Legion of Azgorh – Dreadquake Mortar
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Dreadquake Mortar

The Dreadquake Mortar uses a vast boiler to generate steam pressure to fire its munitions. The sorcerous energies bound within its volatile shells explode on impact, striking the battlefield like a hammer blow to cause untold devastation.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dreadquake Bomb
Dreadquake Bomb40"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Artillery Tools
Artillery Tools1"34+4+-1
Fists and Chains
Fists and Chains1"24+3+-11

Unit Size: 1      Points: 195
Battlefield Role: Artillery
Base size: 170mm
Notes: Single


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


A Dreadquake Mortar is armed with Dreadquake Bombs.

CREW: A Dreadquake Mortar has 3 Duardin Crew and a Slave Ogor. The Duardin Crew are armed with Artillery Tools and the Slave Ogor is armed with Fists and Chains.


Cruel Overlords: Slavemasters work their indentured slave ogors relentlessly, despite the risk of revolt.
When this unit is picked to shoot in your shooting phase, you can say that the crew’s Slavemaster is lashing the Slave Ogor. If you do so, roll a dice. On a 1-2, this unit suffers D3 mortal wounds (if it is not destroyed, it can shoot normally). On a 3+, add 1 to the Attacks characteristic of this unit’s Dreadquake Bomb for that phase.

Infernal Engineers: Daemonsmiths are masters in the art of directing the fell artillery they forge.
Add 1 to hit rolls for attacks made with this unit’s Dreadquake Bomb while this unit is within 3" of any friendly DAEMONSMITHS.

Quake Blast: Dreadquake bombs are fired on a high-arcing trajectory, and are packed with an explosive charge so powerful that they can turn dozens of armoured warriors into chunks of burnt meat in an instant.
This unit’s Dreadquake Bomb can target enemy units that are not visible to this unit. In addition, you can re-roll the dice that determines the Damage characteristic of this unit’s Dreadquake Bomb if the target unit has 10 or more models.

Siege Artillery: This war machine is a heavily armoured and ponderous device.
This unit cannot run or attempt a charge. In addition, add 1 to save rolls for attacks made with missile weapons that target this model.

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.
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.

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

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.
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Faction Rules
• Allies
© Vyacheslav Maltsev 2013-2021