict in their duties and summarily appoint them a slave. There is no appeal, and this also keeps the Hobgoblins in line, as well as subservient and fawning.
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4.     Yesterday, 06:48 PM#9

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Re: [WFRP 2e] Chaos Dwarf Sorcerers and turning to stone


The Chaos Dwarf city of Zharr-Naggrund can best be described as a malignant tumor feeding off the surrounding dying lands. It can be noticed even though one is still days away from it, distinguished by the poisonous dark murk hovering over it from the city’s industry. The area surrounding it has been strip-mined and peeled away, heaps of slag and waste litter the land, and the only vegetation is some tough scrag that looks unhealthy and inedible. The rivers are lifeless and choked with refuse and byproducts of the industry. As one gets closer the black fumes belching from the cities hundred workshops and foundries can be seen. Just outside the walls the cacophony of a thousand hammers shaping and constructing hideous weapons is painfully audible. No place in the Old World can rival the sheer volume of industry and production that occurs with in this city. The resources consumed by this city are immeasurable because this Chaos Dwarves’ city has an insatiable appetite for ores and labor, of which it consumes in vast quantities.

This city is patterned on Chaos Dwarven society: hierarchical. In Chaos Dwarf society, the society is headed by Sorcerers who are protected in order of value by Bull Centaurs, Chaos Warriors, Boar Centaurs, Hobgoblins, who all profit from the back-breaking work of the slaves. This city is built in a ziggurat shape, a series of tiers, each smaller then the one before it, culminating in the Temple of Hashut at the top of this pyramid shape. The city also reaches deep into the earth below it where the numerous foundries and workshops are. These workshops are a hellish vision, full of flame, smoke, and sweating bodies. The furnaces that fuel the processes are known as “Hashut’s Belly” and require a sacrifice every day, and the Chaos Sorcerers ensure that a screaming victim is hurled into each of the furnaces at the start of each new evening. These workshops are operating at full capacity all day and all night, and the most strenuous of tasks are carried out by ingeniously built machinery of monstrous size. These machines operate on the furnaces and from turbines powered by the steam from lava pits. The bowels of Zharr-Naggrund are a maze of giant turning gears, cogs, pulleys, rope, chain, and spinning wheels.

At the apex of the city is the highest tier that overlooks the slaving subjects of the Chaos Dwarf Empire. This high tier is where the Temple of Hashut is located. This Temple is guarded by fierce and heavily armed Bull Centaurs, and Chaos Sorcerers make their way back and forth through the giant gates that resemble a bull’s head. This Temple is just as sooty as the rest of the city, because in this temple lava bubbles in pits and giant cauldrons of metal are boiling all over the inside of this hall. In the center of the Temple is a giant furnace in the shape of Hashut. Its iron belly is believed to be a portal to Hashut’s Realm and the heat generated by this furnace is otherworldly. At the dusk of everyday a hundred slaves are thrown into the statue through the statue’s mouth, known as the “Jaws of Hashut” where they are instantly incinerated by the Chaos Hellfire bubbling in the statue’s Iron Belly. It is said that even indestructible things are destroyed by the heat generated by Hashut.

This city walls and buildings are constructed of obsidian which reflects the fury of the hungry furnaces, making the walls of the city seem ablaze. The city itself is shrouded in perpetual night, since the gloom that hangs over the city never allows any light to shine upon the city. This city, sitting in a night of its own making, seems to be ablaze as the light from a thousand forges is amplified by the reflecting stone. A traveler passing by would suspect that the distant city is being razed, but the truth is something entirely different, and far more foreboding.

Other Locations in the Chaos Dwarf Empire

Black Fortress

Black Fortress is a recently rebuilt Chaos Dwarven Fortress used to watch its borders and acts as a departure point for expeditions seeking out slaves. Surrounding Black Fortress are numerous Hobgoblin tribes who are constantly bringing in slaves in exchange for supplies and assistance.

Black Fortress had been nearly destroyed when the Ungols had poured into the area in the 1600s. The Ungols and other steppe nomads used to approach from the Northeast, but this time they came from the Southeast after they had conquered the land of Ind. They brought with them siege engineers from Imperial Cathay and a number of Ogres that they recruited, and proceeded to devastate all the Chaos Dwarven outposts in the area of the Howling Wastes. The Chaos Dwarves were surprised by not only this unexpected attack from an area presumed safe, but by their unheralded use of artillery and siege weapons by the Ungols! Chaos Dwarf armies marching to relieve these posts were cut to ribbons while marching by the Ungol horse archers who stayed out of range and shot the Chaos Dwarves with their powerful long range bows while galloping in circles around the slowly moving Chaos Army. Black Fortress was one of the first of the Chaos Dwarf citadels to fall. A small group of Chaos Dwarf Warriors and Sorcerers survived in the catacombs beneath the Citadel.

After the Ungols left the Chaos Dwarves returned to rebuild this fortress and now maintain this as a principal trading post with Hobgoblin tribes to ensure that there are Hobgoblins around to use against marauding steppe nomads. During its rebuilding it was the center of a slave revolt, which nearly put an end to its reconstruction, but the slave revolt was put down and the Flayed Rock was constructed as a warning.

Black Fortress is also a resupply point for Chaos Dwarf vessels heading South along the River Ruin, and there is also a small flotilla of Chaos Dwarven Ironclads here patrolling the river to keep nomads and Old World expeditions from crossing the river. After the disastrous attempts to relieve the Black Fortress by foot the Chaos Dwarves had built up this river fleet to allow safer supply and lines of communication.

Daemon’s Stump

The Daemon’s Stump is a Chaos Dwarf fortress that is principally used as a staging area for the capture of slaves. It has a small but strong contingent, and a large number of Chaos Sorcerers here who use the solitude of this area to do quiet research.

It attained the name Daemon Stump when the Ungol invasion threatened this fortress. The Ungols had laid siege to this area but their main assault was thrown into disarray when the Chaos Dwarf Sorcerers managed to summon dozens of daemons of Hashut to their defense and the Ungols were driven back in a bloody repulse. The Ungol horse man still managed to keep the Chaos Dwarves pinned in the fortress and to prevent relief, but the safety of this fortress was never again threatened seriously by the Ungols. Like Black Fortress it is used as a supply point for river vessels but it has far fewer ironclads here.

Falls of Doom

The Falls of Doom is an important location in the Chaos Dwarf Empire. Mare Uzkul, the lake that feeds the River Ruin is high on the Zorn Uzkul plateau, and the River Ruin flows down into the Plain of Zharr via the Falls of Doom. The Chaos Dwarves first built some small factories hear to harness the power of the falls and to power some of their machinery that also needed water cooling. They soon discovered a nearby giant underwater river and over fifty years linked the River Ruin with this underground river, allowing the Chaos Dwarves access now to the eastern stretches of the Sea of Chaos. This underground river tunnel passes under the plateau and empties into the Chaos Sea, and the Chaos Dwarves have built a small naval base here known as Uzulak, the Place of the Skull.

Flayed Rock

When the Chaos Dwarves were rebuilding Black Tower after the Ungol’s reduced it to rubble, a slave revolt broke out, one that was put down after considerable bloodshed. After their will was broken the slaves surrendered, but the Chaos Dwarves were intent to make an example of them and the nearby Goblinoids that took advantage of the rebellion. The Chaos Dwarves took all the slaves and flayed the skin off of them while they were still alive, and they then took all of this flesh and marched to a large mound visible from Black Tower. There upon this rock they constructed a iron framework for a tower, but the walls were made of a giant canvass of layers of stitched preserved flesh torn from the bodies of the rebellious slaves.

This gruesome reminder is visible and due to the enchantments placed is still in as good condition as when it was constructed. After the Chaos Dwarves constructed it they left the Flayed Rock and returned to Black Tower. Recently however it is believed that some human has taken up residence in the tower at Flayed Rock. So far the Chaos Dwarves have not gotten around to investigating it, but they suspect the human is a practitioner of magic, either a daemonologist, necromancer, or a Chaos Sorcerer.

Fortress of Vorag

The Fortess of Vorag was the southernmost point of the Chaos Dwarf Empire, and it linked many of the mines in the foothills to the east to the mines in the Ash Ridge Mountains to the north. Its Chaos Dwarf Warrior garrison was thus spread out thin amongst many local mines scattered about, and when the Ungols attacked the area the garrisons were surprised. Some of the slaves revolted, others attempted the retreat along the Desolation to the Fortress of Vorag but were ridden down and shot to piecemeal by the more mobile Ungol horsemen. The Fortress of Vorag fell in four days and its entire garrison destroyed. The Ungols lost a few hundred dead, the Chaos Dwarves lost over a thousand Chaos Dwarves and a few thousand Hobgoblins. The Ungol then took the corpses of thousands of hobgoblins and place them on stakes throughout the area, and then set fire to the remaining corpses. This army that reduced Vorag then turned north and successfully conquered Kislev.

This was the worst setback ever exercised by Chaos Dwarves, and the Chaos Dwarf Empire has never been able to return to the area in strength to take advantage of the mineral wealth of the area. Many important artifacts and relics were lost here as well, and the Chaos Dwarves intend to gather an expedition to return to search for these items. The mines and workshops once ran by the Chaos Dwarves are now occupied by all sorts of monsters that have gathered in the area since the Chaos Dwarves and Ungols have left.

Gash Kadrak

Gash Kadrak, or the Vale of Woe is a site of an infamous Chaos Dwarf defeat. During the Black Orc revolts the Chaos Dwarves managed to defeat the orcs, but a number of Black Orcs and other Goblinoids fled to the Mountains of Mourn. These ex-slaves raided the Plains of Zharr routinely, and after a few years a Chaos Dwarf army marched off to the Mountains of Mourn to roust their foes. The army was accompanied by a large force of Hobgoblin Wolf Riders. As the Hobgoblins advanced into the mountains they suffered heavy losses, but they drove the Orcs and Goblins out. These Orcs were led by a Black Orc known as Ruglum. Ruglum’s army fled out onto the plains and retreated up into the Gash Kadrak. The Chaos Dwarves were delighted because they knew that Ruglum’s army was trapped, and they followed them up into the Vale. As the Chaos Dwarves rushed after their fleeing foes, an even larger Orc army unknown to the Chaos Dwarves followed right behind them into the Vale, cutting the Chaos Dwarves off. When the Chaos Dwarves chased Ruglum down, they suddenly discovered they were trapped between two armies with no place to flee. The entire Chaos Dwarf army was utterly destroyed. A year later Ruglum’s army was destroyed, but this vale was known thereafter as the Vale of Woe.

Gates of Zharr

The Gates of Zharr is a giant monolithic gateway leading to Zharr-Naggrund from the Tower of Gorgoth. This giant archway towers over a hundred feet in the air and was built by slave labor, and it was consecrated with the sacrifice of the hundreds of slaves who constructed it. Their skulls were then dipped in iron and incorporated into the archway by Chaos Dwarf artisans. It stands as a testimony to the power and cruelty of the Chaos Dwarf Empire. 

Plain of Zharr

The Plain of Zharr is actually a giant depression several hundreds of miles in diameter. Hundreds of years of strip mining and earth moving have gradually torn off layer after layer of the earth. The area itself looks like a wasteland, piles of discarded earth and rock lay heaped about and the earth is pocked with giant mines and pits, and the disused pits fill with stagnant water poisoned by waste. The whole plain is under a pall cast by the ever-burning furnaces of Zharr-Naggrund. Scattered all over the plains are giant mines, factories, and mills where the ore is processed. These giant rusting iron frame monstrosities make the landscape that much bleaker. No life thrives in this scarred and poisoned land.

Road of Skulls

Despite its ominous name, the Road of Skulls merely has its name due to the fact that it crosses the plateau known as Zorn Uzkul or the “Great Skull Land”. Nearly all the Chaos Dwarves live below the plateau on the Plain of Zharr, and many caravans and explorers dash across this bleak land to head east. Chaos Dwarves do travel this area, but they do in the safety of the tunnels that run beneath the Zorn Uzkul plateau, heading in the direction of Uzulak. The Road of Skulls runs from the High Pass and the Farside of Kislev across the plateau to an area north of the Mountains of Mourn. This area above the Mountains of Mourn is an area fought over by Hobgoblins and Steppe Nomads and is sometimes open allowing for trade between the Old World and Cathay.

Tower of Gorgoth

After Zharr-Naggrund, the Tower of Gorgoth is the largest Chaos Dwarf settlement. It is nowhere near the size of Zharr-Naggrund, but it does have a large number of mines in the area and it ships considerable amounts of ore to Zharr-Naggrund. The Tower of Gorgoth also produces some manufactured goods as well. The close proximity of Mt. Grey Hag, a goblin lair ensures that there is always labor in the area to exploit. Fighting between the two groups is frequent but on a small scale, usually Chaos Dwarves seeking slaves and the disorganized Goblins attempting to repel them. The Chaos Dwarf Sorcerers here are a clannish lot and form a clique within Chaos Dwarf society and are a little too independent for the other Sorcerer’s tastes.


Uzulak is a Chaos Dwarf Port and Stronghold on the easternmost part of the Sea of Chaos. This small port is used to build large ocean going vessels to raid nearby coastlines for slaves. This navy is very small but the ships are incredibly powerful, constructed of iron and fuelled by giant furnaces. It is a very productive place, and it uses considerable slave labor, but the slaves here are much better treated than elsewhere, being namely Hobgoblins who are told that after a few years of service they will be freed. The reasons for this is due to the careful work that needs to be done and the degree of craftsmanship required. A good part of Zharr-Naggrund’s finest Chaos Dwarf Artisans are stationed here to work on these vessels.

Zorn Uzkul

Zorn Uzkul, or the Great Skull Land is the original plateau where the Chaos Dwarves resided before they fell under the influence of Chaos. They left the area to head south to the plain of Zharr. For the most part Chaos Dwarves don’t go to this area, but rather travel below it to Uzulak by the tunnel leading from the Falls of Doom. The old Dwarfholds are still here, but they are forgotten or held by Goblinoids, monsters, or creatures of Chaos. The Dwarves of the World’s Edge Mountains have considered sending a small expedition or hiring adventurers to head over to the area to regain sacred artifacts discarded by the Chaos Dwarves. Occasionally a caravan will cross the area quickly heading to distant trading posts.
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5.     Yesterday, 06:50 PM#10

Old Scratch
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Re: [WFRP 2e] Chaos Dwarf Sorcerers and turning to stone


Hashut is the god of enterprises gone wrong. A dark reflection of the blackest portions of the Dwarven soul, he represents progress without compassion, reckless consumption, and greed. He is known as the Father of Darkness, because although progress and invention can bring enlightenment, he represents the unscrupulous and exploitive nature of progress, greed and envy, the pursuit of power. All change is designed to solely benefit him and his servants, and anything that stands in the way or can be consumed to further this is used with no regard for the consequences. As a result of this philosophy the land around Zharr-Naggrund has been devastated and is an ecological catastrophe that extends far beyond the immediate boundaries of the Chaos Empire.

Hashut cares little about what is sacrificed for his own power. The sacrifice of souls everyday to his idol in the Temple of Hashut is symbolic of his complete disregard for life as long as he is sated. The problem is that the appetites of Hashut and his Chaos Dwarf followers are unquenchable, and every resource and soul consumed just further whets their appetite.

Chaos Dwarves use a handful of symbols in their worship of Hashut. One of the more prominent is the skull of a bull breathing out fire, but other images employ skulls with their tops severed and flames issuing forth, or with an eight arrows of chaos emerging from it. His related number is four.

Hashut is only worshipped by Chaos Dwarves and their allies. The Hobgoblins are not very devout and only provide offerings or attend services when instructed to by Chaos Dwarves. The rituals to Hashut always begin at dusk or at midnight, never in the daytime, even though the gloom above Zharr-Naggrund ensures that no daylight ever penetrates to shine down. The rituals are all fairly similar, chanting by Chaos Dwarves and the tossing of terrified sacrificial victims into as many bubbling and boiling cauldrons and furnaces in an attempt to kindle Hashut’s appetite for souls.

Once a year, on Hexenstag, all of the Chaos Dwarf Sorcerers convene to outline their future plans and plot against their enemies and allies. It is on this night that the most reverence is paid, and there are even reports of a thousand souls being dedicated and sacrificed to Hashut on this night.

Friends & Enemies:
Hashut has no friends and numerous enemies. Hashut craves his enemies’ power and thirsts for their blood. An offering of a Chaos Warrior or a daemon of another entity is just more fuel for his desires. Some Chaos Dwarves are drawn to the other Chaos powers and flee from the Chaos Dwarf Empire to continue their worship. Most troublesome are a band of Chaos Dwarves who worship Khorne who delight in hacking up their former brethren.

Cult Requirements & Tenets
Usually only Chaos Dwarves and Bull Centaurs are allowed to worship Hashut. After this the main requisite is complete loyalty to Hashut. Those who worship Hashut must turn all of their energies to acquiring slaves and sacrificial victims.

Spell Use
Chaos Sorcerers of Hashut can cast spells of Hashut, Daemonology, or any fire or earth related Elemental of Battle magic, but cannot summon Elementals! The determination of spell acquisition is randomized as described in RoC: StD.

Note: Chaos Sorcerers gradually turn to stone over time. The odds of them turning to stone are determined by a number of factors. The first is when a Chaos Sorcerer goes up a level after the first, and they automatically gain the Skin of Stone reward (see Rewards of Hashut “50-57”). If the reward “Skin of Stone” is rolled as well, this increases the degree of petrifaction. There is also one other time when Chaos Sorcerers are susceptible to this petrifaction. When a Chaos Sorcerer fails a spell roll (rolling 2d6 when under 12 Magic Points) they have harnessed too much energy and the magic coursing through their body has an effect as well. Treat it as a “Skin of Stone” result. When a Chaos Sorcerer attains a Movement score of zero their legs become solid stone and cannot move about by their own power. When Dexterity reaches Zero they can no longer move their arms. The Chaos Dwarf Sorcerer becomes a complete statue when either of the following conditions are met:

When the sorcerer’s Initiative reaches zero.

When the cumulative gain of Toughness from the Skin of Stone is equal to the Chaos Dwarf’s original starting Toughness profile score. Example: Grumgrist has a starting Toughness of three, but four with Very Resilient. He gains Stone of Skin three times, twice for advancing two levels, and the last for two from failing spell rolls. He now has gained four Toughness (for a total of eight) but since it has matched his original Toughness through Toughness bonuses granted by the Stone of Skin. His metamorphosis is complete and he now turns completely to stone.

Chaos Sorcerer Spells

Curse of Stone
Spell Type: Hashut
Spell Level: 1
Magic Points: 4
Ingredients: Granite rock
Duration: 2d6 rounds
Range: 50 yards
Area of Effect: One target
Resistance: Standard WP test

The Sorcerer curses a target, whose feet then become like stone. They cannot move or dodge blow and their Initiative is halved as well.

Fist of Fire
Spell Type: Hashut
Spell Level: 2
Magic Points: 6
Ingredients: Piece of lead
Duration: 6 rounds
Range: None
Area of Effect: Caster
Resistance: None

The Chaos Sorcerer’s hands glow with a magical fire. The Sorcerer’s fists count as magical weapons (standard handweapon, no modifiers to hit, damage), and if they strike their target they will cause fire damage in addition to normal damage. Flammable targets will be set alight.

Magma Pool
Spell Type: Hashut
Spell Level: 3
Magic Points: 10
Ingredients: Volcanic rock
Duration: Variable, up to five rounds.
Range: 100 yards
Area of Effect: Caster
Resistance: None

The Sorcerer dissolves into a pool of magma and cannot be damaged at all (except by water or air elementals). The Sorcerer then seeps into the earth and can move in any direction in at a speed of twenty yards per turn, and can then appear out of the ground and solidifying. This may sometimes be the only way that a Chaos Sorcerer can move. This allows them to bypass barricaded mines and the like.

Lava Storm
Spell Type: Hashut
Spell Level: 4
Magic Points: 12
Ingredients: Dragon’s scale
Duration: Instantaneous
Range: A cone 24 yards long and 8 yards wide at its end
Area of Effect: All within range
Resistance: None, Initiative test to dodge for half damage

The Chaos Dwarf summons a lava storm that erupts from right in front of them striking anything that is in the area of effect. All within suffer 2d6 Wounds at S 7 and flammable targets are set alight.

Mark of Hashut
A Chaos Champion of Hashut gains a suit of Chaos Armor, and a Chaos Dwarf Sorcerer automatically gains as a result of their membership Stone of Skin.

Rewards of Hashut

01-06 Semblance of Hashut-The Champion's face becomes like Hashut’s, and instills Terror in all goblinoids, and fear in all others.

07-15 Rage of Hashut-Subject to Frenzy

16-20 Molten Blood-The Champions body becomes like a furnace, and his blood is altered to molten metal. This increases the Champions Toughness by +1, he is immune to fire, and all wounds inflicted on him in hand to hand splurt out metal, hitting the Champion’s opponent with an automatic Strength 3 hit. 

21-24 Vomit Fire-The Champion can breathe fire to a distance of five yards and hit one target per turn, doing an automatic Strength 4 hit, and will set flammable targets on fire. The Champion may make his normal attacks as well.

25-30 Gift of Technology-Roll d100 on the chart on Page 132 of Slaves to Darkness.

31-38 Hooves of Hashut-The champion receives the legs of a bull, and his Move characteristic is 6.

39-44 Gift of Horns-The Champion receives a fine pair of red bull horns on his head, giving him another attack.

45-49 Mechanical Limb-Same result as on "Partially Mechanical" under 621-630 in "Slaves to Darkness" except the following chart is used to determine Body Part and Effect:

d10 Part Effect
1 Head A +1 (Bite attack) +2 AP to head
2-3 Body +1 T, +2 AP to body
4-5 Arms +1 S, +2 AP to arm, can Parry with Arm
6-10 Legs Use Table in Slaves to Darkness

50-57 Skin of Stone-The Champions skin hardens, increasing Toughness and Wounds +1 each, but lowering Dexterity and Initiative by -10 each. This is cumulative.

58-63 Vomit Steam-Can emit a superheated cloud of steam at one combatant in hand to hand once a round, the target is subjected to the cloud of steam that does an automatic Strength 4 hit as the target is immersed in the cloud. Armor does not save, and magical armor only saves if it covers all locations (e.g. magical shields) and even then the armor only confers its magical bonus. The Champion of Hashut is immune to the effects of steam.

64-71 Aggression Bonus: +10 to WS and +1 to Strength.

72-78 Familiar

79-84 Will of Hashut-Champion receives a +10 bonus to WP.

85-93 Rune of Hashut

94-97 Daemonic Name

98-100 Chaos Attribute
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6.     Yesterday, 06:54 PM#11

Old Scratch
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Re: [WFRP 2e] Chaos Dwarf Sorcerers and turning to stone

Daemons of Hashut

Iron Bulls of Hashut - Daemonic Creatures of Hashut
The Iron Bulls of Hashut are daemonic creatures of Hashut that resemble a bull. However they appear to be made of iron and their body ripples unnaturally from the inorganic movements made by this creature. Conceivably an individual could ride these but Chaos Dwarves do not have any predilection to do so.

Alignment: Chaos (Hashut)

Psychological Traits: Immune to all psychology except is subject to Frenzy; causes Fear as a Lesser Daemon

Magic: Cannot cast any spells

Magic Items: None

Special Rules: Trample and gore, or gore and breath attack. Iron bulls breathes fire, can strike one target in hand to hand automatically, cause a S 3 hit, and will set flammable targets on fire. 2 AP to all locations.

M WS BS S T W I A Dex Ld Int Cl WP Fel
7 49 - 5 5 12 30 2 - 10 14 50 89 -

Bull Reavers - Lesser Daemon of Hashut
The Bull Reavers are the lesser daemons of Hashut. It is claimed that those Chaos Champions of Hashut will become Bull Reavers. Bull Reavers act as the guards to Hashut’s eternal slave pits where millions of souls labor away in Hashut’s bondage. A Bull Reaver looks like a heavily armored Dwarf, except that it has a head of a bull, but one that is rotting and the skull is visible under the rents in it.

Alignment: Chaos (Hashut)

Psychological Traits: As a lesser daemon, subject to Frenzy

Magic: Bull Reavers cannot cast spells.

Magic Items: None

Special Rules: Bull Reavers carry large two handed axes and use these in combat. 2 AP all locations except their heads. May have d4–2 mutations. 50% chance any spell cast at them will fail.

M WS BS S T W I A Dex Ld Int Cl WP Fel
3 50 - 4 5 5 30 2 20 89 89 75 89 -

Horned Flayers - Greater Daemon of Hashut
The Horned Flayers are the Greater Daemons of Hashut who sometimes appear to assist Chaos Dwarves in times of need. The Horned Flayer is a horrifying spectacle, it walks on the hind legs of a bull, has the torso of a muscular dwarf or human, and its head is the horned skull of a bull through which glowing eyes stare menacingly. In its hand it carries two items, a hammer used to smash it opposition and a wicked scourge with which to lash out at slaves.
The Horned Flayers are cruel and sadistic, delighting in the misery and labor of those unfortunate to be in eternal bondage to Hashut. For those sacrificed to Hashut are condemned for eternity to labor under the baleful gaze and stinging lashes of the Horned Flayers.

Alignment: Chaos (Hashut)

Psychological Traits: As a Greater Daemon. Subject to Frenzy whenever it takes more than eight wounds in a single round.

Magic: Knows and can cast four spells of Hashut, or any Daemonology spells.

Magic Items: Carries a magical hammer that destroys any non-magical armor it hits. The scourge is magical as well, and any creature struck by it must make a Toughness test once that round or be writing in pain and may only parry, cannot attack, dodge, or cast spells.

Special Rules: As Greater Daemon. Takes half damage from all magical and non-magical fires or earth magic. May make a breath attack in hand to hand combat once every three rounds (counts as an attack). Uses BS, if it hits it the Horned Flayer spouts out super-heated plasma, doing a S 5 hit the first round, and automatic damage each following round with Strength reduced each round until it reaches S 0. May have up to 4 Chaos Attributes.

M WS BS S T W I A Dex Ld Int Cl WP Fel
6 90 90 7 8 39 80 10 89 89 89 75 75 01
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7.     Yesterday, 06:55 PM#12

Old Scratch
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Re: [WFRP 2e] Chaos Dwarf Sorcerers and turning to stone

Chaos Dwarves use the Dwarf chart for determining their starter profile.
Bull Centaurs use the following chart for their profile:

Bull Centaurs
M: 8 A: 2*
WS: 2d10+30 Dex: 2d10+10
BS: 2d10+10 Ld: 2d10+40
S: d3+2 Int: 2d10+20
T: d3+2 Cl: 2d10+40
W: d6+8 WP: 2d10+40
I: 2d10+20 Fel: 2d10

*Only get second “trample” attack if they charge, and only then on the first round of combat.

Speak: Dzhurlazid (A mixture of Khazalid and the Dark Tongue)
Night Vision: 30 yards
Alignment: Chaos
Height: As per Dwarf (Bull Centaurs: 6’ 4” + 2d6)
Psychology: Hatred of Dwarves
Fate Points: d3-2
Chaos Attributes: d3-2
Mandatory Skills:
First skill: Equal chance of Metallurgy, Mining, or Smithing
Second skill: Equal chance of SW-2 handed or SW-Chaos Dwarf Blunderbuss

Starting Chaos Dwarf Skills
01-05 Art: Iron Working
06-10 Carpentry
11-15 Chemistry
16-20 Dodge Blow
21-25 Drive Cart
26-30 Engineering
31-35 Immunity to Poison
36-40 Metallurgy
41-45 Mining
46-50 Smithing
51-55 Speak Goblin Tongue (particular dialect)
56-60 Street fighter
61-65 Strike Mighty Blow
66-70 Strike to Stun
71-75 Super Numerate
76-80 SW Two handed 
81-85 SW Chaos Dwarf Blunderbuss
86-90 Torture
91-95 Very Resilient
96-00 Very Strong

Warrior Career Chart
01-10 Bodyguard (Personal guard of Chaos Dwarf Sorcerers)
11-20 Marine (Crew Chaos Dwarf Iron Clads)
21-30 Tunnel Fighter (Experts in fighting Goblinoids, slave gathering)
31-00 Warrior (use Soldier profile, add SW 2 handed, 50% SW Chaos Dwarf Blunderbuss)

Academic Career Chart
01-10 Alchemist’s Apprentice
21-40 Artisan’s Apprentice
41-60 Engineer
61-80 Scribe
81-00 Sorcerer’s Apprentice

Chaos Dwarf Blunderbuss
Causes a S 3 hit. Special rules if fired at Short Range: If fired into a group it will hit 1d3 targets at S 3, f fired at a single individual, it will cause d3 hits. The first hit is at a S of 3, the second S 2, the third S 1. Ranges: Short 24, Long 48, No Extreme Range.

M WS BS S T W I A Dex Ld Int Cl WP Fel

M WS BS S T W I A Dex Ld Int Cl WP Fel


Bull Centaur
See section above for details on Bull Centaurs.

Physique: Bull Centaurs have the sturdy upper torso of a Chaos Dwarf but the body of a ferocious bull.

Alignment: Chaos

Psychological Traits: None

Special Rules: 1 Weapon attack and 1 Trample/Kick attack. May wear armor on their upper torso, but if barding is worn on lower body, reduce M by 1. Has d3-2 Chaos Attributes.

M WS BS S T W I A Dex Ld Int Cl WP Fel
8 41 25 4 4 11 30 2 24 66 29 29 66 10

Boar Centaur
See the section above for details on Boar Centaurs.

Physique: Boar Centaurs have the sturdy upper torso of a Chaos Dwarf but the body of a boar.

Alignment: Chaos

Psychological Traits: None

Special Rules: 1 Weapon attack and 1 Trample/Kick attack. May wear armor on their upper torso, but if barding is worn on lower body, reduce M by 1. Has d3-1 Chaos Attributes.

M WS BS S T W I A Dex Ld Int Cl WP Fel
8 41 25 4 4 11 20 2 24 66 24 24 49 04

Great Taurus (From WD 161)
These creatures are stabled in great pens beneath the Temple of Hashut, the bull god of the Chaos Dwarfs. Powerful Chaos Dwarfs ride Great Tauruses into battle. The Chaos Dwarfs believe that the Great Tauruses were once Chaos Dwarfs, and that they were mutated by the warping power of Chaos into living bull-furnaces like the statue of the god Hashut himself. The Chaos Dwarfs sometimes call the Great Tauruses the Red Bull of Hashut.

Physique: The Great Taurus is a huge and terrifying monster with the body of a massive bull and membranous wings like a dragon. The creature burns with a terrific intensity, so that its whole body is wreathed in fire and smoke. When it moves across the ground sparks fly from its hooves and lightning plays about its feet. It breathes fire in great snorting bursts and black smoke curls from its gaping maw.

Alignment: Chaos (Hashut)

Psychological Traits: Causes Terror.

Special Rules: Can fly as a Lander. Horn, Trample, Two Trample attacks. May also breathe fire. Four Armor Points to the head, three to the rest of the body.

M WS BS S T W I A Dex Ld Int Cl WP Fel
6 57 0 6 6 29 70 4 - 43 43 14 66 -

Hobhound (From WFB 3rd ed.)
The ancestors of Hobhounds were probably dogs that became tainted by the first Incursions of Chaos, becoming larger, fiercer, and more dangerous.
When the Hobgoblin tribes of the Mourngul settled in the Mountains of Mourn, they domesticated the Hobhounds and they are used as mounts as horses are used by human nomads. Even domesticated, the Hobhound is vicious and temperamental creature that must be treated with respect. A wild Hobhound is completely unapproachable and domesticated ones can easily tear a limb off of the careless.

Physique: Bull-headed brutes with broad squat bodies as massive as a horse. Their fur is close and black, their legs are crooked, and their heads squashed like that of a bullmastiff. A hobhound’s teeth are razor-sharp and its general appearance is quite awesome.

Alignment: Chaos if wild, Evil if domesticated

Psychological Traits: None

Special Rules: Has two bite attacks. 15% chance of d3 mutations. Can be ridden by Hobgoblins.

M WS BS S T W I A Dex Ld Int Cl WP Fel
8 41 - 3 3 5 30 2 - 43 14 43 43 -

Lammasu (From the WD 161)
The Chaos Dwarfs believe that the Lammasu is a rare mutation of the Great Taurus. The Lammasu’s ancestry is evident in its tusked head, its thickly curled beard, and its considerable intelligence. It is a creature with magical properties. It breathes not ordinary air, but the power of warp itself, drawing into itself the power of the winds of magic. As it exhales the creature breathes out whirling clouds of black sorcery which wreathe themselves around the Lammasu, enwrapping it with protective power.

Physique: The Lammasu has the body of a gigantic bull, a powerful mace-tipped tail, and a massive, ugly head.

Alignment: Chaos

Psychological Traits: Causes Terror.

Special Rules: 1 Gore or Bite, and 2 Kick attacks. Can fly as a Swooper. Sorcerous Exhalation allows +10 to Lammasu and any rider’s Magic tests. Furthermore the exhalation’s smoky black threads slow and entangle magical weapons, giving them a –10 to WS.

M WS BS S T W I A Dex Ld Int Cl WP Fel
6 57 - 6 7 29 60 3 - 43 18 24 66 -

#2 socratim



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Posted 08 February 2014 - 03:14 PM

*slowly takes out his book of grudges, puts it beside him and begins to sharpen his axe*

:)  :mellow:  :angry:

  • Emirikol likes this

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