Legion of AzgorhDrazhoath the Ashen
13
4+
8
WARSCROLL

Drazhoath the Ashen

A powerful warrior and mighty sorcerer-prophet of Hashut, Drazhoath the Ashen leads his warhost from the fore, riding into battle upon the Bale Taurus Cinderbreath to bring fire and ruin down upon the enemy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gouts of Flame
Gouts of Flame16"64+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Graven Brazier
The Graven Brazier1"14+2+-13
Brazen Horns and Teeth
Brazen Horns and Teeth1"23+3+-2
Burning Hooves
Burning Hooves1"4+3+-11
DAMAGE
Wounds SufferedMoveBrazen Horns and TeethBurning Hooves
0-315"36
4-513"D35
6-811"D34
9-109"13
11+7"12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Drazhoath the Ashen is a named character that is a single model. He is armed with the Graven Brazier.

MOUNT: This model’s Bale Taurus, Cinderbreath, attacks with its Gouts of Flame, Brazen Horns and Teeth, and Burning Hooves.

FLY: This unit can fly.

ABILITIES

Blazing Body: So fierce is the shimmering heat emitted by the Tauri of Hashut, that those who stand too close are prone to burst into flame.
At the start of the combat phase, roll 1 dice for each enemy unit within 3" of this model. On a 4+, that unit suffers 1 mortal wound.

Blood Rage: The fury of a Bale Taurus burns like an eternal flame, and is at its strongest when the Taurus is hurtling towards its prey.
You can re-roll wound rolls for attacks made with Cinderbreath’s Brazen Horns and Teeth if this model made a charge move in the same turn.

Hellshard Amulet: This glowing amulet is laced with protective enchantments and baleful hexes that can strike down those who seek to harm its master.
Roll a dice each time you allocate a wound inflicted by an attack made with a melee weapon to this model. On a 5+, that wound is negated and the attacking unit suffers 1 mortal wound.

Prophet of Ash and Flame: Few mortals can harness the fiery magical essence of Aqshy as instinctively as Drazhoath the Ashen.
Add 1 to casting rolls for this model if the battle is being fought in Aqshy, the Realm of Fire.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Flames of Azgorh spells.

Flames of Azgorh: Drazhoath the Ashen conjures a devastating eruption of molten rock and furnace-hot flames, charring his enemies to ash.
Flames of Azgorh has a casting value of 8. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D6 mortal wounds. In addition, subtract 1 from that unit’s Bravery characteristic until the end of that turn.

COMMAND ABILITIES

Lord of the Black Fortress: In battle, the Legion of Azgorh follows Drazhoath without question, and at his bellowed word its warriors are instilled with unbreakable discipline.
You can use this ability at the start of the battleshock phase if this model is on the battlefield. If you do so, do not take battleshock tests for friendly Legion of Azgorh units while they are wholly within 24" of this model.

KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, MONSTER, HERO, WIZARD, DRAZHOATH THE ASHEN
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Flying
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.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

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

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020