Chaos Dwarf

BACKGROUND

If you were to travel west Over the Mountains of Mourn, or east through the Blasted Wastes you would come upon the Plain of Zharr. At first glance the plain looks inhospitable, a dry desolate waste. However, this place is home to a race of misshapen Dwarves that have become tainted by the power of Chaos. Separated from their cousins thousands of years ago the Chaos Dwarves gave up any hope of returning to their roots and embraced the powers of Chaos that offered to help them rebuild their lives. Over time the Chaos Dwarfs became a very powerful people, developed their own kind of magic and dedicated their lives to the Great Bull God Hashut that helped them become what they are today.

CHAOS DWARF CHARACTER

Sent forth into the Old World by his sorcerer masters the Chaos Dwarf searches the vast reaches of mountains for the lost secrets of his Dwarf kin. An outcast anywhere he goes he must conceal his true identity or face the severe punishment dealt to all who follow the powers of Chaos.

STARTING AS A CHAOS DWARF

You may only play the Chaos Dwarf if there are no other dwarves in the adventuring party.

Chaos Dwarves start the game with the following profile.

Wounds 3D6
Move 3
Weapon Skill 4
Ballistic Skill 5+
Strength 3
Toughness 4(5)
Initiative 2
Attacks 1
Pinning 6+

Wounds

The Chaos Dwarf begins the game with 3D6 wounds. You may re-roll any dice that roll a 1, but you must keep the second result regardless of the number.

Armor

The Chaos Dwarf starts the game with scale armor giving him a +1 to his toughness.

Weapons

The Chaos Dwarf is armed with either an axe (1D6 +3), or a sword (1D6 +3), and a Chaos Dwarf blunderbuss.

Chaos Dwarf Blunderbuss

The blunderbuss is a primitive black powder weapon capable of firing a blast of metallic shards with great force. The blunderbuss has a strength of 5, a range of 5 squares and may be fired if the Chaos Dwarf is pinned. Whenever the Chaos Dwarf fires the blunderbuss draw a straight line 5 squares long in the direction he wants to fire. Any models in the path of this line are hit on the D6 roll of 5+. If the roll to hit ever comes up a 1 then the blunderbuss has misfired and become damaged. While damaged the blunderbuss is incapable of firing. A damaged blunderbuss may only be repaired at the gunsmith shop at a cost of 2D6 X10 gold. The blunderbuss must be reloaded after each shot. To do this takes 2 turns with the Chaos Dwarf taking no other actions. The Chaos Dwarf starts the game with enough ammunition for one adventure. (Note: These rules are different then the blunderbuss rules in the Bestiary. This change was to keep the character in balance with the game.) If the Chaos Dwarf needs to buy another blunderbuss, he may do so at the gunsmith’s shop for 3,000 gold. Shot and gunpowder are the same price as listed in the gunsmith’s shop.

Equipment

The Chaos Dwarf starts the game with no additional equipment. He may buy and use any equipment normally allowed to the Dwarf.

SPECIAL RULES

Magic Resistance

Like their cousins the Dwarves, Chaos Dwarves have an innate resistance to magic. However, thousands of years of exposure to the warping influences of Chaos have increased this resistance. Any spell targeted at the Chaos Dwarf is dispelled on a roll of 6+. This resistance only protects the Chaos Dwarf. If a spell affects multiple targets, those targets are affected as normal.

Blessings

 Before venturing out into the world each Chaos Dwarf is blessed by the High Priests of Hashut. The Chaos Dwarf may roll once on the Blessings of Hashut table. Roll 2D6 and consult the table below.

BLESSINGS OF HASHUT

The Chaos Dwarf may never have a duplicate blessing, with the exception of Attribute Increase. If a duplicate is rolled, re-roll until a new blessing is received.

2 Attribute Increase
One of the Chaos Dwarfs stats has been increased. Roll a D6 on the following table to determine which stat.
1 Wounds
he Chaos Dwarf gains 1D6 wounds. These wounds are permanently added to the Chaos Dwarfs starting wound total.
2 Move
The Chaos Dwarfs Move stat is increased by 1.
3 Strength
The Chaos Dwarfs Strength stat is increased by 1
4 Toughness
The Chaos Dwarfs Toughness stat is increased by 1
5 Initiative
The Chaos Dwarfs Initiative stat is increased by 1
6 Attacks
The Chaos Dwarfs Attacks stat is increased by 1
3 Tusks
The Chaos Dwarf sprouts massive tusks from his lower jaw. The Chaos Dwarf may now make a bite attack. This is in addition to any other attacks the Chaos Dwarf may have. The attack causes 1D6 + battle-level wounds.
4 Bull Headed
The Chaos Dwarfs fears evaporate and become replaced with a burning desire to succeed in his quest. The Chaos Dwarf is no longer affected by Fear. He may still be affected by Terror but gains a +2 bonus to his dice roll.
5 Stone Skin
The Chaos Dwarfs skin becomes as strong as stone. Once per adventure the Chaos Dwarf can ignore any one blow.
6 Divine Intervention
Hashut as imbued the Chaos Dwarf with a magic vitality. The Chaos Dwarf may keep on fighting while at 0 wounds. To do so the Chaos Dwarf must roll a D6 each turn, on the roll of 5+ the Chaos Dwarf remains standing.
7 Rampage
The Chaos Dwarf develops a savage temper. The slightest things could make him blow his top. The Chaos Dwarf will enter a Frenzy on the D6 roll of a 6. This roll is made at the start of each new combat and lasts until all monsters are cleared.
8 Eyes of fire
See Chaos Warrior attribute table.
9 Mark of Hashut
The Chaos warrior is granted one of the highest boons possible. The great god Hashut as placed his own mark upon the warrior. This mark allows the Chaos Dwarf 1 re-roll per adventure.
10 Strength of the Bull
The Chaos Dwarf feels his body surge with power. Once per adventure the Chaos Dwarf may double his strength for one turn of combat.
11 Magic Resistance
The Chaos Dwarfs innate magic resistance strengthens. The Chaos Dwarfs magic resistance now works on the roll of 5+.
12 Artifact
The Chaos Dwarf has been entrusted with an item of power. Roll 2D6 once on the Artifacts table below. 

ARTIFACTS

Only Chaos Dwarfs can use the following items. They may never sell them or swap them as that would be seen as an offense to the great Bull God Hashut. The Chaos Dwarf can only have one of each of these items unless otherwise noted.

2 Hellblaster Blunderbuss
This is a magical blunderbuss that shoots out balls of molten rock instead of metal. 
The Hellblaster blunderbuss never needs to be reloaded, but it does take 2 turns for it to recharge for another shot. The blunderbuss does 1D6 plus 5 points of damage and ignores toughness and armor. Roll a D6 after each shot if the roll is a 1 then the blunderbusses power is exhausted.
3 Fire Gems
Fire gems are magical gems that are only found on the Plain of Zharr. 
Chaos Dwarfs mine these gems and use them in combat because of their destructive properties. The Chaos Dwarf is given D3 gems. Each gem is capable of unleashing a blast of flame, which is equivalent to the wizards fireball spell with the exception of damage. Each Fire Gem does 2D6 points of damage with no modifiers for toughness or armor. The Chaos Dwarf may have more than one supply worth of Fire Gems.
4 Armor of the Taurus
This special armor is made from the hide of the dread Great Taurus. 
The armor gives the wearer +1 to his toughness and grants the wearer immunity to all fire based attacks, this includes magical fire.
5 Axe of Hellstone
See Chaos Warrior rulebook for item description
6 Hammer of Hashut
This hammer was once wielded by a mighty Chaos Dwarf Sorcerer. 
The hammer counts as a magical warhammer doing 1D6 + Str. Damage. However, the hammer also has the ability to turn monsters into stone. Any time the Chaos Dwarf rolls a natural 6 on the to hit roll, roll another D6 if the result is a 5 or 6 the monster has turned to stone. This includes any treasure the monster may have been carrying. So, in effect any monster turned to stone in this way is worth no experience points. The monster may make any magic resistance rolls it has to avoid being turned to stone.
7 Sulfur Axe
This is a magical axe that has been forged out of metallic sulfur and inscribed with runes of power. 
Anytime a 6 is rolled on the to hit roll the axe ignores toughness and armour.
8 Kharzak’s Helm
This is a legendary helmet once worn by a great Chaos Dwarf Champion.  
Any Chaos Dwarf that wears the helmet gains +1 toughness and has a Fear rating of 6
9 Fire Brew
Fire brew is a toxic ale that only Chaos Dwarfs can ingest. 
The Chaos Dwarf receives D3 casks of Fire Brew. Each cask has D3 draughts. When the Chaos Dwarf drinks from the cask he may double any one of his stats for one turn. However, he must also roll a D6 after each drink, on the roll of a 1 he falls over drunk for D3 turns. The Chaos Dwarf may have more than one supply worth of Fire Brew.
10 Dragons Breath
Dragons breath is a potion that allows the Chaos Dwarf to breath forth a small burst of flame. 
The flame may be used to attack any one monster up to 3 squares away. No to hit roll is needed. The blast does 1D6 wounds with no modifiers for toughness or armor. Each potion has 1D6 uses. The Chaos Dwarf may have more than one supply worth of Dragons Breath.
11 Horn of Ash
When the Horn of Ash is blown it exudes a thick cloud of black smoke obscuring everything in sight. 
All monsters and heroes on the same board section as the Chaos Dwarf are at a –2 to hit. If the Chaos Dwarf possesses the Blessing Eyes of Fire then he has no to hit modifiers.
12 Ring of Smoky Concealment
This ring allows the Chaos Dwarf to appear as a normal Dwarf. 
He no longer needs to roll on the detection table when he has an uneventful day, he may stay in a settlement for as long as he likes, and he may now visit Dwarf only special locations.

ADVANCED RULES

Chaos Dwarfs and Treasure.

Chaos Dwarfs are like Chaos warriors in what treasure they may use. Chaos Dwarfs may only use non magical treasure items. They may still keep any other kind of treasure but only to sell. There is one exception to this rule and that is Dwarf only magic items. If a Chaos Dwarf receives an item of treasure that is only usable by the Dwarf then he must keep it. It is his quest after all to find lost secrets and items from his Dwarven ancestors. If the Chaos Dwarf collects three Dwarf only treasure items then there is a chance he might return home with them. Whenever the Chaos Dwarf has three Dwarf items roll a D6 if the result is a 6 then the Chaos Dwarf returns home. If the Chaos Dwarf has more than three Dwarf items, lower the number needed by 1 for each item over three. For example if a Chaos Dwarf has four Dwarf only items, he would return home on the roll of a 5+, if he had 5 it would be 4+, and so on. This roll must be taken at the end of each adventure where the Chaos Dwarf has at least three Dwarf only treasure items.   The Chaos Dwarf may also use any magic items normally allowed to the Chaos Warrior.

Chaos Dwarves and Hazards

Hazards affect Chaos Dwarves the same as any other character with the following exceptions.

11 Massacre
The Chaos Dwarf has no kin in the area and thus does not take part in the roll. He is after all trying to keep his true identity a secret.
13 Chapel
The Chaos Dwarf worships only one god Hashut. He would not dare to worship him in this temple.
1 You Imbecile
Hashut is displeased with something you have done in the past. You lose 2 wounds permanently from your starting wounds score.
2 Nobody’s Home
You appeal to Hashut all day but he just does not seem to be listening.
3-4 Second Sight
You find the temple and offer your prayers to Hashut. He answers in cryptic and warped visions. You later discover that you have been granted a vision of the future. The Chaos Dwarf gains one re-roll that must be used during the next adventure..
5 Good Work
Hashut is pleased with your accomplishments and grants you one roll one the Blessings table.
6 Blessed
Hashut is pleased with you. You gain 2 wounds permanently to your staring wounds score and a roll on the Blessings table.

Limited Stay

The Chaos Dwarf fears that he will be discovered by his Dwarven brethren and so will only stay in each settlement a short time. Roll aD3, the number rolled is the maximum number of days the Chaos Dwarf will stay in town.

Settlement Events

Chaos Dwarfs roll on the settlement events table as normal. However, if the Chaos Dwarf has an uneventful day there is a chance his Dwarven cousins may discover his true identity. Anytime the Chaos Dwarf has an uneventful day roll 1D6 on the following table.

1 Discovered

The local Dwarfs have discovered your secret. You just barely manage to leave the settlement before things turned ugly. However, in your flight you somehow managed to lose 2D6 X 50 gold. You must now wait outside the settlement for your friends to return.

2 Suspicious

Some of the Local Dwarfs are eyeing you funny. You think it might be a good idea to leave town early and wait for your friends outside the settlement.

3 Hey, Don’t I know you?

One of the local Dwarfs seems to be looking for trouble and you just happened to bump into him at the wrong time. Roll another D6 and consult the table below.

1-2 Whupped
The Dwarf gives you a good beaten. You lose 1D6 wounds and must spend the rest of the day nursing your bruised face.
3-4 Break it up
A group of guards passing by notice the fight and break it up before it can come to blows. They throw both of you in jail for the rest of the day and fine you 1D6 X10 gold. If the Chaos Dwarf cannot pay the full amount he must pay what he has
and spend another day in jail.
5-6 My mistake
Not wanting to get into a confrontation you offer the Dwarf D6 x10
gold to sooth his temper. He gladly accepts and heads for the nearest tavern
4 Noticed

One of the local Dwarfs seeing you by yourself invites you for a drink at a local pub. You graciously accept and even offer to pay for the drinks so as not to seem suspicious. However, unbeknownst to you the Dwarf was a brewmaster and drank twice his weight in ale. You now owe the barkeep 1D6 X 10 Gold. If you cannot pay you must wash dishes and are unable to do anything for the rest of the day.

5 – 6 Not a Dwarf in sight

There seems to be no Dwarfs around and thus your identity should be safe as long as you keep a low profile.

TRAINING

The chances of finding another Chaos Dwarf in the Old World are slim but it does happen. Whenever the Chaos Dwarf visits the Chaos Temple and wishes to learn a new skill roll a D6, on the roll of a 5 or 6 there is a Chaos Dwarf present and willing to train the warrior in a new skill. The Chaos Dwarf must pay his trainer 2D6 X 10 gold crowns then roll 2D6 and consult the chart below.

2 Acute Hearing

The Chaos Dwarf has learned how to listen to and interpret the vibrations of the ground. 

Your warrior will detect an ambush before it happens on the D6 roll of 4+

3 Brute Strength

As the Trollslayer skill

4 Speed Loader

The Chaos Dwarf has learned to how to load his blunderbuss faster. 

It now takes him one turn to reload instead of two.

5 Stone Master

As the Dwarf skill

6 Special Ammunition

The Chaos Dwarf learns how to pack more punch when loading his blunderbuss. 

The blunderbuss now has a strength of 6 and a range of 6 squares.

7 Tunnel-fighter

As the Dwarf skill

8 Dwarven Ways

The Chaos Dwarf has learned some of the social graces of Dwarves. 

The Chaos Dwarf may re-roll a single discovery roll per trip to a settlement.

9 Rage

The Chaos Dwarf has learned to channel all his hate and rage for his enemy into one blow. 

The Chaos Dwarf may make one attack at double his strength. In addition to the strength bonus, if the Chaos Dwarf rolls a natural 6 to hit he may make a follow up attack at a +1 to hit. If the Chaos Dwarf rolls a natural 6 on this attack then he may make another attack at a +2. The bonus to hit continues to go up by +1 for each successive 6 that is rolled after the first. This bonus may only be used on the same monster and lasts until that monster is killed. The Chaos Dwarf must declare that he is using this skill before he rolls to hit. This skill may be used once per turn and takes the place of his normal attacks.

10 Repair

The Chaos Dwarf has learned how to repair his blunderbuss. 

Anytime the blunderbuss becomes damaged, the Chaos Dwarf can repair it on the D6 roll of 5+. The repair takes 1 turn and cannot be performed during combat. If the roll does not succeed then the blunderbuss is damaged beyond the Chaos Dwarfs knowledge and must be taken to the Gunsmiths shop as normal.

11 Rock Lore

The Chaos Dwarf learns about the local rock lore. 

Once per adventure the Chaos Dwarf may search a dungeon for those rocks, which are edible to Chaos Dwarfs and able to heal them. When the Chaos Dwarf declares that he is searching for rocks roll on the following table.

1

Tastes like @#%$
The Chaos Dwarf finds nothing edible here.

2-3

Not Bad
The Chaos Dwarf finds 1D6 pebbles capable of healing 1 wound each.

4-5

Delicious
The Chaos Dwarf finds 1D3 rocks capable of healing 1D6 wounds each.

6

All That Glitters
The Chaos Dwarf finds a gem capable of returning him to full wounds. He does not have to eat it if he doesn’t want to. He can insteadsell it at the next settlement for 1D6 X 50 gold.

12 Doomroar

The Chaos Dwarf has been taught a ferocious battle cry capable of striking fear into his enemies. 

When used all monsters on the same board section as the Chaos Dwarf have a –1 to hit modifier.

Chaos Dwarves and settlements

The Chaos Dwarf may visit any of the settlement locations and special locations allowed to the Dwarf except for those that are Dwarf specific like the Dwarf Guildmasters. In addition to those locations the Chaos Dwarf may also visit the Chaos Temple*(*see Chaos Warrior Character Pack). However, when visiting the Chaos temple the Chaos Dwarf must pay 2D6 X10 gold and roll on the following table.

CHAOS DWARF BATTLE-LEVEL TABLE

Battle
Level
Gold Title Wepn
Skill
Bal
Skill
Str Dam
Dice
Tough Wnds Init Att Luck Wp Skills Pin
1 0 Novice 4 5+ 3 1 4 3D6 2 1 0 4 0 6+
2 2000 Champion 5 4+ 3 1 4 4D6 2 1 0 4 1 6+
3 4000 Champion 5 4+ 3 1 4 5D6 2 2 1 4 1 5+
4 8000 Champion 5 4+ 3 2 5 6D6 3 2 1 5 2 5+
5 12000 Hero 6 3+ 4 2 5 7D6 3 2 1 5 2 5+
6 18000 Hero 6 3+ 4 2 5 8D6 3 3 2 5 2 4+
7 24000 Hero 6 3+ 4 2 5 9D6 4 3 2 5 3 4+
8 32000 Hero 6 3+ 4 2 5 10D6 4 4 2 5 3 4+
9 45000 Lord 7 2+ 4 3 5 11D6 5 4 3 6 4 4+
10 50000 Lord 7 2+ 4 3 5 12D6 5 4 3 6 5 4+

Chaos Dwarf Miniatures

There are a number of different Chaos Dwarf miniatures available for use through Games Workshop mail order. All are suitable but I suggest the Chaos Dwarfs armed with blunderbusses. This character was made with those miniatures in mind. Now if only someone would write up some rules for all evil adventuring parties I can start work on the Sneaky Git to adventure with the Chaos Dwarf.