Legion of AzgorhDreadquake Mortar
3"
10
4+
6
WARSCROLL

Dreadquake Mortar

The Dreadquake Mortar uses a vast boiler to generate steam pressure to fire its munitions. The sorcerous energies bound within its volatile shells explode on impact, striking the battlefield like a hammer blow to cause untold devastation.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dreadquake Bomb
Dreadquake Bomb40"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Improvised Weapons
Improvised Weapons1"34+4+-1
Fists and Chains
Fists and Chains1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Artillery

DESCRIPTION

A Dreadquake Mortar is a single model armed with a Dreadquake Bomb.

CREW: This model has a crew that consists of Slavemasters that attack with Improvised Weapons, and a Slave Ogor that attacks with Fists and Chains. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Cruel Overlords: Slavemasters work their indentured slave ogors relentlessly, despite the risk of revolt.
When this model is picked to shoot in your shooting phase, you can say that the Slavemasters are lashing the Slave Ogor. If you do so, roll a dice. On a 1 or 2, this unit suffers D3 mortal wounds (if it is not slain it can shoot normally). On a 3+, add 1 to the Attacks characteristic of this model’s Dreadquake Bombs for that phase.

Infernal Engineers: Daemonsmiths are masters in the art of directing the fell artillery they forge.
Add 1 to hit rolls for attacks made with this model’s Dreadquake Bomb while this model is within 3" of a friendly DAEMONSMITH.

Quake Blast: Dreadquake bombs are fired on a high arcing trajectory, and are packed with an explosive charge so powerful that they can turn dozens of armoured warriors into chunks of burnt meat in an instant.
This model’s Dreadquake Bomb can target enemy units that are not visible to the attacking model. In addition, you can re-roll the dice that determines the Damage characteristic of this model’s Dreadquake Bomb if the target unit has 10 or more models.

Siege Artillery: This war machine is a heavily armoured and ponderous device.
This unit cannot run or make charge moves. In addition, add 1 to save rolls for attacks made with missile weapons that target this model.

KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, WAR MACHINE, DREADQUAKE MORTAR
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
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.

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

Leader
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The WAR MACHINE keyword is used in following Legion of Azgorh warscrolls:

Artillery
Behemoth
© Vyacheslav Maltsev 2013-2020