Legion of Azgorh – Daemonsmith
This warscroll does not meet the selection criteria (see Settings tab).
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"1
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: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Hashut’s Wrath Artillery Train

DESCRIPTION

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

ABILITIES

Ensorcelled Armour: The protective spells woven into a Daemonsmith’s armour feed on the blood of its wearer.
Add 1 to dispelling and unbinding rolls for this unit if any wounds are allocated to this unit.

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.

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

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, HERO, WIZARD, DAEMONSMITH
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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.
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.
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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.

The HERO keyword is used in the following Legion of Azgorh warscrolls:

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
Faction Rules
• Allies
© Vyacheslav Maltsev 2013-2021