Legion of Azgorh – Shar’tor the Executioner

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Shar’tor the Executioner

A malevolent warrior-priest of Hashut, Shar’tor is marked as the dark god’s favoured Ba’hal headsman. Adorned with the sacred mask of his patron, Shar’tor’s voice can stop the hearts of the weak-willed or instil unbreakable loyalty in Hashut’s servants.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darktide Axe
Darktide Axe2"53+3+-23
Crushing Hooves
Crushing Hooves1"44+3+-1

Unit Size: 1      Points: 240
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single, Unique


This warscroll can be used in the following warscroll battalions:
 • Execution Herd


Shar’tor is armed with the Darktide Axe and Crushing Hooves.


Darktide Reaping: Countless murderous spirits are bound within the Darktide Axe, their number increasing with each foe it slays.
If the unmodified hit roll for an attack made with the Darktide Axe is a 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

The Mask of the Executioner: The malign spirits contained in the dark metal of Shar’tor’s mask can be unleashed upon his foes.
At the start of your hero phase, you can pick 1 enemy unit within 8" of this unit and roll a dice. On a 1-2, nothing happens. On a 3-5, that enemy unit suffers D3 mortal wounds. On a 6, that enemy unit suffers D6 mortal wounds.

Trample and Gore: A charging Bull Centaur is an avalanche of muscle and rage that tramples all beneath its iron-shod hooves.
Add 1 to charge rolls for this unit. In addition, this unit’s Crushing Hooves have a Damage characteristic of D3 instead of 1 if this unit made a charge move in the same turn.

Lord of the Ba’hal: The Ba’hal warriors of the Legion of Azgorh eagerly await Shar’tor’s order to attack the foe.
You can use this command ability at the start of your charge phase. The command must be issued by this model and received by a friendly BA’HAL unit. You can re-roll charge rolls for the unit that receives the command in that phase. In addition, you can add 1 to hit rolls for attacks made with Crushing Hooves by that unit in the subsequent combat phase.

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.
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.

The BA’HAL keyword is used in the following Legion of Azgorh warscrolls:


The BA’HAL keyword is used in the following Legion of Azgorh warscrolls:


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

Leader, Behemoth
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
© Vyacheslav Maltsev 2013-2024