Legion of Azgorh – Infernal Guard Ironsworn

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Infernal Guard Ironsworn

Clad in Blackshard armour forged with the realmstone of Aqshy, the Infernal Guard Ironsworn march into battle with smouldering runes of torment and death engraved into their weapons.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pyrelock Pistol
Pyrelock Pistol8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ashsteel Hand Weapon
Ashsteel Hand Weapon1"13+4+-11

Unit Size: 10      Points: 100
Battlefield Role: Battleline
Base size: 25mm


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


Each model in an Infernal Guard Ironsworn unit is armed with an Ashsteel Hand Weapon.

CHAMPION: 1 model in this unit can be an Ironsworn Deathmask. That model is armed with an Ashsteel Hand Weapon and Pyrelock Pistol.

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.


Pyrelock Pistol: 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 is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

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:

© Vyacheslav Maltsev 2013-2024