The Legion of Azgorh are the Chaos Dwarf forces that garrison the bleak and foreboding Black Fortress in the southern Dark Lands. The duty of this potent army of Chaos Dwarfs and Hobgoblin slave-soldiers is to raid across the River Ruin and patrol the savage wastes of the surrounding regions to maintain the Chaos Dwarfs' tentative dominion over the deadly, monster-plagued expanse.

This page contains all of the rules you need to field your Legion of Azgorh miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. This section describes the allegiance abilities available to a Legion of Azgorh army, including battle traits for the army, command traits for its general and the artefacts of power available to its heroes.


BookKindEditionVersionLast update
  Forge World: Legion of Azgorh
  Forge World: Legion of AzgorhExpansion2June 2018
  General’s Handbook ’2020
  General’s Handbook ’2020Expansion21.0August 2020


Legion of AzgorhChaos Gargants, Everchosen, Khorne, Monsters of Chaos, Nurgle, Slaanesh, Slaves to Darkness, Tzeentch

Battle Traits

Blackshard Armour

The armour worn by each of the warriors in the Legion of Azgorh is wrought from iron shot through with refined shards of Aqshian realmstone. Each suit is a masterpiece of the Daemonsmith’s craft, and is imbued with a measure of Aqshy’s burning power.

The first wound that is allocated to each unit with this battle trait in each shooting phase and each combat phase is negated.

Burning Skies

The skies above the Legion of Azgorh are wreathed in flames that will burn those that approach too closely.

In the movement phase, if an enemy unit can fly and moves more than 6", roll a dice. On a 4+ the enemy unit suffers 1 mortal wound. On a 6+ it suffers D3 mortal wounds instead.

Spell Lores

WIZARDS from a Legion of Azgorh army know the following spell, in addition to any other spells that they know.


The wizard claps their hands, conjuring a small orb of flame that they hurl at the foe. As the flame travels through the air it grows in size until it becomes a blazing ball of fire that explodes amongst the ranks of the enemy.

Fireball has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. If the enemy unit consists of one model it suffers 1 mortal wound, if it has 2 to 9 models it suffers D3 mortal wounds, and if it has 10 or more models it suffers D6 mortal wounds.
Designer’s Note: Burning Skies and Fireball are available to other armies if the battle is taking place in Aqshy. They are always used by Legion of Azgorh armies, to reflect how closely bound the Legion is to their home realm.

Command Traits



This warlord despises all other forms of life and sees them as contemptible inferiors who only deserve death or enslavement.

You can re-roll wound rolls of 1 for attacks made by this general.



This mighty warrior is implacable and relentless when they attack the foe’s elites, and scornful of their enemy’s ability to stop them.

After this general has fought in each combat phase for the first time, if it is within 3" of an enemy HERO or MONSTER, roll a dice. On a 5+, it can make a pile-in move and then attack with all of the melee weapons it is armed with for a second time.



This general is an unnerving sight in battle, its face twisted into a hideous appearance that exudes bestial malice.

Subtract 1 from hit rolls for attacks made with melee weapons that target this general.

Artefacts of Power


Black Hammer of Hashut

This black-hafted hammer has been carried into battle for millennia by the champions of Azgorh.

Pick 1 of the bearer’s melee weapons. You can re-roll hit rolls for attacks made with that weapon.


Armour of Bazherak the Cruel

Bazherak had this mighty suit of armour fashioned by the greatest artificers of his time.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 5+, that wound or mortal wound is negated.


Chalice of Blood and Darkness

This chalice contains a curse that can be unleashed to steal arcane power from spell-casters.

Once per battle, at the start of the enemy hero phase, the bearer can use this artefact. If they do so, roll a dice for each enemy WIZARD within 30" of the bearer. On a 4+, reduce the number of spells that enemy WIZARD can attempt to cast in that hero phase by 1.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The WIZARD keyword is used in following Legion of Azgorh warscrolls:

Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
© Vyacheslav Maltsev 2013-2020