Thommy H:
So here’s my version of Astragoth. His rules and character are highly motivated by the image I have in my head of him stalking the Plain of Zharr in his mechanical suit with jerky movements and the scary Tin-Man music playing. This version is supposed to represent the manic, twisted inventor aspect of the Chaos Dwarfs and, in game terms, he’s a high-level wizard to be used offensively, targeting destructive spells (and his Steam Attack) at short range.
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Astragoth: High Priest of Hashut
Chaos Dwarfs respect age as much as their western kin, and the title of High Priest of Hashut traditionally falls to the oldest Sorcerer Lord currently living. For Chaos Dwarf Sorcerers, this takes on particular significance, as during their lives, their use of dark magic gradually turns their bodies to stone. The older a Sorcerer is, the more immobile he becomes, and the more his power wanes. It is only the iron bonds of respect and tradition that allow the High Priests of Hashut to maintain their standing, and they must constantly watch out for the dealings of more unscrupulous, younger Sorcerers.
Astragoth is the current High Priest of Hashut and therefore the oldest living Chaos Dwarf Sorcerer. During the height of his powers, he was the most powerful Sorcerer to walk the Plain of Zharr in a thousand years. Now, however, his petrified body can no longer master magic as it once did, for almost all of Astargoth’s body is now stone. He must carried from place to place by his followers, and his underlings must perform many of the more complex rites of his spells. In an effort to overcome these disabilities, Astragoth ordered the creation of a special device blending sorcery and technology: a mechanical body grafted to his stone limbs that now enables him to move and cast spells. Where other Sorcerers must rely on the help of their servants and become increasingly feeble, Astragoth can now take part in battles, lending his considerable magical talent to Chaos Dwarf slaving parties, as well as using his mechanical might to physically pummel his enemies - something other Chaos Dwarf Sorcerers can only dream of.
Most Dawi’Zharr consider Astragoth quite mad, but while he lives he is still the High Priest of Hashut and they must accept him, mechanical body and all.
Astragoth is the oldest Chaos Dwarf Sorcerer in existence and the High Priest of Hashut. He is a Lord choice, but if used he also takes up a Hero slot. He must be used exactly as described below and no additional equipment or magic items may be taken.
M WS BS S T W I A Ld
6 5 3 5 5 3 3 2 10
Points: 475
Weapons: The Hammerhand
Armour: Stone body (3+ Armour save)
MAGIC
Astragoth is a Level 4 Wizard and may chose to use either the Fire, Metal, Shadow or Death lores of magic from the Warhammer rulebook.
SPECIAL RULES
Mechanical Limbs: Astragoth wears an elaborate construction that combines dark magic and twisted science. This device enables him to move at the increased rate as shown on his profile. However, Astragoth may move no faster than this, and cannot march. He may only charge 6". The only exception to this is fleeing and pursuing, when Astragoth will move 2D6".
Steam Attack: True to his devious and unhinged personality, Astragoth has discovered a brutal method of attack utilising his mechanical limbs that he occasionally uses when the opportunity arises. Switching the pistons that power his limbs around to face nearby foes, Astragoth emits a gout of scalding hot steam that causes agonising burns. Astragoth counts as having a breath weapon attack that hits at Strength 3 and is flaming, however note that he can only use this if he does not move in the Movement phase as it requires him to utilise his pistons for something besides moving.
Stone Body: Astragoth’s body has almost entirely succumbed to the Sorcerer’s Curse, and much of him is now made of stone. In addition to its debilitating effects, this horrific transformation also makes Astragoth extremely difficult to harm. He benefits from a 3+ Armour save, which doesn’t affect his ability to cast spells. This save may not be combined with any other form of armour.
MAGIC ITEMS
The Hammerhand
Astragoth’s mechanical suit is powered by steam-driven pistons. As well as allowing him to move, these pistons are also capable of sending his stone fists into overdrive, pounding on anyone unfortunate to be in his path. The effect of a steam-powered arm made of solid rock is rarely anything but fatal.
The Hammerhand confers the killing blow ability on Astragoth’s attacks.
The Rod of Obsidian
This short staff crafted of black volcanic glass is the badge of office for the High Priest of Hashut and forces the winds of magic to bend to the will of its holder, creating a vortex of anti-magic that protects him from enemy spells.
The Rod of Obsidian allows any Dispel attempt to be re-rolled.
The Mark of Hashut
All Chaos Gods have the power to grant their followers sacred Marks, embodying them with a small portion of their infinite power. Hashut is no different, but the natural resistance that Dwarfs possess towards magic as well as the nature of their strictly ordered society means that Hashut only gifts his mark to his mightiest servant: the High Priest. The Mark of Hashut is unique to Astragoth and gives him unparalleled mastery over his god’s chief domain: fire.
The Mark of Hashut grants Astragoth a 5+ Ward save and renders him immune to all fire-based attacks, including spells and magic weapons that involve fire or are flaming. In addition to this, should Astragoth chose to use the Lore of Fire for his spells, he channels the raw ferocity of Hashut into his magic and generates an additional power dice in his own magic phase.
Comments, thoughts and criticism welcome.