Legion of AzgorhInfernal Guard Battle Standard Bearer
4"
5
4+
7
WARSCROLL

Infernal Guard Battle Standard Bearer

Selected from among the ranks of the Ironsworn for their stubbornness and contempt for all other races, only a few warriors have the privilege of carrying a Black Banner of Malice into battle.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Weapon
Darkforged Weapon1"23+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

An Infernal Guard Battle Standard Bearer is a single model armed with a Darkforged Weapon.

ABILITIES

Black Banner of Malice: A Black Banner of Malice bears fell enchantments that its bearer can invoke to unleash occult powers to terrible effect.
Add 1 to the Bravery characteristic of friendly LEGION OF AZGORH units while they are wholly within 18" of this model. In addition, you can reroll wound rolls of 1 for attacks made with melee weapons by friendly LEGION OF AZGORH units while they are wholly within 18" of this model.

KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, INFERNAL GUARD, HERO, TOTEM, INFERNAL GUARD BATTLE STANDARD BEARER
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 INFERNAL GUARD keyword is used in following Legion of Azgorh warscrolls:

None
Battleline
Leader

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020