The Brazen Tithe

Unofficial — House Rules. The Brazen Tithe is a custom redesign of the Chaos Dwarfs warband by Ash Lawrenz. It is not a published Mordheim source. Rules are theoretical and have not been playtested.

The Brazen Tithe are servants of Hashut, Father of Darkness — a warband of iron-willed Chaos Dwarfs who bind wretched human slaves to their service through cruelty, fire, and the dread weight of the Tithe itself. They come to Mordheim not for gold but for wyrdstone: raw material for the Daemonsmiths’ infernal forges and fuel for the Offering that keeps Hashut’s gaze upon them.

Maximum warband size: 15 · Starting gold: 500 gc · Hired Swords: Yes


Warband Special Rules

Slaves to Darkness. The Brazen Tithe may recruit Wretches (human slaves) in any number. Wretches do not count toward the warband maximum of 15.

The Offering. After each battle, the warband may sacrifice wyrdstone shards to Hashut in exchange for dark boons. This is a campaign mechanic tracked separately.

Servants of the Dark Father. The Sorcerer’s presence on the battlefield grants the warband +1 to the Offering roll each post-battle sequence.


Heroes

Sorcerer

Hero · 0–1 · Leader · Wizard · 85 gc · Starting XP: 20

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Special rules Leader · Wizard (Rituals of Hashut) · Hard to Kill · Hard Head · Armour · Stone Body · Servants of the Dark Father

Equipment Dagger, mace, axe, sword, pistol, brace of pistols, blunderbuss, handgun · Light Armour, Heavy Armour, helmet


Taskmaster

Hero · 0–2 · 50 gc · Starting XP: 8

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Special rules Dreaded Overseers · Crack the Whip · Hard to Kill · Hard Head · Armour

Equipment Dagger, mace, hammer, axe, spear, sword, steel whip, halberd, double-handed weapon, brand-iron · Pistol, brace of pistols, blunderbuss, handgun · Light Armour, Heavy Armour, shield, helmet, Obsidian Armour


Bull Centaur

Hero · 0–1 · 100 gc · Starting XP: 10

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Special rules Large Target · Hashut's Anointed · Hard to Kill · Hard Head · Armour

Equipment Dagger, mace, hammer, axe, spear, sword, halberd, double-handed weapon · Light Armour, Heavy Armour, shield, helmet, Obsidian Armour


Daemonsmith

Hero · 0–1 · 45 gc · Starting XP: 0

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Special rules Hellfire · Stupidity (if Sorcerer is out of action) · Hard to Kill · Hard Head · Armour

Equipment Dagger, mace, hammer, axe, sword · Pistol, brace of pistols, blunderbuss, handgun · Light Armour, Heavy Armour, helmet, Obsidian Armour


Henchmen

Chaos Dwarfs

Henchman · 0–5 · 35 gc each · Gains XP

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Special rules Hard to Kill · Hard Head · Armour

Equipment Dagger, mace, hammer, axe, spear, sword, halberd · Pistol, brace of pistols, blunderbuss · Light Armour, Heavy Armour, shield, helmet


Wretches

Henchman · 0+ · 15 gc each · Gains XP · Do not count toward warband maximum

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Special rules Expendable · Contemptible

Equipment Dagger, club, spear, shortbow


Brazen Bull

Henchman · 0–1 · 175 gc · Does not gain XP · Animal

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Special rules Cause Fear · Large Target · Immune to Poison · Immune to Fear · Hard to Kill · Mechanical · Flaming Attacks

Equipment None (natural weapons)


Rituals of Hashut

The Sorcerer may use spells from the Rituals of Hashut spell list. Roll for spells as per normal wizard rules.

D6SpellDifficultyEffect
1Helforged WrathAutoThe Sorcerer may always use this spell.
2Ash Storm8+
3Word of Hashut9+
4Flames of Hashut9+
5Burning Wrath10+
6Pillar of Fire11+

Spell effect details are tracked in the Quartermaster app.


Special Equipment

Brand-iron (25 gc · Rare 8) — Taskmasters only. S+2, Two-handed, Strikes Last, Flaming attacks. Sear the Soul: enemy Hero taken out of action gains permanent Hatred of this warband; warband gains +1 to Offering roll.

Steel Whip (10 gc) — Taskmasters only. Counts as a club. Crack the Whip: friendly Wretches within 6” of a Taskmaster with a steel whip may re-roll failed Leadership tests.

Obsidian Armour (85 gc · Rare 13) — Heroes only (not Sorcerer). 4+ armour save. No movement penalty. Immune to flaming attacks. May not be combined with other body armour.

Mechanical Suit (175 gc starting / 225 gc later) — Sorcerer only. Grants +1 Toughness and +1 Wound.

Stone Mantle (35 gc · Rare 11) — Sorcerer only. +3 Movement. May not combine with other movement modifiers.