Chaos Dwarfs
The exact origin of the Chaos Dwarfs is not known for certain.  In the distant past some Dwarfs moved northwards into the Great Skull Lands or Zorn Uzkul, and then south along the Mountains of Mourn.  These explorers were undoubtedly the ancestors of the Chaos Dwarfs.  The great influx of Chaos has since worked terrifying changes on their bodies and souls.  Chaos Dwarfs are evil, self-centered creature, caring nothing for the life of others and directing all their labors to the construction of their great city, the Tower of Zharr-Naggrund.  Chaos Dwarf armies scour the Dark Lands and beyond for slaves to fill their city and labor beneath the earth in pits that surround it.

Physically, Chaos Dwarfs resemble other Dwarfs, for all Dwarfs are resistant to the influence of magic and so Chaos has not warped them to the gross degree it has some other creatures.  Apart from their long tusks they display few of the mutations that Chaos brings.  Some develop bull-like features, even cloven hooves and occasionally horns.  These mutations are rarely seen amongst Chaos Dwarf Warriors; it is Chaos Dwarf Sorcerers who are most likely to show the effects of magic.
 
 

Rules:
1.  A Chaos Dwarf Army must always have one or more units of Chaos Dwarfs
2.  Chaos Dwarfs are more sturdy than other races and heavy armor does not slow them down.
3.  Chaos Dwarfs do not have the resistance to magic that ordinary dwarfs have so they do not receive the automatic dispel of 4+.
4.  Chaos Dwarfs can't run as fast as other species so when they pursue or flee they only get a 2D6" -1 " rate.
 
 
 
Chaos Dwarf 14 points
Movement
3
Weapon Skill
4
Ballistic Skill
3
Strength
3
Toughness
4
Wound
1
Initiative
2
Attacks
1
Leadership
9
Equipment:  Heavy Armor, Shields, Hand Weapons, Double Handed Axes.
Options:  A unit may carry a magic standard
 
 
Chaos Dwarf Champion 48 points
Movement
3
Weapon Skill
5
Ballistic Skill
4
Strength
4
Toughness
4
Wound
1
Initiative
3
Attacks
2
Leadership
9
Options: May carry 1 magic items
 
 
Chaos Dwarf Hero   104 points
Movement
3
Weapon Skill
6
Ballistic Skill
5
Strength
4
Toughness
5
Wound
2
Initiative
4
Attacks
3
Leadership
10
Options:  May carry 2 magic items.  May ride a monster.
 
 
Chaos Dwarf Lord   160 points
Movement
3
Weapon Skill
7
Ballistic Skill
6
Strength
4
Toughness
5
Wound
3
Initiative
5
Attacks
4
Leadership
10
Option: May carry 3 magic items.  May ride a monster.  May be your general