The Legion of Azgorh are the Chaos Dwarf forces that garrison the bleak and foreboding Black Fortress in the southern Dark Lands. The duty of this potent army of Chaos Dwarfs and Hobgoblin slave-soldiers is to raid across the River Ruin and patrol the savage wastes of the surrounding regions to maintain the Chaos Dwarfs' tentative dominion over the deadly, monster-plagued expanse.
This page contains all of the rules you need to field your Legion of Azgorh miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. This section describes the allegiance abilities available to a Legion of Azgorh army, including battle traits for the army, command traits for its general and the artefacts of power available to its heroes.
| Forge World: Legion of Azgorh|
| Forge World: Legion of Azgorh||Expansion||2||June 2018|
| General’s Handbook ’2020|
| General’s Handbook ’2020||Expansion||2||1.0||August 2020|
The armour worn by each of the warriors in the Legion of Azgorh is wrought from iron shot through with refined shards of Aqshian realmstone. Each suit is a masterpiece of the Daemonsmith’s craft, and is imbued with a measure of Aqshy’s burning power.
The first wound that is allocated to each unit with this battle trait in each shooting phase
and each combat phase
The skies above the Legion of Azgorh are wreathed in flames that will burn those that approach too closely.
In the movement phase
, if an enemy unit can fly
and moves more than 6", roll a dice. On a 4+ the enemy unit suffers 1 mortal wound
. On a 6+ it suffers D3 mortal wounds instead.
WIZARDS from a Legion of Azgorh army know the following spell, in addition to any other spells that they know.
The wizard claps their hands, conjuring a small orb of flame that they hurl at the foe. As the flame travels through the air it grows in size until it becomes a blazing ball of fire that explodes amongst the ranks of the enemy.
Fireball has a casting value
of 5. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. If the enemy unit consists of one model it suffers 1 mortal wound
, if it has 2 to 9 models it suffers D3 mortal wounds, and if it has 10 or more models it suffers D6 mortal wounds.
Designer’s Note: Burning Skies and Fireball are available to other armies if the battle is taking place in Aqshy. They are always used by Legion of Azgorh armies, to reflect how closely bound the Legion is to their home realm.
ContemptuousThis warlord despises all other forms of life and sees them as contemptible inferiors who only deserve death or enslavement.
You can re-roll wound rolls of 1 for attacks made by this general.
RelentlessThis mighty warrior is implacable and relentless when they attack the foe’s elites, and scornful of their enemy’s ability to stop them.
After this general has fought in each combat phase for the first time, if it is within 3" of an enemy HERO or MONSTER, roll a dice. On a 5+, it can make a pile-in move and then attack with all of the melee weapons it is armed with for a second time.
GrotesqueThis general is an unnerving sight in battle, its face twisted into a hideous appearance that exudes bestial malice.
Subtract 1 from hit rolls for attacks made with melee weapons that target this general.
Artefacts of Power
|D3||ARTEFACT OF POWER|
Black Hammer of HashutThis black-hafted hammer has been carried into battle for millennia by the champions of Azgorh.
Pick 1 of the bearer’s melee weapons. You can re-roll hit rolls for attacks made with that weapon.
Armour of Bazherak the CruelBazherak had this mighty suit of armour fashioned by the greatest artificers of his time.
Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 5+, that wound or mortal wound is negated.
Chalice of Blood and DarknessThis chalice contains a curse that can be unleashed to steal arcane power from spell-casters.
Once per battle, at the start of the enemy hero phase, the bearer can use this artefact. If they do so, roll a dice for each enemy WIZARD within 30" of the bearer. On a 4+, reduce the number of spells that enemy WIZARD can attempt to cast in that hero phase by 1.