Legion of Azgorh – Bull Centaur Taur’ruk
7"
7
4+
7
WARSCROLL

Bull Centaur Taur’ruk

The largest and most powerful of the Bull Centaurs bear the title of Taur’ruk. Hulking and violent creatures, they are nonetheless keen-witted and intelligent, leading their brethren in thunderous charges towards the enemy lines.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Great Weapon
Darkforged Great Weapon1"53+3+-23
Crushing Hooves
Crushing Hooves1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader

DESCRIPTION

A Bull Centaur Taur’ruk is a single model armed with a Darkforged Great Weapon and Crushing Hooves.

ABILITIES

Trample and Gore: A charging Bull Centaur is an avalanche of muscle and rage that tramples all beneath its iron-shod hooves.
Add 1 to charge rolls for this unit. In addition, this unit’s Crushing Hooves have a Damage characteristic of D3 instead of 1 if this unit made a charge move in the same turn.

COMMAND ABILITIES

Favour of the Burning God: The bellowing, gorereeking presence of a Taur’ruk drives others of its malformed kin into a zealous frenzy.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly model with this command ability. Add 1 to hit rolls for attacks made with melee weapons by friendly BA’HAL units while they are wholly within 12" of that model until the end of that phase.

KEYWORDS
CHAOS, DAWI ZHARR, BA’HAL, LEGION OF AZGORH, HERO, BULL CENTAUR TAUR’RUK
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Modifiers
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.

The BA’HAL keyword is used in following Legion of Azgorh warscrolls:

None
Leader

The BA’HAL keyword is used in following Legion of Azgorh warscrolls:

None
Leader

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020