[Archive] My experinmental codex

Blightedmarsh:

codex I am working on with some new fluff and such. Looking for imput and advice, feel free to rip it apart for bits and peaces.

Fluff


Hashut


As I imagine it hashut is not a true chaos god. In this reinterpretation Hashut is a corrupted ancestor god who saved the Dawi Zharr in the only way he could, by harnessing and embracing chaos rather than fighting hopelessly against it.

Stones


These are great black obsidian monoliths that absorb and harness the winds of magic. It was their proximity to this that allowed the peoples to survive the onslaught of the first incursion and along with the hearty dwarven constitution stave off the worst of the effects of mutation. Called by some the pillars of Dawi Zharr they represent the virtues and institutions that form the foundation of dwarven society.

Hashut

Also known as the king or the high stone.This is the first, created for the dwarves by hashut himself at the dawn of the Dawi Zharr civilization. It lies at the heart of Zharr Naggrund, stretching from Bedrock deep to pinnacle high. At its peak in what became the temple of hashut there is a brazire wherein burns an eternal flame, this is the high alter and the holiest of holiest of all the Dawi Zharr. The monolith grows organically as a response to sacrifice, reverence and workshop. With the passage of time the black obelisk has invaded the surrounding zigarat turning its stones to obsidian.

From this during the height of the old order back in the dawn times where the daughter stones cloven.

The Daughters.


At the edges of the plane of Zharr at the eight cardinal directions lie the silent monoliths of the daughter stones, each with its own zigarat, eternal flame and temple. Joined together with roads of obsidian, circling around the plain with wide arrow straight avenues lined with curios obsidian statues. When seen from a dragons eye view it would resemble nothing so much as a vast eight pointed star writ large upon the tortured landscape.

Oath:
It is upon this stone that the great oaths and treaties are sworn. They inscribe themselves into its black surface and fade away. old oaths can be recalled by simply touching the monolith (with the still beating heart of a burnt sacrifice) and thinking of it. When one such oath is forsaken the runes reappear in blood upon the obsidian, whilst the mark of the oathbraker burns itself into the forsworn for all to see.

Lore:
All the laws of the Dawi Zharr are inscribed here, its libraries hold all the judgments and histories of the true peoples. This is also the home of the black justices. The ritualistic trials of high doom are enacted in the temple and this is the site of important state executions.

Duty:
The obligation to ones clan, liege traditions and people. There is a monastic order based here that runs a school for the sons noblemen. As an annex to this their is also a small military academy that acts to impart battle wisdom to promising officers (invitation only), access to its libraries is one of the perks of the immortals though an appointment is required.

Craft: This is home of the daemonsmithying trade. Beardling smiths serve the first part of their apprenticeship before a master smith selects them for training in their own forges. The zigarat serves as the smiths guild hall and the library of the forge books of past masters and thus represents the foremost center of learning in the demonic smithying arts.

Honor: This is the site of the bardic guild hall where all musicians and instrument makers go to train and are administrated from. Tales of bravery and honor are goatherd, composed, recorded and told every day here to the inspiration of beardlings, shield maids and warriors all across the dark lands. The relics and bones of great heroes are interred here whenever possible. Shards of the obelisk are taken to and deposited at the sites of honorable deeds and great sacrifice. This is also the starting point of triumphal processions along the road of honor to Zharr Naggrund.

Grudge: All grudges are recorded here, it is from here that deeds of infamy are told. This is where grudgebrakers prey for strength, guidance and victory before setting off on their holy crusades of vengeance. This also is where announcements of grudges avenged is made and where they hold the party. The road of grudges is the path that outcasts take on their escort into exile.

Courage:

Hearth: This stone is dedicated to the family. Noble births are recorded here, announcements of death made. It is the primary location for state and noble weddings. This is also the home of the guild halls for physicians, midwifery and breeders. All the Clan stones of all the clans are taken from the great Hearth stone and all the clan stone from fallen clans who where not outcast or disgraced are returned here if possible to be held in trust and returned if a clan can be restored or otherwise re-emerge. As the zigarat is sacrosanct and coincided neutral ground it is here that clans meet and hold the annual great throng.

The Great Game

The Dawi Zharr craft, inscribe and empowered black megaliths of varying forms. Deploying armies of slaves to emplace, move, remove, alter, defend or destroy these stones seemingly without rhyme or purpose. These sentinels are focuses of power, inscribing leigh lines across the land for countless leagues. These stone form vast arrays that devour the power of chaos pouring its energies along the leigh lines to the fastnesses of the dark lands fueling their civilization, empowering their sorceries and feeding and sustaining the dark father. In this even the very winds of magic are enslaved to the iron lash of the Dawi Zharr.

The clans vie amongst themselves for control of the arrays and the power they produce, the more power to sustain their own sorcerous energies, the more power to feed to hashut and thus gain favor with him and his council. The ultimate ambition of the high council is to bind the polar gates in chains of fire and stone forever securing the primacy of the Dawi Zharr.

Magic

The Dawi Zharr practice two distinct forms of magic, the craft and the art.

The craft which is otherwise known as the old way is an evolution or adaptation (some would say twisted perversion) of traditional dwarven rune magic. Those of the artisan caste who have an affinity for the winds invariably are taught the craft (the art being barred to them). This involves the summoning and binding of daemons and other spirits and energies to crations of metal or stone. Daemonsmiths (also known as guildsmiths) are responsible for the creation and maintenance of weapons of power as well as the fire stones themselves and thus they are wealthy and influential.

The art is the ways of the priesthood of hashut. This is the way of the stones. The sorcerers use sacrifice, fire and power to draw on the harness wind of magic from their clans arrays. To work the magics they use a game board as a focus. The dragon ivory board is octagonal covered in a geometric pattern of holes with a rune inscribed peace of obsidian taken from each of the daughters and in the center a prism of from the hashut stone itself. Thus it is that the plain of Zharr are rendered in miniature. The game peaces are pegs of bone, gromthril, garnet, jet and jade, the pieces are tide into arrays, spells are cast with the systematic placement of pegs with invocations of power. Oft ancient these boards are handed down from one generation to the next. They are used in complex and arcane tactical contest of skill and magic between sorcerers which can be played for fun or to hone the mind however when it is played in in seriousness it can have potential lethal consequences. Prolonged use of the art causes sorcerers to slowly transform to obsidian from foot to toe becoming just one more piece in the great game.

The pilgrimage.

Would be initiates of the priesthood of hashut must make a pilgrimage. They start from the hearth stone where they bid farewell to their clan and travel the length of the circle around the plains of zharr visiting each temple in turn. they must go alone taking only what they can carry and at each stone they must pass the trials of the daughters and make sacrifice. From hearth to Oath they must walk enduring aught in the quest. Once this is done the pilgrim has one last chance to back away, to choose to complete the circle to the hearth stone or face the forbidding Oath road on the final leg of their journey, many do just this and there is no dishonor in it, indeed oft a beardling will walk the circle with no intention or ability to join the priesthood as this part of the pilgrimage is considered a time honored rite of passage and a way of tempering young beardlings into fine Dawi Zharr. However for those who are determined to stay the course in Zharr naggund lies the last ordeal, the trial of the father. Those who have passed this are forbidden from speaking of it save that it is, that it is terrible and that failure is not an option.

The First of the grudge wars


Of all of the conflicts that the Dawi Zharr have fought this is the one that is remembered as the bitterest. Historically significant as it marked the start of the proses that was to become end of the great manifest period and the beginning of the era of isolation.

Westward the Dawi Zharr had expanded since the days of the foundation and the great incursion along the dark lands so called fertile crescent untl they came to the foothills in the shadows of the world edge mountains. There in they found the holds of there sundered kinsfolk. To their horror the sacred places of their ancestors where found to be infested with lesser races.

The Shar’la’Shar of the Dawi Zharr debated at council with his clan Shars and the priesthood of hashut what was to be done. Against the advice of the priests it was decided to send ambassadors to find what remained of the west and seek alliance to cleanse the worlds edge.

A great party of Dawi Zharr and there slaves set off across the darklands to find the high king of the sons of Grinir. Wht happened at this fateful meeting is lost to the Dawi Zharr and the dwaves will speak of it not. six months after the mission set out an injured lone bullcentaur staggered into the city. With him he bore the shaven heads of the emissaries (the Shar’la’Shars own sons) branded with the two terrible runes that would echo throughout history and forever poison Dawi and Dawi Zharr relations. Not Dwarves.

The rage of the shar was apocalyptic. This was the start of sporadic raiding that took place up and down the worlds edge mountains and continues to this day. Vicious tunnel fights where held for control of the underway, battlelines swung back and forth for nearly a decade, dwarven war parties assaulted the fastnesses of the dawi zharr and cast down vital monoliths without regard for the damage they did, at one point going so far as to bombard Zharr nagrund itself.

The after a decade of deadlocks, reversals and evasion the shar was determined to brake the stalemate before both sides became to exhausted to fight. The massed army of Zharr nagrund marched against the dawi capitol. A veritable sea of green slaves loped alongside tribes of marauders and beastmen lured by the prospect of pillage and glory. At its heart marched the grim legion of the eastern dwarves with the shar himself leading his black immortal guard. It was in the pass of Bloodfire that they came against the hated foe.

300 dwarves stood against the host of nagrund, standing shoulder to shoulder the held the pass. Each a mighty champion they where determined that none should pass even at any price. At their head stood the high king Khaznargad and his three sons.

Battle was joined without fan fair, without curses, oaths or speeches. This had gone too far for that and silent grim resolve ruled the hearts of each. There would be no quarter given and none sought. Wave after wave fell onto the dwarven lines to brake upon the stout defenders. For a full day and a night the defendants held but fatuge and numbers where telling, there numbers dwindling with each assault. The Shar smelling victory committed his centaurs and immortal guard as well as his elite auxiliaries in one final push personally leading the charge from his chariot. In the madness of the shield wall the Shar hunted down and slew each of the princes in vengence for the fate of his own sons. Upon seeing the fall of his beloved eldest Khaznargad flung his axe at the Shar shattering his blood soaked chariot storming into a personal due that was the culmination of a decade of conflict. Daemonic scimitar rang against runic axe as the rulers fought for honor, for vengeance and for what both regarded as the right to be called the right and truthful high king of all dwarves which is perhaps the real root cause of the bitter conflict.

The titanic duel degenerated into a violent brawl with both parties disarmed and locked into a hotly contested stalemate that might of contnued to this day where not for the magics of the Dawi Zharr. Daemons summoned behind the dwarven lines smashed into the stalwart defenders tearing into them. This dire reversal distraced the dwarven king allowing the shar to pierce his glittering armor with a concealed bodkin slaying him and braking the resolve of his foe. Victory it seamed was his.

The shars triumph was short lived however for the foe had not fought out of stubborn pride but to draw in and hold the legion of Nagrund in the pass selling their lives dearly for each precious second buying time foe the master engineers to close the trap. With a thunderous roar the mines they had placed in the wall of the pass detonated scourging it clean of life and grim battle with an avalanche of rock and snow. Thus it was that the final battle of the first war of grudges ended and the last Shar’la’Shar of the Dawi Zharr fell.

RULES

Core Limitations:
Only dwarven units count for minimum troop numbers
You may not have more than 4 slave unit for every dwarf unit
Only a dwarf can be your army general
Basic cross pollination rules (as per hordes of chaos) as they are chaos after all. May cross pollinate with beastmen, hordes of chaos, daemons and orks and goblins.

Slavemaster: Ruthless and cruel taskmasters, slave units in 8" of their masters may use their masters leadership.
Slave: Slaves are inferior beings. They are their to die and that they flee is only to be expected. Dwarven units never panic as a result of fleeing slaves.
Animosity. see orc and goblins
Relentless. See dwarves

WEAPONS

Torsion crossbow

Like miniature ballista these crossbows where the primary range weapons of the Dawi Zharr prior to the invention of the blunderbuss. To keep the bow forges open they were issued to subordinate hobgoblin clans. As crossbows are far easier to use than bows this temporary solution found itself made permanent. Later improvements include leaver action cocking mechanisms, Pseudo-magical force multiplier and most recently the magazine bolt action quarrel loader.

Str save long rules
4 - 30   Move or fire

Ballistea

These are a variant of the bolt thrower. Functioning on a torsion catapult principle they are compact and have a greater than usual power to weight ratio and can fire bolts or stones at a pinch.

Str short long rules
6 24   48   bolt thrower, move or fire, no armor save D3 wounds

Blunderbuss

shoots as unit.
S3, +1S for each additional rank bonus up to S5
Projects across the full width of the unit up to 12", hits all there in.
Inflicts one hit per point of unit strength to each model in field of fire.

UNITS

lords

Sorcerer (Dwarven lord level wizard)
Shar (dwarven lord)

Heros

Chieftain (Hobgoblin hero)
Acolyte (Dwarven Wizard)
Daemonsmith (Dwarven engineer)
Despot (Dwarven hero)

Core

Hobgoblins (expendable slave infantry)
Wolf riders (fast cavalry)
Helots (expendable slave skirmishers)
Dawi Zharr (Blunderbuss infantry)
Warriors (Dwarven infantry)

Special

Ballista (high power bolt thrower)
Immortal (elite Dwarven infantry)
Death rocket (stone thrower variant)
Grudgebrakers (elite dwaver skirmisher scouts)

Rare

Golem (Ogre equivalent)
Bull centaur (medium cavalry)
Shield riders (Fliers)

LORD

Sorcerer

These stony fellows are the masters of the Dawi Zharr. They hold court with there peers called the witan to rule over their respected clan. A witan is lead by the eldest of its number called the overlord and together they decide on issues such as succession, inheritances, policy, marriages as well as plan long term stratagem and conduct investigations and hold trials on internal matters. The overlord is entitled to sit at the high conclave at Zharr nagrund which is called the Hetguard and together with the high priests, the master of the immortals and the bullfather hold the fate of the Dawi Zharr race at their command.

Unit M | Ws | Bs | S | T | W | I | A | Ld
Sorcerer 3 | 4 | 3 | 4 | 4 | 3 | 2 | 2 | 9
Bull centaur 8 | 5 | 3 | 4 | 5 | 1 | 2 | 2 | 8
Lammasu 6 | 4 | - | 4 | 5 | 2 | 2 | 3 | 7

Wargear
Hand weapon
Level 3 mage
May upgrade to level 4 for 50 points
May select the lore of
Death
Shadow
Metal
Fire

Options
Chaos armor 4 points
ay ride bull centaur 30 points
May ride Lammasu 120 points
May take up to 100 points of magic items

Rules:
Relentless
Slavemaster
Stubborn

Lammasu:
Fly
Terror
Large target
Magic resistance (1)
Allows Re role of miss cast dice

Shar

Titular head of a clan by the succession of primogeniture. They posses some small influence over the day to day running of the clan but his duties are mostly military and ceremonial in nature. Most of the real power is held by the witan.

Unit M | Ws | Bs | S | T | W | I | A | Ld
Shar 3 | 6 | 4 | 4 | 5 | 3 | 4| 4 | 10
Aurochs 7 | 3 | - | 4 | - | - | 2 | 1 | -
Crew 3 | 4 | 3 | 3 | - | - | 2 | 1 | -
Chariot 7 | - | - | - | 5 | 3 | - | - | -
Taurus 7 | 5 | - | 5 | 5 | 3 | 2 | 4 | 4

Wargear
Heavy armor
Hand weapon

Options
Chaos armor 6 points
great weapon 6 points
2nd HW 4 points
Shield 2 points
Torsion crossbow 4 points
Taurus 100
Aurochs Chariot 60 points
Causes D6 S5 impact hits
Chariot has 2 Aurochs and 2 crew
armed with HW
they may take
spears 2 points
2nd HW 2 points
Torsion crossbows 8 points
Great weapon 4 points
May carry up to 100 points of magic items

Rules
Stubborn
Relentless
Slavemaster

Taurus:
Terror
ridden monster
Fly
Large target

HERO

Hobgoblin Chieftain 35 points

The word goblin and the word hero should never appear in the same sentence and hobgoblins are no exception. These guys are the self appointed masters of the hobgoblin tribes by dint of there strength, cunning and treachery.

Unit M | Ws | Bs | S | T | W | I | A| Ld
Chieftain 4 | 5 | 3 | 4 | 4 | 2 | 4 | 2 | 7
Warg 9 | 3 | - | 4 | - | - | 3 | 1 | 2
Chariot 9 | - | - | - | 4 | 3 | - | - | -
Crew 4 | 3 | 3 | 3 | 3 | 1 |3 | 1 | 6

Wargear
Light armor
shield
hand weapon

Options
Warg 10 points
Great weapon 6 points
2nd HW 4 points
Torsion crossbow 4 points
May take up to 50 points of magical items
Warg Chariot 30 points
Causes D6 S 5 impact hits
Chariot has 2 wolves and 2 crew
armed with HW
they may take
spears 2 points
2nd HW 2 points
Torsion crossbows 8 points
Great weapon 4 points

Rules
Slave
Animosity

Daemonsmith

Unit M | Ws | Bs | S | T | W | I | A | Ld
Daemonsmith 3 | 4 | 5 | 4 | 4 | 2 | 2| 2 | 8

Wargear
Heavy armor
Hand weapon
Generates dispel dice equal to a level 1 magic user

Options
Chaos armor 4 points
Torsion crossbow 4 points
2nd hand weapon 4 points
great weapon 6 points
shield 2 points
May take up to 50 points of magic items and dispel scrolls

Rules:
Relentless
Slavemaster
Stubborn
War machines in his battery may use his Bs

Despot

Either members of the ruling family of a particular clan or leaders of prominent houses within a clan. These are the senior leftenants of the Shar and oft command smaller engagements and outposts.

Unit M | Ws | Bs | S | T | W | I | A | Ld
Despot 3 | 5 | 4 | 4 | 5 | 2 | 3 | 3 | 9
Despot Centaur 8 | 5 | 4 | 5 | 5 | 2 | 3 | 4 | 9
Aurochs 7 | 3 | - | 4 | - | - | 2 | 1 | -
Crew 3 | 4 | 3 | 3 | - | - | 2 | 1 | 8
Chariot 7 | - | - | - | 5 | 3 | - | - | -

Wargear
Heavy armor
Hand weapon

Options
1 may be battle standard bearer for 25 points and carry a magical standard.
Chaos armor 6 points
great weapon 6 points
2nd HW 4 points
Centaur body 12 points
Shield 2 points
Torsion crossbow 4 points
Aurochs Chariot 60 points
Causes D6 S5 impact hits
Chariot has 2 Aurochs and 2 crew
armed with HW
they may take
spears 2 points
2nd HW 2 points
Torsion crossbows 8 points
Great weapon 4 points
May take up to 50 points in magical items

Rules
Stubborn
Relentless
Slavemaster

Acolyte 65 points

Acolytes are the apprentice magelings of the sorcerers. Oft closely related by blood to their masters this engenders a feeling of trust and fealty that is so vital in instruction and practice of the workings.

Unit M | Ws | Bs | S | T | W | I | A | Ld
Acolyte 3 | 3 | 3 | 3 | 4 | 2 | 2 | 1 | 8
Bull centaur 8 | 5 | 3 | 4 | 5 | 1 | 2 | 2 | 8

Wargear
Hand weapon
Level 1 mage
May upgrade to level 2 for 35 points
May select the lore of
Death
Shadow
Metal
Fire

Options
Chaos armor 4 points
Torsion crossbow 4 points
May ride bull centaur 30 points
May take up to 50 points of magic items

Rules:
Relentless
Slavemaster
Stubborn

Core

Hobgoblins: 2 points/model

A variety of step goblin. If forced out of their normal hunched posture by circomstance or the whip then attaining a maximum of around 5’2" they can stand eye to eye with most men and easily tower over their western kin. Their strong and flexible joints give them a bounding gait and enable them to perform impossible contortions of limb and flesh. They lack the long hooked noises of there smaller relatives due in part to there long association with step wargs and their habit of biting the snouts of prey animals to bring them down, natural selection in a highly mutogenic environment doing the rest. This combined with their pointed ears means that in a poor light they could be mistaken for elves (by someone who has never seen an elf). Their intelligence is for greenskins highly honed by countless centuries of backstabbing, deceit, scheming and treachery. Long associated with the Dawi Zharr there are many client tribes in the darklands, others live as slaves or in tribes wholly subservient to one clan or another.

Units        M | Ws | Bs | S | T | W | I | A | Ld
hobgoblin  4  |   3 |  3  | 3 | 3 | 1  | 3 | 1 | 6
Boss        4  |   4 |  3  | 3 | 3 | 1  | 3 | 2 | 6

Unit size 10+

Wargear:
hand weapon

Options:
Light armor 1 point
spear 1 point
2nd hand weapon 1 point
shield 1 point
May upgrade 1 to Unit champion 5 points
May upgrade 1 to Musician 5 points
May upgrade 1 to Standard barer 5 points

rules.
Animosity
Slave

Wolf riders 10 points/model

These units of fast cavalry are a bread apart. The only loyalty these gobbo will ever know or give is to there mounts. Taking there ques from the traditions of the step Kharnate they are the vanguard of the dawi zharr.

Unit          M | Ws | Bs | S | T | W | I | A | Ld
Alpha       4  |   3 |  3  | 3 | 3 | 1  | 3 | 2 | 7
hobgoblin  4  |   3 |  3  | 3 | 3 | 1  | 3 | 1 | 6
Warg        9  |  3  | -   | 4 | 3 | 1  | 3 | 1 | 2

Unit size 5+

Wargear:
Light amour
hand weapon

Options:
Torsion crossbow 2 points
spear 1 point
2nd HW 1 point
shield 1 point
May take up to 2 addional wolves for every rider for 4 points each
May upgrade 1 to Alpha 10 points
May upgrade 1 to Musician 5 points
May upgrade 1 to Standard barer 5 points

rules.
Animosity
Slave
Fast cavalry

Warriors 9 points/model

Dedicated warriors and clansmen, stout and grim faced. Traditionally the backbone of Dawi zharr armies they shore up the slave levies forming a reserve that not only allows them to plug the gaps and counter attack but also to drive the greenskins on and cut down deserters. Not only is this tactic effective but it also preserves precious dwarven blood.

Unit      M | Ws  | Bs | S | T  | W | I | A | Ld
warrior  3  |   4  |  3  | 3  | 4 | 1  | 2 | 1 | 8
Master  3  |  4   |  3  | 3  | 4 | 1  | 2 | 2 | 8

Unit size 10+

War gear
heavy armor
hand weapon

Options
additional hand weapon 1point
great weapon 2 points
shield 1 point
May upgrade 1 to Unit champion 10 points
May upgrade 1 to Musician 10 points
May upgrade 1 to Standard barer 10 points
One unit may take a standard up to 25 points

Rules:
slavemaster
relentless

Dawi Zharr 8 points

As the solid goblin lines where unattractive to assault against and ungainly to maneuver the Dawi zharr took to employing barrage black powder weapons from the lines. This leaves the opponent in a quandary, do they attack a solid defense or do they continue to subject themselves to a hail of lead. Dawi zharr blunderbusses also found that there weapons employed with different tactics where effective in underground tunnel fighting as well, thus the blunderbuss was here to stay.

Unit     M | Ws  | Bs | S   | T| W | I  | A | Ld
Dawi    3  |   3  |  3  | 3  | 4 | 1  | 2 | 1 | 8
Master 3  |  3   |  4  | 3 | 4 | 1  | 2 | 2 | 8

Unit size 5+

War gear
Heavy armor
Hand weapon

Options
Shield 1 point
Blunderbuss 4 points
Cross bow 2 points
May upgrade 1 to Unit champion 10 points
May upgrade 1 to Musician 10 points
May upgrade 1 to Standard barer 10 points

Rules:
Relentless
Slave master

Helots 4 points

The human tribesmen of the dark lands, long enslaved under the lash of the Dawi Zharr and their green taskmasters. They live in loose agricultural villages on the fringed of the realm out of sight and out of mind of the dawi. Their lot is only little worse that the Bretonian peasantry less due to the cruelty of their green taskmasters and mores so due to the harshness of the land. In battle they provide additional ranged support and run harassment.

Unit             M | Ws  | Bs | S  | T| W | I  | A | Ld
Helot           4  |   2  |  3  | 3  | 3 | 1  | 3 | 1 | 5
Lashmaster   4  |  3   |  3  | 3  | 3 | 1  | 3 | 2 | 6
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TRUNCATED…

TRUNCATED…

Unit Size 5+

Wargear
Hand weapon

Options
Javelin 1 point
Sling 2 points
Shield 1 point
May upgrade 1 to lashmaster 2 points
May upgrade 1 to Musician 2 points
May upgrade 1 to Standard barer 2 points

Rules
Slave
Skirmish

Special

Hobgoblin Ballista 40 points per war machine

Unit           M | Ws | Bs | S | T | W | I | A | Ld
hobgoblin    4  |   3 |  3 | 3 | 3  | 1  |3 | 1 | 6
Ballista       3  |  -  | -  | -  | 5  | 3  | -| - | -

Unit composition
1-2 balista per choice
3 hobgoblins per ballista

wargear
light armor
hand weapon
shield

Rules
move or fire
bolt thrower
slave
No armor save
D3 wounds

Immortals 12 points per model

The chamber militant of the temple of duty. These warriors acknowledge no clan, they hold no name and do not show their faces. Some are volunteers seeking refuge from their pasts, many are orphans taken in by the temple, still more are a tithe of beardlings taken from clans as either a punishment for some infraction or as payment for favors. This is also the fate of young beardlings stolen from the western kin. These grim black warrior monks fight under an oath of silence and communicate with a complex battle sign alone. Their leader are the exalted, immortals released from service for great deeds rendered and who choose to remain.

Unit         M | Ws | Bs  | S  | T | W | I | A | Ld
Immortal  3  |   4  |  3  | 4  | 4 | 1  | 2 | 1 | 8
Exalted    3  |  4   |  3  | 4  | 4 | 1  | 2 | 2 | 8

Unit size 10+

War gear
Chaos armor
hand weapon

Options
additional hand weapon 1point
great weapon 2 points
shield 1 point
May upgrade 1 to Unit champion 10 points
May upgrade 1 to Musician 10 points
May upgrade 1 to Standard barer 10 points
May take a standard up to 50 points

Rules:
slavemaster
relentless
Stubborn

Grudgebraker

These warriors are professionals dedicated to the vengeance of grudges. A dwarf can earn a good living, glory for his clan and a better status for himself within it and so it is a popular career choice for an ambitious warrior on the make. It is also one of the few ways a clan less dawi zharr can achieve recognition.

Unit               M |Ws | Bs | S | T | W | I | A | Ld
Grudgebraker   3  |  4 |  3 | 4 | 4 | 1  | 2 | 1 | 8
Avenger          3  | 4  |  3 | 4 | 4 | 1  | 2 | 2 | 8

Unit size 5+

War gear
Heavy armor
hand weapon

Options
additional hand weapon 1point
great weapon 2 points
shield 1 point
Torsion crossbow 3 points
May upgrade 1 to Unit champion 10 points
May upgrade 1 to Musician 10 points
May upgrade 1 to Standard barer 10 points

Rules:
slavemaster
relentless
scout
skirmish

Death rocket 80 points

The Dawi Zharr have a long and abiding love of rocketry, the first took flight within living memory of the great incursion. Long Favored over the stone thrower for their mobility and ease of storage afforded by their compact size. With their few numbers the dawi zharr can ill afford drawn out stalemates and thus it has been long held that “if you find yourself running low on death rockets it is time to think about turning round and going home.“

Unit               M | Ws | Bs | S | T | W | I  | A | Ld
Dawi              3  |   3 |  3 | 3  | 4 | 1  | 2 | 1 | 8
Death rocket   -  |  -  | -  | -  | 4  | 4  | - | - | -

Unit size 1 rocket launcher 3 Dawi crew.

Wargear
HW
Heavy armor

shield

Rules
Fires as a 36” stone thrower Large template
S5 D3 wounds under the hole
S4 under template

Misfire Table:
1 Explode on launch, place template on launcher and work out damage as normal, remove launcher.
2-3 scatters 3d6 from launcher and explodes as normal there
4-5 Fizzle, may not fire next turn.
6 Dud, anything under the hole suffers 1 S7 hit.

Golem(obligatory)” 55 points per model

Monstrous humanoid constructs of black obsidian bound in iron harnesses, strange iridescent daemon fires burn coldly within faintly visible under is smokey vitriolic skin.

Unit M | Ws | Bs | S | T | W | I | A | Ld
Golem 6 | 3 | - | 5 | 5 | 3 | 2 | 4 | 4

Unit size 2+

Wargear
None

Rules
Causes fear
Stupidity
Unbreakable but subject to crumble
Stone body
Gets a +4 wardsave but is instantly killed by unsaved S7 wounds.
Large target
Can’t march
US3 per model

Shield riders 25

These warriors fly into battle atop enchanted shields. Widely regarded as either brave, reckless, a little bit thick or just plain mad. They are the messangers and scouts of the Dawi Zharr and the competing fighting brotherhoods of shield riders operate out of the temple of courage. They use the obsidian magi levi highways of the darklands to attain speeds in excess of those of a cannonball out of the mouth of the gun, and who is or was the fastest is always a very contentious issue. The roads are also used to conduct a vast annual race that crosses the entire breadth of the dawi zharr realm in a single day.

Unit M | Ws | Bs | S | T | W | I | A | Ld
Shield Dawi 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 8
Shield Master 3 | 4 | 3 | 3 | 4 | 1 | 2 | 2 | 8

Unit size 5+

Wargear

Star shield
Chaos armor
great weapon

Options
May upgrade 1 to Unit champion 25 points

Rules
Fliers
Relentless
Skirmishing

Rare

Cannon

Bull centaur 30 points per model

Part dwarf, with the hindquarters of a bull these are the blessed of hashut. They are the guardians of the temple and it is they who decide on the fate of relics or who has access to the holiest of hollies. The are arrayed in five great and rival houses, one clan under the lordship of the bullfather. In theory they are all the first sons of Hashut and equals, whilst practice dose not live up to these high ideals they do posses a greater amount of influence and autonomy than most warriors. Bull centaurs are all male and their sons always breed true except for the occasion of a rare Taurus birth.

Unit             M | Ws  | Bs | S  | T | W | I | A | Ld
Bull centaur  8  |   5  |  3  | 4  | 4 | 1  | 2 | 2 | 8
Prime bull     8  |  5   |  3  | 4  | 4 | 1  | 2 | 3 | 8

Unit size 5+

War gear
heavy armor
hand weapon

Options
Chaos armor 2 points
shield 1 point
additional hand weapon 1 point
great weapon 2 points
May upgrade 1 to Unit champion 20 points
May upgrade 1 to Musician 15 points
May upgrade 1 to Standard barer 15 points


Special Characters


The stone fire hermit

This sorcerers apprentice left his master to pursue a live of prayer and quiet contemplation. He lived out the remainder of his days cross legged on a cartwheel suspended high above the desert atop a post. He sustained himself buy using magic to acquire food and water and was clothed only in his own rank matted beard. Long after the curse overtook him he became first a curio, then a landmark and then an idol of veneration for the helot tribesmen. Driven by visions they erected 3 concentric stone circles around him sanctifying the obsidian with blood. At mid day of the summer equinox they shed human blood for the first time as they sacrificed the chiefs infant son before him and he did awake in fire. Now his eyes burn with incandescent light, fire burns from his outstretched palms and flame leaps from the top of his bald head. wisps of black smoke pores forth from his open lips and issues from nostril, fouling the air with the scent of ash, sulpher and unwashed hermit. Now he flies across the field on his bladed obsidian cartwheel commanding his followers with vision and telepathy.

Unit                  M | Ws | Bs | S     | T | W | I | A    | Ld
Sorcerer            0  |  4  |  0  | 3+d3| 5 | 3  | 1 | D3 | 9

Equiptment: none
Level 4 mage
Knows all lore of fire

Rules
Causes fear
Stoneform
(+4 ward save S7+ unsaved wounds cause instant death)
MR (1)
Causes D6 Base strength impact hits on charge
Flier


MAGIC ITEMS


Weapons


The Awld Quarrel


This pseudo torsion crossbow dates back to the old days of massed chariot battles against the champions of chaos. It has no strings and four gromthril arms in a flattened X formation on obsidian hinges attached to a star metal stock. each arm binds a daemonette whilst the stock contains an enslaved bloodletter. The quarrels themselves are possessed of the spirits of the furies.

Str save long rules
7 -4 30   never surfers penalties to hit, killing blow

Pointy stick of gobbo
(hobgoblins only)

This fire harden stave is perhaps one of the simplest of weapons in existence. Its humble appearance belies the fact that it is redolent with malevolent power.

The story of the P.S.O.G is intertwined with the fate of the khornite daemon prince Fleshgar Kroth. In battle with greenskins s/he charged into a pathetic rabble of goblins. Rending flesh and smashing bone Kroth annihilated the insignificant greenskins within seconds till only one remained. Perhaps the gods looked kindly upon the wrenched creature or perhaps it was fate or chance for what happened next no one could have predicted. The goblin took up his primitive spear and in a frenzy of terror slew the daemon in the full flow of his might. Thus it was a legend was born, the gobbo with no name would appear with out warning to strike down the mightiest demonic foe and leave with without a word. Roaming the killing fields of a thousand battles the unknown gobbo strode and where he went no daemon could stand before him. Legend has it that he was last seen striding north into the chaos wastes to find a real challenge. His spear he left behind in trust, a sign that one day he would return or so they say.

(Note: the incident of the duel with Kroth was related to me by a friend who was most amused by the 1 surviving goblin killing the opposing daemon prince)

Berrer hates deamons
killing blow against daemons
wounds daemons on a 2+

MAD Mace


A solid iron heft with an obsidian head inscribed with runes and surrounded with a disquieting aura for those with the senses to feel. This wholly destructive weapon has one use and one alone. When activated a glancing blow on a shield or even a parry is enough to trigger the device. Many are the heroes who have wielded this and few are those who have lived to tell of it. That it has never been stolen is testament to the fact that no one sane or otherwise would willing touch the weapon once having seen it let lose on the battle field.

Boundspell, Power level 4
Rule of burning iron, base contact only, inflicts D3 S3 hits against wielder.

Firelance 25 points

This spear of dragon ivory has the magic and soul of its former owner bound within. In battle it produces great jet of flame.

Spear
Small template
Strength 3
All unsaved wounds cause panic tests
18” guess range weapon

Scimitar of the Shar’La’Shar

This curved weapon was specifically forged for the great grudge and as such is designed to cleave through even magic or runic armor as easily as paper. The lore of metal was carefully worked into the damasked steel to cleave the gromthril hides of the hated foe.

Ignores armor save

Edge of hate 35 points

Less a weapon and more a rune inscribed on the recipients skin. It allows the wielder to project his hatred, anger, cruelty and desire to kill along any non magical blade used giving it an enhanced edge.

Grants hatred against all
Hits cause D3 wounds.
Blade of water

This blade was quenched in a mixture of waters taken from the river ruin mixed with the blood of a sacrificed skaven possessed with a daemon of Nurgle. It transforms any water it touches, polluting it with deadly toxins. 9/10ths of the human body is water, what it does to your insides if it cuts you does not bare thinking about.

Poison attacks.

Ark Blade

Forged using lightning this short sword audibly crackles with barely suppressed thunder. For safeties sake the blade is contained with a heavily insulated hilt and sheath. It leaps forth with blue electricity that whilst not powerful enough to kill outright it causes intense pain and muscle spasms that in combat can prove a fatal distraction.

Foes in base contact are at -1A

Armor


Star shield


A shield of bone with a metal rim embossed with the eight pointed star. The shield has a screamer bound within it and its hand hold double up as foot straps.

Shield (+1/+2 Sv)
Flier
Items

Fury bolts


no long range penalty to hit.


Beard Blades


These are a set of small broad dagger shaped blades of steel with a metal loop instead of a handle. Bound within each is a daemonic essence of spite. They are designed to be tied to the ends of the plaits that dawi zharr love to weave into their beards.

Causes D6 base strength impact hits on the charge
WYSIWYG the model MUST have a beard

Spyglass 15 points

This small brass telescope looks ordinary enough but when you look through it you see an eight pointed cross hair. This device is used to target the demonically guided death rockets and is activated using a tiny blood sacrifice via its pinprick trigger.

Bound spell power level 5
Requires LOS
Range 24"
Has the effect of dropping a guided death rocket on said target (see death rocket above)
note that there must be a functional death rocket on the field and able to fire (even if its in the opposing army) for this to work

Rod of ownership

Slaves bare the mark of their owners tattooed into their skin. This device reacts with the special inks to cause the runes to erupted in searing pain, as such this is a perfect control and motivation device and the few casualties that it inevitably causes are well worth the loss.

Boundspell Power level 3

May auto rally a broken slave unit in 12" and LOS of the barer. The target unit suffers D6 S2 hits with no saves allowed as an incentive to fight.
Arcane

Talismans

Banner

Codicils of Lore

This banner is a collection of parchment scrolls that expound the ancient ant harsh legal system of the dawi zharr. The pages amongst other things list the terrible and horrific penalties for crimes such as desertion, disobedience and cowardice. All the encouragement if any where needed to instill a little backbone into the men.

Confers:
Immunity to psychology

Clan stone

This large prism of obsidian has a flame burning from the top which is representative of the strength and pride of the clan, if the flame is extinguished then so is the clan. Every member of the clan has touched the stone and sworn his loyalty upon it, all ascensions take place before it and if the stone rejects the new Shar he is sacrificed to it to may way for another. This is also the focus of the clans magical power.

Unit is stubborn
Unit gets MR (1)
If lost you lose 500 additional victory points (so don’t lose it) and all units must take a panic test, all gain hate against the opposition

Unfinished


Game board


Hammersmith.


This hammer is used to bind demons or other spirits for the forging of artifacts.

(you kill, it gets more powerful)

Need to add more fluff, more items, points balance, cannons and refinements.