Legion of AzgorhWarscrolls

None


7"
5
4+
6
WARSCROLL

Bull Centaur Renders

Bull Centaur Renders – known as Ba’hal in the Chaos duardin tongue – are monstrous creatures filled with an unquenchable hunger for flesh. Born through the foul works of the priests of Hashut, they are a twisted fusion of duardin and centaur.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Weapon
Darkforged Weapon1"34+3+-12
Crushing Hooves
Crushing Hooves1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 180/640
Battlefield Role: None
Notes: Battleline in Legion of Azgorh army if general is Shar’tor the Executioner

DESCRIPTION

A unit of Bull Centaur Renders has any number of models, each armed with a Darkforged Weapon and Crushing Hooves, and each carrying a Spiteshield.

ABILITIES

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.

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.

KEYWORDS
CHAOS, DAWI ZHARR, BA’HAL, LEGION OF AZGORH, BULL CENTAUR RENDERS


4"
1
4+
6
WARSCROLL

Infernal Guard Fireglaives

Wielding weapons bound with malevolent spirits, Fireglaives pour shot after shot into the ranks of the enemy, eradicating scores of enemy warriors before they can reach the Legion’s main battle line.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pyrelock Fireglaive
Pyrelock Fireglaive16"14+4+-11
Pyrelock Pistol
Pyrelock Pistol8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pyrelock Fireglaive’s Bayonet-cleaver
Pyrelock Fireglaive’s Bayonet-cleaver1"14+4+-1
Ashsteel Hand Weapon
Ashsteel Hand Weapon1"13+4+-11
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 100
Battlefield Role: None
Notes: Battleline in Legion of Azgorh army

DESCRIPTION

A unit of Infernal Guard Fireglaives has any number of models, each armed with a Pyrelock Fireglaive and a Pyrelock Fireglaive’s Bayonet-cleaver.

FIREGLAIVE DEATHMASK: The leader of this unit is a Fireglaive Deathmask. A Fireglaive Deathmask is armed with an Ashsteel Hand Weapon and Pyrelock Pistol instead of a Pyrelock Fireglaive and a Pyrelock Fireglaive’s Bayonet-cleaver.

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 Weapons: 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 or Pyrelock Fireglaive is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. In addition, you can re-roll hit rolls of 1 for attacks made with this unit’s Pyrelock Fireglaives if this unit has not made a move in the same turn.

KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, INFERNAL GUARD, FIREGLAIVES


8"
4
5+
6
WARSCROLL

K’daai Fireborn

K’daai Fireborn are creatures of daemonic flame brought into being by the priests of Hashut. They are devastating shock troops for the Legion of Azgorh, birthed in boiling blood sacrifices and caged in iron and rune-stamped bronze.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Burning Irons
Burning Irons3"53+4+-D3
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 140/480
Battlefield Role: None

DESCRIPTION

A unit of K’daai Fireborn has any number of models, each armed with Burning Irons.

FLY: This unit can fly.

ABILITIES

Burning Bright: The bodies of the K’daai are made of ethereal flames, allowing them to soar across the battlefield streaming great arcs of fire.
Ignore modifiers (positive or negative) when making save rolls for attacks that target this unit. In addition, this unit can run and still charge later in the same turn.

Kiss of Fire: With a simple gesture, a wave of daemonic flame surges forth from the K’daai Fireborn, immolating their foes.
At the end of the combat phase, roll 1 dice for each enemy unit within 3" of this unit. On a 2+, that unit suffers 1 mortal wound.

KEYWORDS
CHAOS, DAEMON, HASHUT, K’DAAI, LEGION OF AZGORH, FIREBORN


Artillery


3"
6
4+
6
WARSCROLL

Deathshrieker Rocket Launcher

The Deathshrieker Rocket is one of the more diabolic examples of the Legion of Azgorh’s mastery of black-powder weapons. Bound within its munitions are howling, malevolent fire-spirits which are unleashed as the multiple warheads detonate over the battlefield.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deathshrieker Rockets
Deathshrieker Rockets36"34+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Improvised Weapons
Improvised Weapons1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Artillery

DESCRIPTION

A Deathshrieker Rocket Launcher is a single model armed with Deathshrieker Rockets.

CREW: This model has a crew that attack with Improvised Weapons. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Death From On High: A Deathshrieker’s rockets can be launched high overhead to rain their fiery payload down upon distant or hidden targets.
This model’s Deathshrieker Rockets can target enemy units that are not visible to the attacking model. In addition, add 1 to hit rolls for attacks made with Deathshrieker Rockets if the target unit has 5 or more models.

Infernal Engineers: Daemonsmiths are masters in the art of directing the fell artillery they forge.
Add 1 to the Attacks characteristic of this model’s Deathshrieker Rockets while this model is within 3" of a friendly DAEMONSMITH.

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, DEATHSHRIEKER ROCKET LAUNCHER


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


3"
6
4+
6
WARSCROLL

Magma Cannon

A fiendish weapon first conceived for use against troggoths, the Magma Cannon is a deadly cross between a field artillery piece and a furnace. In battle, they unleash blasts of blazing magma upon their foes which quickly reduce their victims to ash.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magma Blast
Magma Blast18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Improvised Weapons
Improvised Weapons1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Artillery

DESCRIPTION

A Magma Cannon is a single model armed with a Magma Blast.

CREW: This model has a crew that attack with Improvised Weapons. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Infernal Engineers: Daemonsmiths are masters in the art of directing the fell artillery they forge.
Add 6" to the Range characteristic of this model’s Magma Blast while this model is within 3" of a friendly DAEMONSMITH.

Magma Blast: A Magma Cannon is a terrifying weapon, able to unleash blasts of molten rock that effortlessly consume metal and flesh alike.
Do not use the attack sequence for an attack made with a Magma Blast. Instead, roll a dice. Add 1 to the roll if the target unit has 10 or more models. On a 3+, the target unit suffers a number of mortal wounds equal to the roll.

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, MAGMA CANNON


Battleline


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


Leader


7"
7
4+
7
WARSCROLL

Bull Centaur Taur’ruk

The largest and most powerful of the Bull Centaurs bear the title of Taur’ruk. Hulking and violent creatures, they are nonetheless keen-witted and intelligent, leading their brethren in thunderous charges towards the enemy lines.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Great Weapon
Darkforged Great Weapon1"53+3+-23
Crushing Hooves
Crushing Hooves1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader

DESCRIPTION

A Bull Centaur Taur’ruk is a single model armed with a Darkforged Great Weapon and Crushing Hooves.

ABILITIES

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

Favour of the Burning God: The bellowing, gorereeking presence of a Taur’ruk drives others of its malformed kin into a zealous frenzy.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly model with this command ability. Add 1 to hit rolls for attacks made with melee weapons by friendly BA’HAL units while they are wholly within 12" of that model until the end of that phase.

KEYWORDS
CHAOS, DAWI ZHARR, BA’HAL, LEGION OF AZGORH, HERO, BULL CENTAUR TAUR’RUK


4"
5
4+
7
WARSCROLL

Daemonsmith

Clad in suits of arcane armour saturated with infernal magic of their own creation, Daemonsmiths covet strength and power above all else, seeing other living creatures as chattel to be used and discarded according to their whims.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blood of Hashut
Blood of Hashut6"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Weapon
Darkforged Weapon1"23+3+-1D3
Pyre Rune Staff
Pyre Rune Staff1"14+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Daemonsmith is a single model armed with one of the following weapon options: Blood of Hashut and Darkforged Weapon; or Blood of Hashut and Pyre Rune Staff.

ABILITIES

Ensorcelled Armour: The protective spells woven into a Daemonsmith’s armour feed on the blood of its wearer.
Add 1 to unbinding rolls for this model if 1 or more wounds have been allocated to this model.

Blood of Hashut: The Blood of Hashut is a deadly incendiary alchemical substance that causes flesh to liquefy and metal to burst into all-consuming flames.
Do not use the attack sequence for an attack made with the Blood of Hashut. Instead roll a dice. On a 2+ the target unit suffers D3 mortal wounds. If the target unit is a War Machine it suffers D6 mortal wounds instead of D3.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield, and Ash Storm spells.

Ash Storm: The Daemonsmith conjures a choking cloud of blisteringly hot ash to blind and confuse the enemy.
Ash Storm has a casting value of 6. If successfully cast, pick 1 enemy unit within 36" of the caster that is visible to them. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit, and that unit cannot run.

KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, HERO, WIZARD, DAEMONSMITH


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


4"
5
4+
8
WARSCROLL

Infernal Guard Castellan

Clad in Blackshard armour graven with dark runes that celebrate their cruel victories, Infernal Guard Castellans march at the head of their iron-clad warriors, breaking the foe upon their immovable ranks.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pyrelock Pistol
Pyrelock Pistol8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Weapon
Darkforged Weapon1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

An Infernal Guard Castellan is a single model armed with a Darkforged Weapon and Pyrelock Pistol.

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.

COMMAND ABILITIES

Martial Contempt: Calling out to his warriors, the Castellan marshals his legion to strike down their foes without mercy.
You can use this command ability in your hero phase. If you do so, pick 1 enemy unit within 12" of a friendly model with this command ability. Until the start of your next hero phase, add 1 to wound rolls for attacks made by friendly LEGION OF AZGORH units that target that unit. The same enemy unit cannot be picked as the target of this command ability more than once per hero phase.

KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, INFERNAL GUARD, HERO, INFERNAL GUARD CASTELLAN


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


Leader, Behemoth


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


Behemoth


11
3+
7
WARSCROLL

Iron Daemon War Engine

Within the great furnace of an Iron Daemon War Engine, coal, bones and even screaming spirits burn with raging heat, powering the arcane workings and terrifying siege weaponry of this profane machine.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Steam Cannonade
Steam Cannonade14"2D64+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Bulk
Crushing Bulk1"4+4+-2
DAMAGE
Wounds SufferedMoveSteam CannonadeCrushing Bulk
0-210"3+6
3-49"3+5
5-68"4+4
7-97"4+3
10+6"5+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Behemoth

DESCRIPTION

An Iron Daemon War Engine is a single model armed with a Steam Cannonade and Crushing Bulk.

ABILITIES

Carriage Hauler: Such is the size and power of this war engine that it can be used to haul the carriages of other artillery pieces into battle.
At the start of your movement phase, you can pick 1 friendly DEATHSHRIEKER ROCKET LAUNCHER, MAGMA CANNON, or DREADQUAKE MORTAR unit within 1" of this model. If you do so, that unit can use this model’s Move characteristic during that movement phase, as long as it is within 1" of this model at the end of that movement phase.

More Power!: If needed, the Iron Daemon’s crew can goad the half-possessed machine to even greater heights of power from its fire-spewing boiler, though doing so is not without risk of retaliation.
In your shooting phase, you can change the Attacks characteristic of this model’s Steam Cannonade from 2D6 to either 3D6 or 4D6. However, if you do so and the roll is 12+, this model suffers D3 mortal wounds after all of its attacks have been resolved.

KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, WAR MACHINE, IRON DAEMON WAR ENGINE


11
3+
7
WARSCROLL

Skullcracker War Engine

Designed for crushing fortifications and walls, the Skullcracker is a hissing and grinding arcane-mechanical conglomeration of iron hammers, hacking blades, and brutal picks designed to pulverise and shred anything unfortunate to be caught in its path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hammers and Picks
Hammers and Picks3"2D63+-1D3
Crushing Bulk
Crushing Bulk1"4+4+-2
DAMAGE
Wounds SufferedMoveHammers and PicksCrushing Bulk
0-210"3+6
3-49"3+5
5-68"4+4
7-97"4+3
10+6"5+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Behemoth

DESCRIPTION

A Skullcracker War Engine is a single model armed with Hammers and Picks and Crushing Bulk.

ABILITIES

Beaten into Scrap: The war constructs of the enemy cannot withstand the relentless pounding blows of a Skullcracker’s weapons array for long.
You can re-roll wound rolls for attacks made with this model’s Hammer and Picks that target a WAR MACHINE.

Carriage Hauler: Such is the size and power of this war engine that it can be used to haul the carriages of other artillery pieces into battle.
At the start of your movement phase, you can pick 1 friendly DEATHSHRIEKER ROCKET LAUNCHER, MAGMA CANNON, or DREADQUAKE MORTAR unit within 1" of this model. If you do so, that unit can use this model’s Move characteristic during that movement phase, as long as it is within 1" of this model at the end of that movement phase.

More Power!: If needed, the Skullcracker’s crew can goad the half-possessed machine to even greater heights of power from its fire-spewing boiler, though doing so is not without risk of retaliation.
In your combat phase, you can change the Attacks characteristic of this model’s Hammers and Picks from 2D6 to either 3D6 or 4D6. However, if you do so and the roll is 12+, this model suffers D3 mortal wounds after all of its attacks have been resolved.

KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, WAR MACHINE, SKULLCRACKER WAR ENGINE


Warscroll Battalion


Warscroll Battalion

Blackshard Warhost

The mainstay of the Legion of Azgorh, Blackshard Warhosts greet their foe’s advance with precise volleys of pyrelock shot, thinning the enemy lines before breaking the survivors on a nigh-impenetrable wall of ensorcelled iron armour and cursed shields.
ORGANISATION
A Blackshard Warhost consists of the following units:
 • 1 Infernal Guard Castellan
 • 1 Infernal Guard Battle Standard Bearer
 • 2 units of Infernal Guard Ironsworn
 • 2 units of Infernal Guard Fireglaives
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Unyielding Slaughterers: Blackshard Warhosts are infamous for the methodical butchery they employ in combat, locking shields and standing fast with implacable determination.
Add 1 to the Bravery characteristic of units from this battalion. In addition, you can re-roll hit rolls of 1 for attacks made with melee weapons by models from this battalion if that model has not made a move in the same turn.


Warscroll Battalion

Execution Herd

Led by Shar’tor, an Execution Herd is a terrifying prospect, a stampede of twisted Bull Centaurs blessed with the unholy wrath of Hashut. Blazing a path across the realms, they follow Hashut’s portents, relentlessly pursuing those who draw his ire to run them down and devour their flesh.
ORGANISATION
An Execution Herd consists of the following units:
 • 1 Shar’tor the Executioner
 • 1 Bull Centaur Taur’ruk
 • 3 units of Bull Centaur Renders
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Marked for Death: Hashut, like those who worship him, holds unbridled contempt for all other creatures, creating an endless list of targets to be slain. Should an Execution Herd’s prey fall, visions and portents immediately direct their ravenous hunger towards another unfortunate soul.
After set-up is complete, but before the battle begins, pick 1 enemy unit to be marked for death. You can re-roll hit rolls for attacks made by units from this battalion that target that unit. If that unit is destroyed, you can choose a new unit to be marked for death in your next hero phase.


Warscroll Battalion

Hashut’s Wrath Artillery Train

When the nightmarish engines of war used by the Legion of Azgorh venture forth in great numbers, the ground trembles as their bombardments tear through entire regiments of troops. The machines themselves are often bound with hungry spirits eager to cause carnage, gifting these terrible weapons of war with a dangerous sentience that lusts for nothing more than to shed rivers of blood.
ORGANISATION
A Hashut’s Wrath Artillery Train consists of the following units:
 • 1 Daemonsmith
 • 1 Iron Daemon War Engine
 • 3 units chosen from the following list in any combination: Deathshrieker Rocket Launcher, Magma Cannon, Dreadquake Mortar, Iron Daemon War Engine
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Murderous Barrage: The gunners in a Hashut’s Wrath Artillery Train are experts at goading their charges into a roaring frenzy of destruction.
Units from this battalion with the Infernal Engineers ability can benefit from that ability as long as the DAEMONSMITH from the same battalion is on the battlefield (even if the DAEMONSMITH is not within 3" of the model using the Infernal Engineers ability).
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.
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.

The BA’HAL keyword is used in following Legion of Azgorh warscrolls:

None
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.

The INFERNAL GUARD keyword is used in following Legion of Azgorh warscrolls:

None
Battleline
Leader
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.
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.

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

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

Leader
Leader, Behemoth
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.

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

Leader
Leader, Behemoth
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.
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.
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 DEATHSHRIEKER ROCKET LAUNCHER keyword is used in following Legion of Azgorh warscrolls:

Artillery

The MAGMA CANNON keyword is used in following Legion of Azgorh warscrolls:

Artillery

The DREADQUAKE MORTAR keyword is used in following Legion of Azgorh warscrolls:

Artillery

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

Artillery
Behemoth
© Vyacheslav Maltsev 2013-2020