Legion of Azgorh – Drazhoath the Ashen

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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
Brazen Horns1"23+3+-2
Burning Hooves
Burning Hooves1"4+3+-11
DAMAGE TABLE
Wounds SufferedMoveBrazen Horns and TeethBurning Hooves
0-515"36
6-813"D35
9-1011"D34
11+9"13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 345
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Unique

DESCRIPTION

Drazhoath the Ashen is armed with the Graven Brazier.

MOUNT: This unit’s Bale Taurus, Cinderbreath, is armed with Gouts of Flame, Brazen Horns, and Burning Hooves.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

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 risk bursting into flame.
At the start of the combat phase, roll a dice for each enemy unit within 3" of this unit. On a 4+, that enemy 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.
Add 1 to wound rolls for attacks made with this unit’s Brazen Horns if this unit made a charge move in the same turn.

Hellshard Amulet: This glowing amulet is laced with protective enchantments.
This unit has a ward of 5+.

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 unit if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

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.
Once per battle, you can use the Inspiring Presence command ability without a command point being spent if this model is picked to issue the command.

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 is a spell that has a casting value of 8 and a range of 18". If successfully cast, pick 1 enemy unit range and visible to the caster. That unit suffers D6 mortal wounds.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, MONSTER, HERO, WIZARD, DRAZHOATH THE ASHEN
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Faction Rules
• Allies

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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).

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

Leader, Behemoth
Leader
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.

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

Leader, Behemoth
Leader
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. 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, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.

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

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2024