Legion of Azgorh – Infernal Guard Ironsworn
4"
1
4+
6
WARSCROLL

Infernal Guard Ironsworn

Clad in Blackshard armour forged with the very realmstone of Aqshy itself, the Infernal Guard Ironsworn march into battle with smouldering runes of torment and death engraved into their weapons.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pyrelock Pistol
Pyrelock Pistol8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ashsteel Hand Weapon
Ashsteel Hand Weapon1"13+4+-11
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 90/240
Battlefield Role: Battleline

DESCRIPTION

A unit of Infernal Guard Ironsworn has any number of models, each armed with an Ashsteel Hand Weapon and each carrying a Spiteshield.

IRONSWORN DEATHMASK: The leader of this unit is an Ironsworn Deathmask. An Ironsworn Deathmask is armed an Ashsteel Hand Weapon and Pyrelock Pistol instead of being armed with a Ashsteel Hand Weapon and carrying a Spiteshield.

ICON OF DOMINION BEARERS: 1 model in this unit can be Icon of Dominion Bearer. Add 1 to the Bravery characteristic of a unit that includes an Icon of Dominion Bearer.

DRUMMER: 1 model in this unit can be a Drummer. Add 1 to run rolls for a unit that includes a Drummer.

ABILITIES

Pyrelock Pistol: Loaded with ammunition containing hungry pyre-spirits, each shot from a pyrelock weapon ravages the flesh of the foe.
If the unmodified hit roll for an attack made with a Pyrelock Pistol is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Spiteshield: The shields carried by those in the Legion of Azgorh are laced with malefic curses, and upon being struck erupt with tendrils of flame.
If the unmodified save roll for an attack with a melee weapon that targets a unit that includes any models carrying a Spiteshield is 6, the attacking unit suffers 1 mortal wound.

KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, INFERNAL GUARD, IRONSWORN
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.
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.
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.
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
© Vyacheslav Maltsev 2013-2020