Legion of Azgorh – Infernal Guard Fireglaives

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4"
1
4+
6
WARSCROLL

Infernal Guard Fireglaives

Wielding weapons bound with malevolent spirits, Fireglaives pour shot after shot into the ranks of the foe, eradicating scores of enemy warriors before they can reach the Legion’s main battleline.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pyrelock Fireglaive
Pyrelock Fireglaive16"14+4+-11
Pyrelock Pistol
Pyrelock Pistol8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pyrelock Fireglaive’s Bayonet-cleaver
Pyrelock Fireglaive’s Bayonet-cleaver1"14+4+-1
Ashsteel Hand Weapon
Ashsteel Hand Weapon1"13+4+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 110
Battlefield Role: None
Base size: 25mm
Notes: Battleline in Legion of Azgorh army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Blackshard Warhost

DESCRIPTION

Each model in an Infernal Guard Fireglaives unit is armed with a Pyrelock Fireglaive and a Pyrelock Fireglaive’s Bayonet-cleaver.

CHAMPION: 1 model in this unit can be a Fireglaive Deathmask. That model is armed with an Ashsteel Hand Weapon and Pyrelock Pistol instead of a Pyrelock Fireglaive and a Pyrelock Fireglaive’s Bayonet-cleaver.

STANDARD BEARER: 1 model in this unit can be an Icon of Dominion Bearer. Add 1 to the Bravery characteristic of this unit if it includes an Icon of Dominion Bearer.

MUSICIAN: 1 model in this unit can be a Drummer. Add 1 to run rolls for this unit if it includes a Drummer.

ABILITIES

Pyrelock Weapons: Loaded with ammunition containing hungry pyre-spirits, each shot from a pyrelock weapon ravages the flesh of the foe.
If the unmodified hit roll for an attack made with a Pyrelock Pistol or Pyrelock Fireglaive is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts. In addition, you can re-roll hit rolls of 1 for attacks made with this unit’s Pyrelock Fireglaives if this unit has not made a move in the same turn.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, INFERNAL GUARD, FIREGLAIVES
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. Units cannot run if they are within 3" of an enemy unit.
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.

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

Leader
Battleline
None
© Vyacheslav Maltsev 2013-2024