Legion of Azgorh – Blackshard Warhost
Warscroll Battalion

Blackshard Warhost

The mainstay of the Legion of Azgorh, Blackshard Warhosts greet their foe’s advance with precise volleys of pyrelock shot, thinning the enemy lines before breaking the survivors on a nigh-impenetrable wall of ensorcelled iron armour and cursed shields.
A Blackshard Warhost consists of the following units:
 • 1 Infernal Guard Castellan
 • 1 Infernal Guard Battle Standard Bearer
 • 2 units of Infernal Guard Ironsworn
 • 2 units of Infernal Guard Fireglaives

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion


Unyielding Slaughterers: Blackshard Warhosts are infamous for the methodical butchery they employ in combat, locking shields and standing fast with implacable determination.
Add 1 to the Bravery characteristic of units from this battalion. In addition, you can re-roll hit rolls of 1 for attacks made with melee weapons by models from this battalion if that model has not made a move in the same turn.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
© Vyacheslav Maltsev 2013-2020