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.


Books

BookKindEditionVersionLast update
  Warhammer Legends: Legion of Azgorh
  Warhammer Legends: Legion of AzgorhExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Allies


Spell Lores

If you take a spell lore enhancement for your army, each LEGION OF AZGORH WIZARD in your army knows the Fireball spell below:

Fireball

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.


Command Traits

Contemptuous

This 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.

Relentless

This 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.

Grotesque

This 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 Hashut

This 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 Cruel

Bazherak 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 Darkness

This 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.

The LEGION OF AZGORH and WIZARD keywords are used in the following Legion of Azgorh warscrolls:

Leader
Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
© Vyacheslav Maltsev 2013-2021