War of the Northern Holds. Human and Dawi Zharr TW roster
Chimeraguard
We do deserve to exist.
@Lonkas Decided to make some Total War Warhammer style descriptions for my various ideas about some of the faction armies. I have no idea how accurate or inaccurate any of this is, but I got inspired.
Hope you all enjoy.
Hope you all enjoy.
Footmen
With blade and shield in hand, Footmen form the Confederation's frontline, carving a place in history for their young nation.
Formed from veterans of the great Greenskin culls waged across the lands that now encompass the Confederation of the Reik, footmen form the backbone of the nation's armies, where every twenty households are expected to provide a man to serve in times of war, pooling their resources to afford the necessary equipment. Many Footmen are generational warriors, with a history of service stretching back from son to father to grandfather and beyond. Most go to battle wielding a versatile broadsword, but a number instead equip themselves with spears, the better to contend with enemy cavalry.
Woad Warriors
Religious zeal and fury can drive a man to do great things, ones which render him uncaring of death and a terror on the battlefield.
When the lands of the Reik were primitive tribesmen, some of the most feared fighters were the Woad Warriors of the Thuringians, berserkers who hurled themselves into battle heedless of pain or injury, naked except for the woad-painted symbols of devotion to their god that they say also grant them Ulric's protection. These modern woad warriors are much the same: religious fanatics who seek a glorious end in battle as a form of worship. Though fading somewhat as the Confederation civilizes their numbers swell in times of hardship and war, as the poor and desperate rally to a cause that accepts any willing to adorn themselves with the woad and hurl themselves at the wolf-god's enemies.
Hearthguard
Loyal retainers, they will defend their lord's body and honor with their lives.
Nobles in the Confederation are expected to be warriors as well as leaders, and as such are judged most harshly if they do not answer when danger emerges to threaten their people, or their superiors send out the word that war is upon them. Most of them are also expected to contribute their retainers as part of the Hearthguard, the infantry elite of the Confederation. Equipped to the best standards their lord's means allow (Dwarf-made if possible) and armed with either two-handed greataxes or halberds, Hearthguards are expected to never retreat in the face of an enemy, and despite the nation's short history, the Confederation is already full of tales of Hearthguard who fought to the death rather than face the shame of retreat or surrender.
Archers
The bow has carried humans through both hunting and ranged combat for millennia, and will continue to do so for millennia more.
While lacking the technology of Dwarfen Quarrellers and Thunderers or the skill of Elven archers, bowmen have been the backbone of human ranged warfare since time immemorial. Drawn from a mix of trappers and hunters formed into regiments, archers provide the valuable service of sending volley after volley of simple but still lethal arrows into enemy ranks. Skilled archers are so valuable that poachers are often pardoned in exchange for serving in the Confederation's military.
Huntsmen
May Taal guide the shots of these men, that they might find their mark in a monster's eyeball.
Though the lands of the Confederation may be deemed "secure" on a map, the vast forests and wilds remain stubbornly untamed, filled with monsters with a hunger for human flesh. Huntsmen, be they village militia or professional trackers, patrol the forests to cull these beasts so that their homes and families might live another day. When called to general war, Huntsmen are not only excellent scouts, but also crack shots with their bows, and particularly adept at taking down the large beasts they spend their "peacetime" lives hunting.
War Dogs
A pack of snarling hounds can send a skirmish line fleeing in terror, or drag a wolf-rider screaming off his mount.
Said to be descended from the wolves of Ulric, war dogs are often used by the Confederation to assail enemy skirmishers or run down fleeing opponents. Raised as part of a noble's household or professional military kennels, these great hounds are especially feared by Goblins, who find that these canine warriors can not only catch them even while mounted on wolves, but often outfight them. Goblin infantry are even less fortunate, as a single wardog can easily tackle the small Greenskins before delivering a swift and lethal mauling.
Lancers
These men inherit the war-legacy of the Taleutens: a swift Cavalry charge with lances couched.
While most tribes of the Confederation's past lacked a strong cavalry tradition, owing to the dense forested terrain where they made their home, those who inhabited what would become Talabecland were the exception, fighting from horseback with couched lances. While their equipment has improved, the cavalrymen of the Confederation fight in a similar manner, one that those ancient warriors would have felt right at home with.
White Wolves
The greatest warriors of the Confederation do not fear death. Their lives already belong to Ulric.
First originating as the personal guard and retinue of the Teutogen High Priest of Ulric, the Order of the White Wolf has become an organization of holy warriors known across the Old World. Mounted on warhorses and armed with great cavalry hammers, those who take up the mantle of a White Wolf are among the most zealous and well-trained warriors the Confederation has to offer, regularly leading culls to stamp out Beastmen Herds and Greenskin warbands, the howls that are their battle cries serving as an inspiration to any other Ulrican within earshot and a thing of dread for their enemies.
Catapult
Walls, Warbosses, battle formations, anything can be crushed if you use a big enough rock.
It has been joked by many that the culmination of human military ingenuity has in the end turned back to humanity's first and most simplistic option: throwing rocks at people. Nevertheless, the deceptively simple catapult is perfectly capable of breaking walls and crushing armored soldiers with the heavy boulders it launches, though they are rarely deployed outside the greatest and most important campaigns.
With blade and shield in hand, Footmen form the Confederation's frontline, carving a place in history for their young nation.
Formed from veterans of the great Greenskin culls waged across the lands that now encompass the Confederation of the Reik, footmen form the backbone of the nation's armies, where every twenty households are expected to provide a man to serve in times of war, pooling their resources to afford the necessary equipment. Many Footmen are generational warriors, with a history of service stretching back from son to father to grandfather and beyond. Most go to battle wielding a versatile broadsword, but a number instead equip themselves with spears, the better to contend with enemy cavalry.
Woad Warriors
Religious zeal and fury can drive a man to do great things, ones which render him uncaring of death and a terror on the battlefield.
When the lands of the Reik were primitive tribesmen, some of the most feared fighters were the Woad Warriors of the Thuringians, berserkers who hurled themselves into battle heedless of pain or injury, naked except for the woad-painted symbols of devotion to their god that they say also grant them Ulric's protection. These modern woad warriors are much the same: religious fanatics who seek a glorious end in battle as a form of worship. Though fading somewhat as the Confederation civilizes their numbers swell in times of hardship and war, as the poor and desperate rally to a cause that accepts any willing to adorn themselves with the woad and hurl themselves at the wolf-god's enemies.
Hearthguard
Loyal retainers, they will defend their lord's body and honor with their lives.
Nobles in the Confederation are expected to be warriors as well as leaders, and as such are judged most harshly if they do not answer when danger emerges to threaten their people, or their superiors send out the word that war is upon them. Most of them are also expected to contribute their retainers as part of the Hearthguard, the infantry elite of the Confederation. Equipped to the best standards their lord's means allow (Dwarf-made if possible) and armed with either two-handed greataxes or halberds, Hearthguards are expected to never retreat in the face of an enemy, and despite the nation's short history, the Confederation is already full of tales of Hearthguard who fought to the death rather than face the shame of retreat or surrender.
Archers
The bow has carried humans through both hunting and ranged combat for millennia, and will continue to do so for millennia more.
While lacking the technology of Dwarfen Quarrellers and Thunderers or the skill of Elven archers, bowmen have been the backbone of human ranged warfare since time immemorial. Drawn from a mix of trappers and hunters formed into regiments, archers provide the valuable service of sending volley after volley of simple but still lethal arrows into enemy ranks. Skilled archers are so valuable that poachers are often pardoned in exchange for serving in the Confederation's military.
Huntsmen
May Taal guide the shots of these men, that they might find their mark in a monster's eyeball.
Though the lands of the Confederation may be deemed "secure" on a map, the vast forests and wilds remain stubbornly untamed, filled with monsters with a hunger for human flesh. Huntsmen, be they village militia or professional trackers, patrol the forests to cull these beasts so that their homes and families might live another day. When called to general war, Huntsmen are not only excellent scouts, but also crack shots with their bows, and particularly adept at taking down the large beasts they spend their "peacetime" lives hunting.
War Dogs
A pack of snarling hounds can send a skirmish line fleeing in terror, or drag a wolf-rider screaming off his mount.
Said to be descended from the wolves of Ulric, war dogs are often used by the Confederation to assail enemy skirmishers or run down fleeing opponents. Raised as part of a noble's household or professional military kennels, these great hounds are especially feared by Goblins, who find that these canine warriors can not only catch them even while mounted on wolves, but often outfight them. Goblin infantry are even less fortunate, as a single wardog can easily tackle the small Greenskins before delivering a swift and lethal mauling.
Lancers
These men inherit the war-legacy of the Taleutens: a swift Cavalry charge with lances couched.
While most tribes of the Confederation's past lacked a strong cavalry tradition, owing to the dense forested terrain where they made their home, those who inhabited what would become Talabecland were the exception, fighting from horseback with couched lances. While their equipment has improved, the cavalrymen of the Confederation fight in a similar manner, one that those ancient warriors would have felt right at home with.
White Wolves
The greatest warriors of the Confederation do not fear death. Their lives already belong to Ulric.
First originating as the personal guard and retinue of the Teutogen High Priest of Ulric, the Order of the White Wolf has become an organization of holy warriors known across the Old World. Mounted on warhorses and armed with great cavalry hammers, those who take up the mantle of a White Wolf are among the most zealous and well-trained warriors the Confederation has to offer, regularly leading culls to stamp out Beastmen Herds and Greenskin warbands, the howls that are their battle cries serving as an inspiration to any other Ulrican within earshot and a thing of dread for their enemies.
Catapult
Walls, Warbosses, battle formations, anything can be crushed if you use a big enough rock.
It has been joked by many that the culmination of human military ingenuity has in the end turned back to humanity's first and most simplistic option: throwing rocks at people. Nevertheless, the deceptively simple catapult is perfectly capable of breaking walls and crushing armored soldiers with the heavy boulders it launches, though they are rarely deployed outside the greatest and most important campaigns.
Margraviate Levies
"Just keep in formation and remember: the pointy end goes in the enemy."
Joining the Confederation of the Reik after the great Kulls, the Margraviate's army has not benefitted from the great crucible that forged the modern armies of the Reik, with the results being particularly obvious in its infantry arm. Levied from villages and towns alike, Levies are unspectacular troops, particularly compared to the Footmen of the larger Confederation, and are armed simplistically with spear and shield. The leaders of the Margraviate do not expect much from their infantry either, and are more than happy if they simply hold long enough for the cavalry to do its work.
Slingers
Many mock the use of the "primitive" sling, but the stones crack their skulls all the same.
When many called to serve the Margraviate in war are expected to purchase their own equipment, the sling makes for an attractive and surprisingly useful weapon, being cheap and fairly useful even in peacetime for keeping the hungry wolves or enterprising goblins away from one's home, and the wide open plains of Brigundia give it a quite impressive range. Though wholly unsuited to melee, Brigundian and Asoborn slingers can, if properly guarded, send volley after volley of stones smashing into enemy skulls with alarming speed.
Horse Archers
It takes a lifetime of practice to wield a bow on a moving horse; A good thing the Brigundians have had lifetimes to learn.
Unlike the rest of the Confederation, the lands of the Brigundians are vast open plains with bountiful rivers, perfect for agriculture and animal-rearing, of which the two most well-known are cattle and horses. Those who take up the role of horse archer in the army are generally those who served as outriders for the great cattle drives, patrolling and guarding the herd and using their bows to keep predators away. Given that these predators can include a Greenskin raid attracted to the prospect of both battle and a delicious meal afterwards, Brigundian horse archers can become quite experienced in combat before ever being called to fight a war!
Brigundian Cavalry
All the king's horses and all the king's men are about to chop you into teensy tiny pieces.
When called to war, any Brigundian worthy of the title prefers to do so mounted. Well-armored in scale or chain, these cavalrymen are formed out of a mix of wealthy landholders and noble retinues, and are the iconic warriors of the Margraviate. In battle, they prefer to first soften up their opponents with a couple volleys of throwing spears, before charging home when a weak point is exposed.
Scythed Chariots
Long in the tooth it may be becoming, an Asoborn chariot is still a terror like few others on the charge.
Well-known for their chariots in the time that the Confederation was but divided and feuding tribes, the Asoborn have kept up this military tradition even after their defeat by the Brigundians, perhaps due to a shared fondness for horses. Though nigh-helpless if caught immobile or surrounded, a well-drilled host of charioteers can skillfully angle their vehicles in front of a shield wall, allowing the wheel-mounted scythes to slice of enemy legs while men with polearms use the height and reach advantage to strike at their heads.
"Just keep in formation and remember: the pointy end goes in the enemy."
Joining the Confederation of the Reik after the great Kulls, the Margraviate's army has not benefitted from the great crucible that forged the modern armies of the Reik, with the results being particularly obvious in its infantry arm. Levied from villages and towns alike, Levies are unspectacular troops, particularly compared to the Footmen of the larger Confederation, and are armed simplistically with spear and shield. The leaders of the Margraviate do not expect much from their infantry either, and are more than happy if they simply hold long enough for the cavalry to do its work.
Slingers
Many mock the use of the "primitive" sling, but the stones crack their skulls all the same.
When many called to serve the Margraviate in war are expected to purchase their own equipment, the sling makes for an attractive and surprisingly useful weapon, being cheap and fairly useful even in peacetime for keeping the hungry wolves or enterprising goblins away from one's home, and the wide open plains of Brigundia give it a quite impressive range. Though wholly unsuited to melee, Brigundian and Asoborn slingers can, if properly guarded, send volley after volley of stones smashing into enemy skulls with alarming speed.
Horse Archers
It takes a lifetime of practice to wield a bow on a moving horse; A good thing the Brigundians have had lifetimes to learn.
Unlike the rest of the Confederation, the lands of the Brigundians are vast open plains with bountiful rivers, perfect for agriculture and animal-rearing, of which the two most well-known are cattle and horses. Those who take up the role of horse archer in the army are generally those who served as outriders for the great cattle drives, patrolling and guarding the herd and using their bows to keep predators away. Given that these predators can include a Greenskin raid attracted to the prospect of both battle and a delicious meal afterwards, Brigundian horse archers can become quite experienced in combat before ever being called to fight a war!
Brigundian Cavalry
All the king's horses and all the king's men are about to chop you into teensy tiny pieces.
When called to war, any Brigundian worthy of the title prefers to do so mounted. Well-armored in scale or chain, these cavalrymen are formed out of a mix of wealthy landholders and noble retinues, and are the iconic warriors of the Margraviate. In battle, they prefer to first soften up their opponents with a couple volleys of throwing spears, before charging home when a weak point is exposed.
Scythed Chariots
Long in the tooth it may be becoming, an Asoborn chariot is still a terror like few others on the charge.
Well-known for their chariots in the time that the Confederation was but divided and feuding tribes, the Asoborn have kept up this military tradition even after their defeat by the Brigundians, perhaps due to a shared fondness for horses. Though nigh-helpless if caught immobile or surrounded, a well-drilled host of charioteers can skillfully angle their vehicles in front of a shield wall, allowing the wheel-mounted scythes to slice of enemy legs while men with polearms use the height and reach advantage to strike at their heads.
Black Legionaries
If Zharr Naggrund is the beating heart of the Chaos Dwarf Empire, these Dawi are its plated limbs.
Just like their western cousins, the Chaos Dwarfs are a people eternally at war. With slaves taking up most of the labor-intensive work in the empire, the Dawi Zharr are able, and practically required, to employ a vast section of their population as part of a standing army. Those professionals form the Black Legion, equipped with hell-forged weapons and armor of the finest make, the enforcers of Dawi Zharr rule over the Dark Lands, and one day they say, the entire world.
Bronze Guards
Dwarfen life is precious, yet the Dark Lands demand it be spent to sustain the Empire. The az and plate ensure that its price is high indeed.
The Chaos Dwarfs are not a numerous race, outnumbered many times over by even the depleted Karaz Ankor. This, combined with the vast mineral wealth of the Dark Lands, means there is great motivation to ensure that every warrior among them is lavishly equipped. Marvelously crafted armor of bronze-and-brass plate, often enchanted in the case of the wealthier among their number, grants them a level of protection beyond even the average warrior of their hated kin.
Blunderbusses
A spread of shot can quell a slave uprising in an instant, and the gruesome results are just as welcome on the battlefield.
Outnumbered by those they hold in bondage as they are, there is no crisis the Chaos Dwarfs fear more than a slave revolt, with many remembering the Black Orc rebellion that almost brought down their entire race. The blunderbuss is a weapon perfectly suited to countering that, with a single shot filling everything in front of the shooter with razor-sharp iron projectiles, perfect for slaughtering large numbers of unarmored foes, be they rebel slaves or enemy warriors. As the blunderbuss is a short-ranged weapon, its wielders are often skilled melee fighters, with their preferred tactic being a single blast and following it up with a charge into close combat to finish the job.
Iron Hobgoblins
Broken under centuries of Dawi Zharr rule, these Hobgoblins make acceptable - and expendable, frontline infantry.
Also known as the "Broken" Hobgoblins, the Iron Legions are formed from those who have dwelled under direct Chaos Dwarf rule for centuries. While "trust" may be the wrong word for these notoriously treacherous Greenskins, such Hobgoblins are deemed suitable for being trained and equipped as part of the Iron Legions: the Chaos Dwarf slave-soldiers that can have their blood be shed and lives spent instead of more valuable Dwarfen ones. Armed with the lesser examples of Dawi Zharr craft (still well beyond anything of human make) and well-trained (for Goblins), the Iron Legions are an effective, and more importantly, expendable, force that has many uses, so long as there are some Chaos Dwarfs nearby to ensure they do not succumb to their instincts.
Hobgoblin Quarrellers
Crossbow-armed Hargrobi show reasonable skill, and a great deal of enthusiasm for a role that requires you stay away from the enemy.
The ranged infantry contingent of the Iron Legions is fulfilled by Hobgoblins armed with crossbows. While not of truly outstanding skill, most of them are at least competent and relatively cheap to outfit. The role of Quarreller is an envied position among the Iron Legions, as by definition it means you'll be fighting from a safe distance, or at least safer than being on the frontline!
Hobgoblin Wolf-Riders
Though their loyalty is questionable, their skill as mounted raiders is not.
Though the Iron Hobgoblins may be more infamous in the Old World, the vast majority of Hobgoblins live in a state of nominal independence from the Chaos Dwarfs, ruled by their squabbling Khans and riding giant wolves across the wastelands and steppes. Intimidated enough to answer the call of the Dawi Zharr when demanded, the wolf-riders are difficult to wrangle and untrained compared to the Iron Legions, as well as far less equipped, but they provide a good source of light cavalry that the Chaos Dwarfs would otherwise lack.
Hobgoblin Cutthroats
When there are more Hobgoblins than wolves, someone has to draw the short stick.
When it comes to the varied Hobgoblin tribes, there is not one among them who wouldn't rather ride a wolf than march on foot. Alas, Hobgoblins tend to reproduce faster than wolves, meaning many members of the average tribe instead have to fight as infantry. These Cutthroats have even less armor than the wolf-riders due to their unimportance, and tend to arm themselves with curved knives, all the better to stab into an unprepared enemy's back. Which makes it all the more unfortunate for them that their general role in tribal and Chaos Dwarf warfare alike tends to be that of frontline cannon fodder.
Bull Centaurs
The speed of a charging bull, the resilience of hardened plate, and the hatred of a Chaos Dwarf; All in a single, terrifyingly lethal package.
Bull Centaurs are creatures with the upper torso of a Chaos Dwarf and the body of a ferocious bull, with the first instances of their kind emerging when the Dawi Zharr first gave themselves over to Chaos. Seen as blessed by Hashut himself, Bull Centaurs are trusted as elite shock troops and guardians of sacred temples. In this they are horribly effective, as in addition to their great speed, a Bull Centaur's strength and endurance far exceed that of the average Chaos Dwarf, while older examples of the species have their flesh hardened like living metal, further increasing their resilience. Bull Centaurs are so desired in fact, that the Sorcerer-Lords are unsatisfied with the amount that are born "naturally", and make use of their dark powers to transform some of their offspring into additional examples of the dreaded creatures.
Great Taurus
Exalted as the manifestation of Hashut's wrath, the Great Taurus flies through the blackened skies of the Dark Lands, burning anything that attracts its ire.
A huge and terrifying monster with the body of a massive bull and the wings of a dragon, Great Tauruses are some of the mightiest and most sacred creatures of the Dark Lands, at least as far as the Chaos Dwarfs are concerned. Aside from their resemblance to Hashut, a Taurus's flesh burns like a furnace, wreathing them in smoke and causing sparks to fly from its hooves when they strike the ground. Combine this with their fiery breath and tremendous rage, and it is easy to see why they are so prized by the Dawi Zharr, even though only the most skilled Sorcerer-Prophets can ensure that one is subdued enough to use with anything remotely approaching safely.
Siege Giant
A mutilated giant with weapons and armor fused to his body, the Siege Giant vents its agony on anything unfortunate enough to stand in its way.
The Chaos Dwarfs have not been slow to take note of the military potential that the average Giant has, and eagerly purchase any held as slaves by the neighboring Ogre Tribes. Once in Chaos Dwarf hands, the giants are swiftly "improved" with layer upon layer of heavy iron or brass armor riveted to their skin, and weapons ranging from chain-flails to giant pickaxes are bolted or implanted onto their arms. Naturally, this process is nothing short of pure agony for the unfortunate giant, but the end result (should the giant survive) is a nigh-unbreakable living siege engines. After all, the pain of those battlefield injuries that do make it through the armor is nothing compared to the torment they already suffer.
If Zharr Naggrund is the beating heart of the Chaos Dwarf Empire, these Dawi are its plated limbs.
Just like their western cousins, the Chaos Dwarfs are a people eternally at war. With slaves taking up most of the labor-intensive work in the empire, the Dawi Zharr are able, and practically required, to employ a vast section of their population as part of a standing army. Those professionals form the Black Legion, equipped with hell-forged weapons and armor of the finest make, the enforcers of Dawi Zharr rule over the Dark Lands, and one day they say, the entire world.
Bronze Guards
Dwarfen life is precious, yet the Dark Lands demand it be spent to sustain the Empire. The az and plate ensure that its price is high indeed.
The Chaos Dwarfs are not a numerous race, outnumbered many times over by even the depleted Karaz Ankor. This, combined with the vast mineral wealth of the Dark Lands, means there is great motivation to ensure that every warrior among them is lavishly equipped. Marvelously crafted armor of bronze-and-brass plate, often enchanted in the case of the wealthier among their number, grants them a level of protection beyond even the average warrior of their hated kin.
Blunderbusses
A spread of shot can quell a slave uprising in an instant, and the gruesome results are just as welcome on the battlefield.
Outnumbered by those they hold in bondage as they are, there is no crisis the Chaos Dwarfs fear more than a slave revolt, with many remembering the Black Orc rebellion that almost brought down their entire race. The blunderbuss is a weapon perfectly suited to countering that, with a single shot filling everything in front of the shooter with razor-sharp iron projectiles, perfect for slaughtering large numbers of unarmored foes, be they rebel slaves or enemy warriors. As the blunderbuss is a short-ranged weapon, its wielders are often skilled melee fighters, with their preferred tactic being a single blast and following it up with a charge into close combat to finish the job.
Iron Hobgoblins
Broken under centuries of Dawi Zharr rule, these Hobgoblins make acceptable - and expendable, frontline infantry.
Also known as the "Broken" Hobgoblins, the Iron Legions are formed from those who have dwelled under direct Chaos Dwarf rule for centuries. While "trust" may be the wrong word for these notoriously treacherous Greenskins, such Hobgoblins are deemed suitable for being trained and equipped as part of the Iron Legions: the Chaos Dwarf slave-soldiers that can have their blood be shed and lives spent instead of more valuable Dwarfen ones. Armed with the lesser examples of Dawi Zharr craft (still well beyond anything of human make) and well-trained (for Goblins), the Iron Legions are an effective, and more importantly, expendable, force that has many uses, so long as there are some Chaos Dwarfs nearby to ensure they do not succumb to their instincts.
Hobgoblin Quarrellers
Crossbow-armed Hargrobi show reasonable skill, and a great deal of enthusiasm for a role that requires you stay away from the enemy.
The ranged infantry contingent of the Iron Legions is fulfilled by Hobgoblins armed with crossbows. While not of truly outstanding skill, most of them are at least competent and relatively cheap to outfit. The role of Quarreller is an envied position among the Iron Legions, as by definition it means you'll be fighting from a safe distance, or at least safer than being on the frontline!
Hobgoblin Wolf-Riders
Though their loyalty is questionable, their skill as mounted raiders is not.
Though the Iron Hobgoblins may be more infamous in the Old World, the vast majority of Hobgoblins live in a state of nominal independence from the Chaos Dwarfs, ruled by their squabbling Khans and riding giant wolves across the wastelands and steppes. Intimidated enough to answer the call of the Dawi Zharr when demanded, the wolf-riders are difficult to wrangle and untrained compared to the Iron Legions, as well as far less equipped, but they provide a good source of light cavalry that the Chaos Dwarfs would otherwise lack.
Hobgoblin Cutthroats
When there are more Hobgoblins than wolves, someone has to draw the short stick.
When it comes to the varied Hobgoblin tribes, there is not one among them who wouldn't rather ride a wolf than march on foot. Alas, Hobgoblins tend to reproduce faster than wolves, meaning many members of the average tribe instead have to fight as infantry. These Cutthroats have even less armor than the wolf-riders due to their unimportance, and tend to arm themselves with curved knives, all the better to stab into an unprepared enemy's back. Which makes it all the more unfortunate for them that their general role in tribal and Chaos Dwarf warfare alike tends to be that of frontline cannon fodder.
Bull Centaurs
The speed of a charging bull, the resilience of hardened plate, and the hatred of a Chaos Dwarf; All in a single, terrifyingly lethal package.
Bull Centaurs are creatures with the upper torso of a Chaos Dwarf and the body of a ferocious bull, with the first instances of their kind emerging when the Dawi Zharr first gave themselves over to Chaos. Seen as blessed by Hashut himself, Bull Centaurs are trusted as elite shock troops and guardians of sacred temples. In this they are horribly effective, as in addition to their great speed, a Bull Centaur's strength and endurance far exceed that of the average Chaos Dwarf, while older examples of the species have their flesh hardened like living metal, further increasing their resilience. Bull Centaurs are so desired in fact, that the Sorcerer-Lords are unsatisfied with the amount that are born "naturally", and make use of their dark powers to transform some of their offspring into additional examples of the dreaded creatures.
Great Taurus
Exalted as the manifestation of Hashut's wrath, the Great Taurus flies through the blackened skies of the Dark Lands, burning anything that attracts its ire.
A huge and terrifying monster with the body of a massive bull and the wings of a dragon, Great Tauruses are some of the mightiest and most sacred creatures of the Dark Lands, at least as far as the Chaos Dwarfs are concerned. Aside from their resemblance to Hashut, a Taurus's flesh burns like a furnace, wreathing them in smoke and causing sparks to fly from its hooves when they strike the ground. Combine this with their fiery breath and tremendous rage, and it is easy to see why they are so prized by the Dawi Zharr, even though only the most skilled Sorcerer-Prophets can ensure that one is subdued enough to use with anything remotely approaching safely.
Siege Giant
A mutilated giant with weapons and armor fused to his body, the Siege Giant vents its agony on anything unfortunate enough to stand in its way.
The Chaos Dwarfs have not been slow to take note of the military potential that the average Giant has, and eagerly purchase any held as slaves by the neighboring Ogre Tribes. Once in Chaos Dwarf hands, the giants are swiftly "improved" with layer upon layer of heavy iron or brass armor riveted to their skin, and weapons ranging from chain-flails to giant pickaxes are bolted or implanted onto their arms. Naturally, this process is nothing short of pure agony for the unfortunate giant, but the end result (should the giant survive) is a nigh-unbreakable living siege engines. After all, the pain of those battlefield injuries that do make it through the armor is nothing compared to the torment they already suffer.
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