Legion of AzgorhShar’tor the Executioner
7"
8
4+
8
WARSCROLL

Shar’tor the Executioner

A malevolent warrior-priest of Hashut, Shar’tor is marked as the dark god’s favoured Ba’hal headsman. Adorned with the sacred mask of his patron, Shar’tor’s voice can stop the heart of the weak-willed or instil unbreakable loyalty in Hashut’s servants.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darktide Axe
Darktide Axe2"53+3+-23
Crushing Hooves
Crushing Hooves1"44+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Shar’tor is a named character that is a single model. He is armed with the Darktide Axe and Crushing Hooves.

ABILITIES

Darktide Reaping: Countless murderous spirits are bound within the Darktide Axe, their number increasing with each foe it slays.
If the unmodified hit roll for an attack made with the Darktide Axe is a 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

The Mask of the Executioner: The malign spirits contained in the dark metal of Shar’tor’s mask can be unleashed upon his foes.
At the start of your hero phase, you can pick 1 enemy unit within 8" of this model and roll a dice. On a 1 or 2 nothing happens. On a 3-5 that enemy unit suffers D3 mortal wounds. On a 6, that enemy unit suffers D6 mortal wounds.

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

Lord of the Ba’hal: The Ba’hal warriors of the Legion of Azgorh eagerly await Shar’tor’s order to attack the foe.
You can use this command ability at the start of your charge phase if this model is part of your army and on the battlefield. If you do so, you can re-roll charge rolls for friendly BA’HAL units while they are wholly within 24" of this model in that charge phase. In addition, you can re-roll hit rolls of 1 for attacks made with Crushing Hooves by friendly BA’HAL units while they are wholly within 24" of this model in the subsequent combat phase.

KEYWORDS
CHAOS, DAWI ZHARR, BA’HAL, LEGION OF AZGORH, HERO, SHAR’TOR THE EXECUTIONER
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.
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.
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.

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