Thommy H:
I know people have done work on the background (and rules, I’m sure) for this guy before, but I enjoy writing rules, so here’s my update of Zhatan the Black, just for fun. His rules assume the existence of “Immortals” in the army list, but I assume anyone who wants to use this guy in their games won’t baulk at having to improvise rules for those guys too.
Thoughts, comments and criticism welcome. I’ll explain how I arrived at his points cost if anyone asks too.
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Zhatan the Black: Commander of the Tower of Zharr
Zhatan is the mightiest Chaos Dwarf Lord in existence, and holds the rank of Commander of the Tower of Zharr, making him the captain of the Immortals and the foremost servant of the High Priests of Hashut.
Zhatan began his career in much the same manner as any of Zharr-Naggrund’s warrior caste, serving in one of the slaving parties that scoured the Dark Lands for captives to sacrifice to Hashut or put to work in the mines and workshops of the Plain of Zharr. However, Zhatan soon came to the attention of his masters for his bloodthirsty deeds and savagery in battle. Unlike most Chaos Dwarf warriors, Zhatan was not a stoic, disciplined warrior, but a ruthless and cruel fighter, who took pleasure in inflicting torment on those who fell beneath the blade of his mighty axe. It wasn’t long until Zhatan’s exploits earned him a place in the elite Immortal Guard, bringing him into contact with the denizens of the Temple of Hashut. Here, he drew the eye of Ghorth the Cruel, who saw in Zhatan a prot�g� - not one who could follow him down the path of the Sorcerer, for Zhatan had no skill with magic, but rather one who could emulate the dark and terrible acts that had brought Ghorth his standing amongst the Dawi’Zharr.
From that time on, Zhatan became Ghorth’s unofficial bodyguard, following behind him and protecting him from the political machinations of his fellow Sorcerers. As Zhatan’s reputation grew and he became a sergeant, then a captain and finally commander of the Immortals, so too did Ghorth’s power, until the entire warrior elite of Zharr-Naggrund served at the Sorcerer Lord’s beck and call. Ghorth reached heights undreamed of, his influence becoming greater even than the High Priest Astragoth himself. Thanks largely to Zhatan, the balance of power in the Temple of Hashut was changed forever.
Zhatan the Black is the greatest living Chaos Dwarf Lord and the commander of the elite Immortals. He is a Lord choice, but if taken he also uses up a Hero slot. If taken then Zhatan will automatically be your army General. He must be fielded exactly as presented here, and no extra equipment or magic items can be bought for him. The cost of his magic items is included in his total cost.
M WS BS S T W I A Ld
3 7 4 4 5 4 4 4 10
Points: 285
Weapons: The Hammer of Zharr
Armour: Immortal Plate (4+ Armour save)
SPECIAL RULES
Commander of the Tower of Zharr: Zhatan is the lord of the Immortals, and rarely leaves Zharr-Naggrund without a retinue of his best warriors. An army led by Zhatan must include at least one unit of Immortals.
Infinite Cruelty: Zhatan is renowned for his horrific acts of brutality and cruelty even amongst his own evil race. He fights with rare ferocity for a Chaos Dwarf and gloats with delight as he inflicts pain and suffering on any creature foolish enough to cross his path. Zhatan hates all enemy models and follows all the rules for hatred described in the Warhammer rulebook at all times.
MAGIC ITEMS
The Hammer of Zharr
This weapon is a mighty relic of ancient times, dating back to the founding of the Chaos Dwarf empire and the building of Zharr-Naggrund. It is said that the Hammer of Zharr was the tool used to break the earth when the first foundations of the ziggurat were laid. Since that time it has been passed down from warrior to warrior, eventually becoming the weapon associated with the Commander of the Tower of Zharr, the leader of the Immortals. The Hammer of Zharr strikes with terrifying ferocity, making a mockery of all armour.
No armour saves of any kind are allowed against wounds inflicted by the Hammer of Zharr.
The Ring of Unmaking
When the ancestors of the Chaos Dwarfs first turned to the worship of Hashut, the first demand the Father of Darkness made of them was the destruction of their heirlooms from the west. Such power was, at the time, beyond the fledgling Dawi’Zharr, so Hashut taught them the secrets of breaking the bonds of magic that held the runic weapons, armour and other items of the Dwarfs together. He gave to his first Priests the Ring of Unmaking, an obsidian ring of terrible power that, when brought into contact with an enchanted object, caused the spells that gave it power to unravel and the object to crumble to dust. This incredible artefact eventually fell into the hands of Ghorth the Cruel, and Zhatan, his most loyal servant, wears it into battle where he uses it to thwart the magical attacks of his foes.
If Zhatan is hit by an attack from a magical weapon, roll a D6. On a roll of 5 or 6, the weapon has come into contact with the Ring of Unmaking and is immediately destroyed. Zhatan takes no damage from the attack. The Ring of Unmaking has no effect on non-magical weapons.
The Black Mantle
Across Zhatan’s shoulders sits a cloak woven from the hair of slaves tortured in the Temple of Hashut. Blackened by the fires of the Father of Darkness, this terrible object radiates an aura of dread and horror, unnerving his foes and inspiring feelings of hopelessness and despair as they contemplate their potential fate.
Zhatan causes fear as described in the Warhammer rulebook.