/TG/heim:Amar-Sin's Slavers (Chaos Dwarfs)

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Intro[edit]

In the charred and empty wastes of Tzorn Uzkul lies the city of Zharr-Nagrrund. In it the hellish automatons of its nightmarish industry never fall silent and churn out weapons, armor and other products of war. All oiled by the blood of uncountable slaves toiling away and the sacrifices to the dreaded Bull God Hashut. He is patron of the chaos dwarfs and their twisted kind of craftsdwarfship, for him slaves are are thrown into vats of molten metal and the sorcerer priests recite their droning prayers. When the news of the catastrophy that hit Mordheim and more so the knowledge of the untold quantities of warpstone to find there reached the dark city virtually lighted up the planes below them as caravanns of chaos dwarfs where dispatched to gather information about this place far beyond theire borders. Months passed and finally caravanns were sent out to bring in the this rich bounty, Under them the men of Amar-Sin, member of the sorceror caste. He proccured a fitting vessel, a miyture of cage and hauling cart powered by a demon, with promisses to the hellsmiths of percentages of the earnings should he return.

His band may be small but he has to gain much. For him, riches and and a position of power. For Hashut, slaves and sacrifices.

50 GC 0 Wyrdstone Shards

Heroes[edit]

Amar-Sin[edit]

Chaos dwarf Sorcerer 37 xp m:3 ws:4 bs:3 s:3 t:4 w:1 i:1 a:1 ld:9 He wears a sword and a Lucky Charm. Leader: Any warrior within 6“ of the Sorcerer may use Leader: his Leadership when taking Ld tests. Wizard: The Sorcerer is a wizard and follows the rules for wizards in the magic section. Sorcerers may cast Rituals of Hashut. Priest: The Sorcerer starts with two rituals. One of them is the Sacrificial Ritual. The other spell is determined as usual from the Rituals of Hashut. Treasure Hunter: +1/-1 on exploration rolls. Sorcerer: +1 on Spells Spells: Sacrificial Ritual 10 The Chaos Dwarf Sorcerer sacrifices the captives in a bloody ritual, thus carrying out his assignments as a High Priest of Hashut. The Chaos Dwarf Sorcerer must be in contact with an Engine of Chaos in order to successfully cast this spell. As the ritual requires the sacrifice of a mortal, remove one captive model from the Engine of Chaos and its starting warband’s roster. The Sorcerer may sacrifice additional captives to lower the spell's difficulty by –1 per sacrifice. These models must be sacrificed before rolling for Difficulty. The Chaos Dwarf Sorcerer gains +D3 Experience. Fumes of Azgorh 7 The Sorcerer's mouth glows. Clouds of black gas are slowly emitted until with an almighty belch, a wave of corrosive smoke erupts from his gaping jaws. The spell has a range of 8’’, hitting all models in its path on a D6 score of 4+. Any model hit suffers a S4 hit, roll to wound as normal. No armour saves allowed. Earthquake Difficulty 9 Difficulty 9Difficulty 9 Difficulty 9 Arms raised, the Sorcerer brings his staff crashing to the ground. The earth ripples outwards from the blow, and splits asunder. All models within 3” of the Sorcerer, friend or foe alike, must roll equal to or under their Initiative or suffer D3 S4 hits.

Shukil and Shulgi[edit]

Chaos dwarf Gaolers. 10 xp/20xp m:3 ws:5/shulgi 3 bs:3 s:3 t:4 w:1 i:2 a:1(Shulgi has 2) ld:9(shulgi has 10) Horrible specimen of their race hired to fill the slave pen of the chaos engine.

Shulgi has the Chaos engineer skill, so he gets+3 on rarity rolls for chaos armor(any kind) and obsidian weapons, he also has the treasur hunter skill so he can modify one exploration die +1/-1. Heavy armor, and man-catchers Shulgi wearsa helmet. Nasty Reputation: Gaolers are known for their Nasty Reputation: brutality. The dreaded sight of them and the very thought of being captured causes fear in Humans.

Henchmen[edit]

Dugan and Erkil[edit]

Chaos dwarve 7 xp/ 0 xp m:3 ws:5/4 bs:3 s:3 t:4 w:1 i:3 a:1 ld:9


Light armor,shield,axe, helmet Erkil wears Heavy armor, a greatweapon and a Helmet

The chaos engine (equipment) Armored cart possessed by a demon, transporter for plundered goods. Rules found under empire in flames.

Janosch, Helmuth and Ivan[edit]

Informants 3xp Ivan, Janosch 3xp(Helmuth 11xp) m:4 ws:3(4) bs:3 t:3 w:1 i:3 a:1(2) ld:7(8)Janosch also has Ld 8 Broken man with no hope left to flee, he thinks he could earn their freedom or at least less lashe whips. Wearing bows and maces(Helmuth wears light armor, a buckler, sword, a mace and a halmet)

Rules for the chaos engine[edit]

Now Holds 0 Prisoners.

Engine t8 w4 Wheel t6 w1 Daemon m6 t6 w3 SPECIAL RULESS Wagon: The Engine of Chaos follows all rules for Wagons (see Empire in Flames Supplement, p. 30–33) unless specified otherwise here. Daemon:The Engine of Chaos is powered by the binding of a daemon. All references to draft animals pulling the Wagon should be treated as referring to its daemon. Daemon movement is unaffected by cargo. Passengers:: A Chaos Dwarf must function as the driver. No other models but captives may passage the Engine of Chaos. No more than six captives may be imprisoned in the Engine at a time – large creatures (Ogres, Minotaurs, etc.) count as two models. Pedal to the Metal: The driver may apply the effects of the lash. If an Engine of Chaos goes out of control for then refer to the Out of Control table. In the event of rolling the result ‘Loss of Control’, replace a result of 5 (The wagon yoke pole snaps…) with; The Daemon has released itself from the sorcery which bound it to the Engine of Chaos. The Engine moves 6" straight ahead and then comes to a halt. The vehicle may no longer move for the remainder of this battle. Prisoners: Models always become captives when Prisoners: fighting a battle against a Chaos Dwarf warband that has an Engine of Chaos by rolling the Captured result on the Serious Injuries table or by being taken out of action by a Man-catcher. Note that in both cases their equipment is lost to the Chaos Dwarf warband. Some results on the Mordheim Exploration chart let Chaos Dwarfs acquire captives: Straggler (one) and Prisoners (D3). From the Empire in Flames Exploration chart: Raving Lunatic (one), Lost Children (two), Mordheim Refugees (D3), The Hanging Tree (one), Small Farm and Large Farm (two). Models held as captives can be set free by destroying the Engine of Chaos or by using the prison keys. If a model puts one of the Chaos Dwarf warband's Gaolers out of action they take the keys. A model that takes the keys may free the captives by moving into base contact with the engine. If the Chaos Dwarfs rout before this happens or if the model with the keys is taken out of action (losing the keys to a new keeper), the captives remain captured. Freed captives must always move towards the closest table edge. Captives not from participating warbands use the basic profile for human warriors (see Mercenary warband). Rescued captives return to their former warbands. Haaashut's Reward: Hashut's Reward:shut's Reward: shut's Reward: The Chaos Dwarfs may choose to send captives back to the Dark Lands after a battle. If they do this, any number of captives must be sacrificed to Hashut. The Engine of Chaos plus one Hero must miss the next battle. Unless there is another engine, no models may be captured until they return. Captives must be removed from their warbands rosters permanently. After the Hero rejoins the warband consult the following table. Captives Hashut’s Reward 1----3 +1 Experience points for the leader. 4----5 +D3 Experience points which can be distributed among the Heroes. 6 +2D3 Experience points which can be distributed among the Heroes plus D6x5 gold crowns.

Notable Moments[edit]

Voluntary Rout while definding their finds against Skwikritts Killers. Vastly outnumbered they shot and cast seplls at each other. No one died thanks to dwarfen hardiness. Smithed a mighty obsidian greataxe for Kalmar in exchange for an armistice wit hhim and Giaccomos Gravedigger's ( and some gold of course) Found an old armory in which they there able to find ithilmar armor! Ekur was ripped apart by a ghoul of Lady Escher, after the rout they grudingly sold back her Necromancer-servant Ekur captured. Sold back a cultist and the mutant Barbados to Suleiman.

See also[edit]

/TG/heim