Revlid:
III. RECRUITING YOUR OWN ENSLAVING FORCE
A. Army composition rules
Army Points Value����Max Total of Characters��Max Lords��Max Heroes
Less than 2000����������������3��������������������0���������3
2000 or more������������������4��������������������1�������4
3000 or more������������������6��������������������2�������6
4000 or more������������������8��������������������3�������8
Each additional 1000 pts���� +2��������������������+1���������� +2
Army Points Value������ Core Units������ Special Units������Rare Units
Less than 2000����������������2+����������������0-3������������ 0-1
2000 or more������������������3+����������������0-4������������ 0-2
3000 or more������������������4+����������������0-5������������ 0-3
4000 or more������������������5+����������������0-6������������ 0-4
Each additional 1000 pts���� +1 Minimum��������+0-1������������+0-1
- One Despot can be promoted to the army battle standard bearer for +25 pts. The
�� Battle Standard Bearer can’t take any extra weapons or a shield; he may have any magic banner at no points limit, but if he does so, he may not have other magic items.
- Chaos Dwarf units are: Zhatan, Astragoth, Kuzkdaz, Hattuzhan, Overlords, High Sorcerers, Despots, Sorcerers, Arcane Engineers, Warriors, Blunderbussiers, Immortals, Ziggurat Guard, and Chaos Dwarf Crew.
-Hobgoblin units are: Gorduz Backstabba, Hobgoblin Khan-Bosses, Hobgoblin Warriors, and Hobgoblin Gorg Riders.
- Hobgoblin units do not count towards the minimum number of Core units required.
- A Hobgoblin Khan-Boss may not be the general.
B. Lords 1. Overlord: 135 PTS
Though they wield the influence of Hashut on earth, Zharr-Naggrund has not been truly ruled by the Sorcerer-Priests since the rise of Hattuzhan, Conqueror of the Darklands. Rather, various fortresses and city-areas are ruled over by the Overlords, who employ their elite soldiers, the Immortals, to keep order.����� �� M WS BS S T W I A Ld
Overlord 3��7��4 4 5 3 4 4 10
Weapons: Handweapon, Black Plate
Options:
- May ride a Lammasu (+225), a Taurus (+75), or may be mounted on a Darklands Chariot, replacing one of the crew (+95).
- May choose a mix of Common or Chaos Dwarf magic items with the total value of maximum 100 pts.
- May have either a Great Weapon (+6), an Additional Handweapon (+6), and/or a Cabal Glaive (+6).
- May carry a Shield (+3).
-May have a Blunderbuss (+6).
Special Rules:
Unyielding, Implacable2. High Sorcerer: 185 PTS�� [/b]
Priests of Hashut and his various aspects, the Sorcerer-Priests hold great power, although not as much as they once did. The Priesthood of Hashut comprises of those Dawi Zharr who show magical talent, removed from their families to be tutored in the ways of Priesthood. Each High Sorcerer heads one of the seven cabals of the Ziggurat Guard, with the eighth and most powerful cabal headed by the current High Prophet, Astragoth.
��������������M WS BS S T W I A Ld
High Sorcerer 3��4��3 4 5 3 0 1��9
Weapons:[/b] Hand Weapon
Magic:[/b] Level 3 Wizard. May use the Lore of Fire, Metal, Shadow, Death or Hashut.
Options:[/b]
- May be upgraded to a Level 4 Wizard for 35 points.
- May ride a Lammasu (+225), or may be given a Palanquin (+40).
- May choose Common or Chaos Dwarf magic items with the total value of maximum 100 pts.
Special Rules:[/b]
Unyielding, Implacable, Scaly Skin (4+)C. Heroes[/b][/u]
1. Despot: 65 PTS[/b]
Whether born into a noble family, or a veteran and trusted soldier, Despots are those Chaos Dwarfs with enough authority to lead slave raids and command other Dawi Zharr in the defense of the Chaos Dwarf empire, or to act as a second-in-command to an Overlord.������ M WS BS S T W I A Ld
Despot 3��6��4 4 5 2 3 3��9
Weapons:[/b] Hand Weapon, Black Plate
Options:[/b]
- May ride an Taurus (+70) or may be mounted on a Darklands Chariot, replacing one of the crew (+95).
- May choose a mix of Common or Chaos Dwarf magic items with the total value of maximum 50 pts.
- May have either a Great Weapon (+4), an Additional Handweapon (+2) and/or a Cabal Glaive (+3).
- May carry a Shield (+2).
- May have a Blunderbuss (+4)
Special Rules:[/b] Unyielding, Implacable
2. Chaos Dwarf Sorcerer: 65 PTS[/b]
Priests of Hashut and his various aspects, the Sorcerer-Priests hold great power, although not as much as they once did. The Priesthood of Hashut comprises of those Dawi Zharr who show magical talent, removed from their families to be tutored in the ways of Priesthood. The younger Sorcerer-Priests often accompany slave raids or armies, to guard against enemy magics or to unleash the wrath of Hashut.
�������� M WS BS S T W I A Ld
Sorcerer 3��4��3 3 4 2 2 1��8
Weapons:[/b] Hand Weapon
Magic:[/b] Level 1 Wizard. May use either the Lore of Fire, Shadow, Metal, or Hashut.
Options:[/b]
- May be upgraded to a Level 2 Wizard for 35 points
- May ride a Palanquin (+35).
- May choose Common or Chaos Dwarf magic items with the total value of maximum 50 pts.
Special Rules:[/b]
Unyielding, Implacable3. Arcane Engineer: 65 PTS[/b]
The best of the Chaos Dwarf engineers, the Dumendrikuli are an elite group whose bureaucracy oversees every construction, from bridges to Hellcannons. The lower ranking and more machine-oriented members of this profession often take to the battlefield to watch over their creations and test new upgrades.
����������������M WS BS S T W I A Ld
Arcane Engineer 3��4��5 4 4 2 2 2��8
Weapons:[/b] Handweapon, Black Plate
Options:[/b]
- May ride a Kolossus (+210, Rare Choice) or a Taurus (+70).
- May be upgraded to a Level 1 Wizard for +50 pts. May use the Lore of Fire, Metal, or Death, and may cast spells in armour.
- May choose a mix of Common or Chaos Dwarf magic items with the total value of maximum 50 pts.
Special Rules:[/b]
Unyielding, Implacable, Engineer4. Hobgoblin Khan-Boss: 35 PTS[/b]
Amongst the Hobgoblin tribes that roam the Darklands and surrounding areas, the more wily or tough greenskins are known as Khan-Bosses, brutal leaders who act as intermediaries for their tribe and their Dawi allies, setting the price for their services, be it in meat, gold or tools.
����������M WS BS S T W I A Ld
Khan-Boss 4��4��4 4 4 2 3 3��7
Weapons:[/b] Handweapon, Light Armour
Options:[/b]
- May ride a Gorg (+12)
- May wear Heavy Armour (+4), and/or a Shield (+2).
- May have a Spear (+2) a Great Weapon (+4) and/or an Additional Handweapon (+2).
- May have a Shortbow (+4).
- May choose a mix of Common or Chaos Dwarf magic items with the total value of maximum 50 pts.
Special Rules:[/b]
MercenaryD. Core Units[/b][/u]
1. 1+ Chaos Dwarf Warriors: 8 pts per model[/b]
In order to keep the slave population of the Darklands high, all Chaos Dwarf males are obliged to serve in a number of slaving expeditions per year. Chaos Dwarf Warriors are therefore effectively well-trained militia drawn from the civilian population, all of whom have some fighting experience, and led by slavers.
��������������������M WS BS S T W I A Ld
Chaos Dwarf Warrior 3��4��3 3 4 1 2 1��8
Enforcer������������3��4��3 3 4 1 2 2��8
Unit Size:[/b] 10+
Equipment:[/b] Hand Weapon, Heavy Armour, Shield
Options:[/b]
- Any unit may be given Spears (+1 pt per model) or replace their Shields with Additional Handweapons at no extra cost.
- One Chaos Dwarf may be upgraded to a Musician for +5 pts.
- One Chaos Dwarf may be upgraded to a Standard Bearer for +10 pts.
- One Chaos Dwarf may be upgraded to an Enforcer for +10 pts.
Special Rules:[/b]
Unyielding, Implacable2. Chaos Dwarf Blunderbussiers: 12 pts per model[/b]
Wielded by trained marksmen who serve as guards or slavers, blunderbusses were developed due to a need to hit as many targets as possible with as few Chaos Dwarfs as possible. They also present the ability to maim rather than kill opponents, leaving them as potential slaves. It was these brutal weapons that inspired Grog Thunderfist to demand a cannon as payment for his mercenary actions, creating the first Leadbelcher.
�������������� M WS BS S T W I A Ld
Blunderbussier 3��4��3 3 4 1 2 1��8
Enforcer������ 3��4��3 3 4 1 2 2��8
Unit Size:[/b] 10+
Equipment:[/b] Handweapon, Blunderbuss, Heavy Armour
Options:[/b]
- One Blunderbussier may be upgraded to a Musician for +5 pts.
- One Blunderbussier may be upgraded to a Standard Bearer for +10 pts.
- One Blunderbussier may be upgraded to an Enforcer for +10 pts.
- Any unit may be given Shields (+1 pt per model).
Special Rules:[/b]
Unyielding, Implacable3. Hobgoblin Warriors: 3 pts per model[/b]
Close allies with the Chaos Dwarfs, the large number of Hobgoblin Tribes from the Steppes bartered their permanent freedom from slavery during the Great Rebellion by betraying their fellow greenskins, realising that they would be no better off under the Black Orcs than they were under the Chaos Dwarfs. Now they live in and around the Darklands, working alongside the Chaos Dwarfs as mercenaries in return for weapons, armour, meat and gold.
������������������M WS BS S T W I A Ld
Hobgoblin Warrior 4��3��3 3 3 1 2 1��6
Hobgoblin Boss����4��3��3 3 3 1 2 2��6
Unit Size:[/b] 10+
Equipment:[/b] Handweapon
Options:[/b]
- Any unit may be given Spears (+1 pt per model), Additional Handweapons (+2 per model) and/or Shortbows (+2 pts per model).
- Any unit may be given Light Armour (+1 pt per model) and/or Shields (+1 pt
������������ per model).
- One unit may be upgraded to Sneaky Gitz for +1 point per model. Sneaky Gitz
������������have the Scout special rule.
Special Rules:[/b]
Mercenary4. Hobgoblin Gorg Riders: 12 pts per model[/b]
The Darklands are bleak and desolate for the most part, and what prey there is is tough and usually snarling. Due to this, the mounted hordes of the Steppes have dwindled in the Darklands, making the once-scorned infantry of the Hobgoblins a necessity. A mount is still seen as a status symbol, however, and a large number of the potbellied greenskins still ride forth on leathery, fanged beasts known as Gorgs.
����������������M WS BS S T W I A Ld
Gorg������������9��3��0 3 3 1 3 1��4
Gorg Rider������4��3��3 3 3 1 2 1��6
Gorg Rider Boss 4��3��3 3 3 1 2 2��6
Unit Size:[/b] 5+
Equipment:[/b] Handweapon
Options:[/b]
- Any unit may be given Spears (+1 pt per model), Shields (+1 pt per model), and/or Shortbows (+2 pts per model).
- Any unit may be given Light Armour (+1 pt per model).
- One Gorg Rider may be upgraded to a Musician for +6 pts.
- One Gorg Rider may be upgraded to a Standard Bearer for +12 pts.
- One Gorg Rider may be upgraded to a Boss for +12 pts.
Special Rules:[/b]
Mercenary, Fast Cavalry, Slavering ChargeE. Special Units[/b][/u]
1. Immortals: 15 pts per model [/b]
Unlike the conscipted ranks of the Warriors, Immortals are professional soldiers in the pay of the resident Overlord or Despot. They act as the elite soldiers or bodyguards to such high-ranking Chaos Dwarfs, clad in heavy black plate-armour and wielding great curved axes or pairs of shamshirs. Often the sons of Overlords or Despots will spend time in the ranks of the Immortals.
�������� M WS BS S T W I A Ld
Immortal 3��5��3 4 4 1 2 1��9
Eternal��3��5��3 4 4 1 2 2��9
Unit Size:[/b] 10-25
Equipment:[/b] Handweapon, Great Weapon, Black Plate
Options:[/b]
- Any unit may replace their Greatweapons for Additional Handweapons at no extra cost.
- One Immortal may be upgraded to a Musician for +7 pts.
- One Immortal may be upgraded to a Standard Bearer for +14 pts.
- One Immortal may be upgraded to an Eternal for +14 pts.
- A Standard Bearer may take a Magic Standard worth up to 50 pts.
Special Rules:[/b]
Unyielding, Implacable, Immune To Psychology2. 0-1 Ziggurat Guard: 15 pts per model [/b]
The Ziggurat Guard consists of elite fighting units of religious fanatics among the Dawi Zharr, equivalent to the Knightly Orders of the Empire or the Witch Elves of the Druchii. They are formed into seven different cabals, each venerating a different aspect of Hashut, as represented by his daemon-children. These each serve the High Sorcerer-Priest of their cabal.
There is an eighth cabal, formed of the absolute veterans of each of the other seven, that venerates Hashut in all his glory. This cabal acts as bodyguards to the High Prophet of the time.
�������������� M WS BS S T W I A Ld
Ziggurat Guard 3��5��3 4 4 1 2 1��9
Dark Cantor����3��5��3 4 4 1 2 2��9
Unit Size:[/b] 10-25
Equipment:[/b] Handweapon, Cabal Glaive, Heavy Armour, Shields
Options:[/b]
- One Ziggurat Guard may be upgraded to a Musician for +6 pts
- One Ziggurat Guard may be upgraded to a Standard Bearer for +12 pts.
- One Ziggurat Guard may be upgraded to a Dark Cantor for +12 pts.
- A Standard Bearer may take a Magic Standard worth up to 50 pts.
Special Rules:[/b]
Unyielding, Implacable, Blessing of Darkness3. Iron Golems: 65 pts per model[/b]
Iron Golems are automotons crafted in the volcanic forges of Daemon’s Stump and Zharr-Naggrund, where they are cast in the form of daemons, minotaurs and ogres. Whether piloted by a budding engineer or guided by a dark and bound intellect of its own, groups of Iron Golems smash through armoured knight and lowly infantry alike, accompanied at times by their larger cousins, the Kolossi.���������� M WS BS S T W I A Ld
Iron Golem 5��4��0 5 5 3 0 3��9
Unit Size:[/b] 3+
Equipment:[/b] Rending Iron Claws, 4+ Armour Save
Options:[/b]
-�Any unit may be given one Daemonic Upgrade from the Automoton category.
Special Rules:[/b]
Fear, Daemonic Aura & Daemonic Attacks, Bound Rage, Unbreakable4. Death Rocket: 95 pts[/b]
The Death Rocket is a warmachine consisting of a special firing platform, from which its Chaos Dwarf crew fire off explosive rockets daubed with dark runes and bound with daemons. Despite the attentions of the highest Arcane Engineers to the lowliest apprentices, the rockets have the unpredictable tendency to spiral violently in a direction completely other than the intended, as evidenced by the near-destruction of Zharr Naggrund by the Hammer of Hashut, a vast Death Rocket the size of a tower that was meant to impact on the Dwarfen hold of Karaz-a-Karak . Needless to say, such an experiment has not yet been repeated and the Dumendrikuli headquarters have since been quietly moved to a more isolated area of the Darklands, to avoid both catastrophe and mob violence.
���������������� M WS BS S T W I A Ld
Death Rocket���� -��4��0 4 7 3 0 2��8
Chaos Dwarf Crew 3��4��4 3 4 1 2 1��8
Unit Size:[/b] 1 Death Rocket and 3 Chaos Dwarf Crew
Unit Strength:[/b] 3+1 per Chaos Dwarf Crew
Equipment:[/b] The Death Rocket has a 5+ Armour Save. The three Chaos Dwarf Crew wear Heavy Armour.
Options:[/b]
- Any Death Rocket may be given one Daemonic Upgrade from the Engine or Ammunition categories.
Special Rules:[/b]
Daemonic Engine, Daemonic Aura & Daemonic Attacks, Firing the Death Rocket, Fear5. Doomblaster: 95 pts[/b]
The smaller cousin of the Hellcannon, the Doomblaster uses the souls of slaves or captives to fire a stream of screeching, mutating energy, the very stuff of chaos. Only those with an innate resistance to the warping power of change or with a particularly tough constitution can survive being hit by the Doomblaster, whilst their less fortunate comrades are churned up and torn apart from within by unnatural growths and twisting bones.
���������������� M WS BS S T W I A Ld
Doomblaster������-��4��0 4 7 3 0 2��8
Chaos Dwarf Crew 3��4��4 3 4 1 2 1��8
Unit Size:[/b] 1 Doomblaster and 3 Chaos Dwarf Crew
Unit Strength:[/b] 3+1 per Chaos Dwarf Crew
Equipment:[/b] The Doomblaster has a 5+ Armour Save. The three Chaos Dwarf Crew wear Heavy Armour.
Options:[/b]
- Any Doom Blaster may be given one Daemonic Upgrade from the Engine category.
Special Rules:[/b]
Daemonic Aura & Daemonic Attacks, Fear, Firing the Doomblaster6. Darklands Chariot: 95 pts[/b]
Developed as a way to travel across the plains of the Darklands quickly, and to counter the Nehekaran chariots in the War of the Broken Teeth, the four wheels of this heavy metal chariot are powered by a daemon engine. Occasionally the engine will be removed and the daemon bound directly inside the chariot, creating a snarling, snapping metal monster called a Tenderizer that has to be restrained, rather than driven, by its crew.
���������������� M WS BS S T W I A Ld
Chariot����������7��-��- 5 5 4 - -��-
Tenderizer������ 7��3��- 5 5 4 0 3��-
Chaos Dwarf Crew -��4��3 3 - - 2 1��8
Unit Size:[/b] 2 Chaos Dwarf Crew, 1 Chariot
Equipment:[/b] The two Chaos Dwarf Crew have Spears, the Chariot has a 3+ Armour Save
Options:[/b]
- Any number of Chariots may be given an extra Chaos Dwarf Crewman (+9 pts).
- Any number of Chariots may be upgraded to Tenderizers (+30 pts).
Special Rules:[/b]
Chariot, Scythed Wheels, TenderizerF. Rare Units[/b][/u]
1. Kolossus: 210 pts per model[/b]
A Kolossus is the greatest acheivement of the Arcane Engineers, a huge daemonically-powered construction of iron and brass, hissing out sulphurous smoke as it stomps across the battlefield. Each Kolossus is an individual, different from its brothers depending on its materials, design, upgrades, and even the souls used to power its unholy mechanisms. Where one might seem to be a brass bull that leaks fire from its hinges, another might be more humanoid in shape, a squat juggernaut of iron draped in chains.
������������M WS BS S T W I����A����Ld
Kolossus����6��4��0 6 5 6 0 Special��9
Unit Size:[/b] 1 Kolossus
Equipment:[/b] Iron Claws, 3+ Armour Save
Options:[/b]
- Any Kolossus may be given up to two Daemonic Upgrades from the Automoton or Engine categories.
Special Rules:[/b]
Terror, Large Target, Special Attacks, Daemonic Aura and Daemonic Attacks, Bound Rage, Unbreakable2. Bull Centaurs: 75 pts per model[/b]
Bull Centaurs, half Chaos Dwarf and half Bull, are to a Dawi Zharr what Grail Knights are to the impetuous Questing Knights of Brettonia, unstoppable avatars of their deity imbued with a fraction of their power.
These chosen of the Father of Darkness are created when a Chaos Dwarf offers himself up to the Hashut as a sacrifice in the Bull God’s sacred forge, a white-hot bull cast of precious metals. If he is deemed worthy by his god then he will walk out of the flame transformed, one of the creatures of Hashut.
If he is considered unworthy, however, he will be turned to ashes, or crawl out scorched and blackened, an utterly insane ranting maniac.
The immense bull body half is disproportionately large to the Dawi before the transformation. This is balanced after the ascension of the chaotic dwarf, as they are far bigger and stronger than their normal kinsmen. The most favoured of the Bull Centaurs have flame coloured hides and a berserker temper, and are said to burn with the heat of a furnace.
�������������� M WS BS S T W I A Ld
Bull Centaur�� 8��5��3 5 4 3 3 3��9
Hand of Hashut 8��5��3 5 4 3 3 4��9
Unit Size:[/b] 1+
Equipment:[/b] Hand weapon, Heavy armor
Options:[/b]
- Any unit may have Shields (+3 pts per model).
- Any unit may have Additional Handweapons (+4 pts per model) or Great Weapons (+6 pts per model).
- One Bull Centaur may be upgraded to a Musician for +10 pts.
- One Bull Centaur may be upgraded to a Standard Bearer for +20 pts.
- One Bull Centaur may be upgraded to a Hand Of Hashut for +20 pts.
- A Standard Bearer may carry a Magic Standard worth up to 50 pts.
Special Rules:[/b]
Fear, Immune to Flaming Attacks3. Earthshaker: 185 pts per model[/b]
Earthshakers are huge daemon-cannons that fire shells packed with explosives or other, more sinister payloads. Upon impact the shells detonate, sending shockwaves through the ground to slow enemy troops, scattering formations and throwing the aim of bowmen. Once the dark arts of daemonology are applied to the shells, they become host to hordes of imps, charges of daemonic energy, and bound hellfire.
���������������� M WS BS S T W I A Ld
Earthshaker������-��4��0 5 7 5 0 3��9
Chaos Dwarf Crew 3��4��4 3 4 1 2 1��8
Unit Size:[/b] 1 Earthshaker and 3 Chaos Dwarf Crew
Unit Strength:[/b] 5 +1 for each Chaos Dwarf
Equipment:[/b] The Earthshaker has a 4+ Armour Save, the three Chaos Dwarf Crew have Heavy Armour.
Options:[/b]
- Any Earthshaker may be given up to two Daemonic Upgrades from the Ammunition or Engine categories.
Special Rules:[/b]
Daemonic Engine, Daemonic Aura & Daemonic Attacks, Firing the Earthshaker, Terror4. Chaos Dwarf Hellcannon: 265 pts per model[/b]
Part daemon, part warmachine, the Hellcannon of Chaos is a massive construct of iron and brass that growls and shakes with diabolic sentience. In battle, these arcane engines heave great blasts of daemonic energy arcing through the air toward their targets, incandescent explosions liquefying anything they touch and sending the survivors screaming in all directions.
These hell-forged beasts are guided rather than crewed by their teams of corrupt and twisted Chaos Dwarfs, in whose volcanic furnaces the Hellcannons are created. It is their duty to restrain the Hellcannon in the fires of battle, for the daemons bound within each war-construct hunger constantly for a banquet of warm flesh and hot blood laced with the taste of fear. The Dawi Zharr load their charge brutally by shovelling the bodies of their foes into the dire-furnace at the Hellcannon’s rear. Flesh runs like wax, dribbling onto the earth under the crew’s feet in thick, hissing gobs as the daemonic fires strip away and feed upon the captives’ souls. These are perverted into wailing bolts of pure chaos, and vomited toward the Hellcannon’s target in powerful spasms of hate and malice.
A Hellcannon, towering above the Chaos Dwarfs and their greenskin allies, is virtually indestructible. Such is the strength and bloodlust of the Daemonic machine that it must be chained to the ground to prevent it from rampaging toward the enemy lines, intent on gorging itself on raw flesh. Even these precautions prove inadequate should the enemy draw too close; it is whispered that there is nothing that can truly stay a Hellcannon’s insatiable lust for destruction. A single Hellcannon is quite capable of blasting apart the walls of even the most stalwart fortress.
���������������� M WS BS S T W I A Ld
Hellcannon������ -��4��0 6 7 6 1 4��9
Chaos Dwarf Crew 3��4��4 3 4 1 2 1��8
The Hellcannon takes up one Rare and one Special slot.
Unit Size:[/b] 1 Hellcannon and 3 Chaos Dwarf Crew
Unit Strength:[/b] 5 +1 for each Chaos Dwarf
Equipment:[/b] The Hellcannon has a 3+ Armour Save, the Chaos Dwarf Crew have Heavy Armour.
Options:[/b]
- Any Hellcannon may be given up to three Daemonic Upgrades from the Engine category.
Special Rules:[/b]
Daemonic Engine, Daemonic Aura & Daemonic Attacks, Firing the Hellcannon, Spew Ichor, Terror, Large TargetG. Chaos Dwarf Mounts[/b][/u]
1. Taurus: Depends on rider[/b]
The Taurus is a holy steed blessed by the Father of Darkness, although not so great in power as the Lammasu. A red daemon-bull, with eyes of fire and bones of metal, its thunderous charge can throw grown men into the air.
������ M WS BS S T W I A Ld
Taurus 8��5��0 5 5 3 2 3��8
A Taurus can be ridden by Overlords, Despots, and Arcane Engineers.
Equipment:[/b] 4+ Armour Save
Special Rules:[/b]
Daemonic Aura & Daemonic Attacks, Fear, Immune to Psychology, Thunderous Charge2. Lammasu: Depends on rider[/b]
The Lammasu is a great beast, ancient as Zharr-Naggrund itself, and those granted the honour of riding one are truly the favoured of Hashut. A great bull, borne on great dragon-wings, with lion-like claws instead of hooves and the face of a huge Chaos Dwarf, cloaked in smoke and shadow. It is rumoured that the Lammasu were once Chaos Dwarfs, the first to open his prison and to lay eyes upon the glory of Hashut, blessed by the Bull God beyond all others.
��������M WS BS S T W I A Ld
Lammasu 6��4��0 5 5 4 3 4��9
A Lammasu can be ridden by High Sorcerers and Overlords.
Special Rules:[/b]
Fly, Terror, Blessing of Darkness, Daemonic Aura & Daemonic Attacks