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.
| Warhammer Legends: Legion of Azgorh|
| Warhammer Legends: Legion of Azgorh||Expansion||3||August 2021|
| Warhammer Legends: Monstrous Arcanum|
| Warhammer Legends: Monstrous Arcanum||Expansion||3||August 2021|
If you take a spell lore enhancement for your army, each LEGION OF AZGORH WIZARD in your army knows the Fireball spell below:
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 is a spell that has a casting value
of 5 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. If that enemy unit has only 1 model, it suffers 1 mortal wound
; if that enemy unit has 2-9 models, it suffers D3 mortal wounds; if that enemy unit has 10 or more models, it suffers D6 mortal wounds.
ContemptuousThis warlord despises all other forms of life and sees them as contemptible inferiors who only deserve death or enslavement.
Add 1 to wound rolls for attacks made by this general.
RelentlessThis mighty warrior is implacable when he attacks the foe’s elite, and scornful of their attempts to stop him.
In the combat phase, after this general has fought in that phase for the first time, if they are within 3" of an enemy HERO or MONSTER, roll a dice. On a 5+, they can fight for a second time.
GrotesqueThis general is an unnerving sight in battle, his face hideously twisted and exuding bestial malice.
Subtract 1 from hit rolls for attacks made with melee weapons that target this general.
Artefacts 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 add 1 to 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.
The bearer has a ward of 5+.
Chalice of Blood and DarknessThis chalice contains a curse that can be unleashed to steal arcane power from spellcasters.
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.