Legion of Azgorh – Warscrolls


Leader, Behemoth


13
4+
8
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

Leader


7"
7
4+
7
WARSCROLL

Bull Centaur Taur’ruk

The largest and most powerful of the Bull Centaurs bear the title of Taur’ruk. Hulking and violent creatures, they are nonetheless keen-witted and intelligent, leading their brethren in thunderous charges towards the enemy lines.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Great Weapon
Darkforged Great Weapon1"53+3+-23
Crushing Hooves
Crushing Hooves1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 175
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Bull Centaur Taur’ruk is armed with a Darkforged Great Weapon and Crushing Hooves.

ABILITIES

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.

Favour of the Burning God: The bellowing, gorereeking presence of a Taur’ruk drives others of its malformed kin into a zealous frenzy.
In the combat phase, after this unit has fought in that phase for the first time, you can pick 1 friendly BA’HAL unit that has not fought in that phase, that is within 3" of an enemy unit and that is wholly within 12" of this unit. That unit fights immediately.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, BA’HAL, HERO, BULL CENTAUR TAUR’RUK


4"
5
4+
7
WARSCROLL

Daemonsmith

Clad in suits of arcane armour saturated with infernal magic of their own creation, Daemonsmiths covet strength and power above all else, seeing other living creatures as chattel to be used and discarded according to their whims.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blood of Hashut
Blood of Hashut6"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Weapon
Darkforged Weapon1"23+3+-1D3
Pyre Rune Staff
Pyre Rune Staff1"14+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Daemonsmith is a armed with one of the following weapon options: Blood of Hashut and Darkforged Weapon; or Blood of Hashut and Pyre Rune Staff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

ABILITIES

Ensorcelled Armour: The protective spells woven into a Daemonsmith’s armour feed on the blood of its wearer.
Add 1 to dispelling and unbinding rolls for this unit if any wounds are allocated to this unit.

Blood of Hashut: The Blood of Hashut is a deadly incendiary alchemical substance that causes flesh to liquefy and metal to burst into all-consuming flames.
Do not use the attack sequence for an attack made with the Blood of Hashut. Instead roll a dice. On a 2+, the target unit suffers D3 mortal wounds. If the target unit is a WAR MACHINE, it suffers D6 mortal wounds instead.

Ash Storm: The Daemonsmith conjures a choking cloud of blisteringly hot ash to blind and confuse the enemy.
Ash Storm is a spell that has a casting value of 6 and a range of 36". If successfully cast, pick 1 enemy unit range and visible to the caster. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit and that unit cannot run.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, HERO, WIZARD, DAEMONSMITH


4"
5
4+
7
WARSCROLL

Infernal Guard Battle Standard Bearer

Selected from among the ranks of the Ironsworn for their stubbornness and contempt for other races, only a few warriors within the Legion of Azgorh have the privilege of carrying a Black Banner of Malice into battle.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Weapon
Darkforged Weapon1"23+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

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

DESCRIPTION

An Infernal Guard Battle Standard Bearer is armed with a Darkforged Weapon.

ABILITIES

Black Banner of Malice: A Black Banner of Malice bears fell enchantments that its bearer can invoke to unleash occult powers to terrible effect.
Add 1 to the Bravery characteristic of friendly LEGION OF AZGORH units while they are wholly within 18" of this unit. In addition, once per battle, in your shooting phase, you can pick 1 enemy unit wholly within 18" of this unit and roll a dice for each model in that enemy unit. For each 5+, that enemy unit suffers 1 mortal wound.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, HERO, TOTEM, INFERNAL GUARD, BATTLE STANDARD BEARER


4"
5
4+
8
WARSCROLL

Infernal Guard Castellan

Clad in Blackshard armour graven with dark runes that celebrate their cruel victories, Infernal Guard Castellans march at the head of their iron-clad warriors, breaking the foe upon their immovable ranks.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pyrelock Pistol
Pyrelock Pistol8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Weapon
Darkforged Weapon1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

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

DESCRIPTION

An Infernal Guard Castellan is armed with a Darkforged Weapon and Pyrelock Pistol.

ABILITIES

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.

Martial Contempt: The Castellan commands his warriors to strike down their foes without mercy.
In the combat phase, after this unit has fought in that phase for the first time, you can pick 1 friendly INFERNAL GUARD unit that has not fought in that phase, that is within 3" of an enemy unit and that is wholly within 12" of this unit. That unit fights immediately.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, INFERNAL GUARD, HERO, INFERNAL GUARD CASTELLAN


7"
8
4+
8
WARSCROLL

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
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

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

ABILITIES

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.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, BA’HAL, HERO, SHAR’TOR THE EXECUTIONER

Battleline


4"
1
3+
6
WARSCROLL

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
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, INFERNAL GUARD, IRONSWORN

None


7"
5
3+
6
WARSCROLL

Bull Centaur Renders

Bull Centaur Renders – known as Ba’hal in the Chaos duardin tongue – are monstrous creatures filled with an insatiable hunger for flesh. Born through the foul works of the priests of Hashut, they are a twisted fusion of duardin and taurus.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkforged Weapon
Darkforged Weapon1"34+3+-12
Crushing Hooves
Crushing Hooves1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 195
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline in Legion of Azgorh army if general is Shar’tor the Executioner

BATTALIONS

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

DESCRIPTION

Each model in a Bull Centaur Renders unit is armed with a Darkforged Weapon and Crushing Hooves.

ABILITIES

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.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, BA’HAL, BULL CENTAUR RENDERS


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


8"
4
5+
6
WARSCROLL

K’daai Fireborn

K’daai Fireborn are creatures of daemonic flame brought into being by the priests of Hashut. They are devastating shock troops for the Legion of Azgorh, birthed in boiling blood sacrifices and caged in iron and rune-stamped bronze.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Burning Irons
Burning Irons3"53+4+-D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 150
Battlefield Role: None
Base size: 50mm
Notes: Battleline in Legion of Azgorh army

DESCRIPTION

Each model in a K’daai Fireborn unit is armed with Burning Irons.

FLY: This unit can fly.

ABILITIES

Burning Bright: The bodies of the K’daai are made of ethereal flames, allowing them to soar across the battlefield streaming great arcs of fire.
Ignore modifiers (positive and negative) when making save rolls for attacks that target this unit. In addition, this unit can run and still charge later in the turn.

Kiss of Fire: With a simple gesture, a wave of daemonic flame surges forth from the K’daai Fireborn, immolating their foes.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this unit. On a 2+, that enemy unit suffers 1 mortal wound.

KEYWORDS
CHAOS, LEGION OF AZGORH, DAEMON, HASHUT, K’DAAI, FIREBORN


8"
4
5+
5
WARSCROLL

Skin Wolves*

Creatures of pure nightmare, Skin Wolves are draped in the tattered remains of their human flesh. Their malice and fury are incomparable, and with long-clawed fingers they shred their victims to ribbons and feast upon the remains.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Teeth and Claws
Teeth and Claws1"43+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 170
Battlefield Role: None

DESCRIPTION

Each model in a skin Wolves unit is armed with Teeth and Claws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

ABILITIES

Bounding Predators: These deadly creatures can move at frightening speed.
This unit can run and still charge later in the turn.

Terrifying Bloodlust: Skin Wolves have a natural predatory instinct to hunt. With the taint of Chaos running through their veins, this bloodlust is amplified beyond imagining.
If the unmodified hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
CHAOS, SKIN WOLVES

Behemoth


11
3+
7
WARSCROLL

Iron Daemon War Engine

Within the great furnace of an Iron Daemon War Engine, coal, bones and even screaming spirits burn with raging heat, powering the arcane workings and terrifying siege weaponry of this profane machine.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Steam Cannonade
Steam Cannonade14"2D64+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Bulk
Crushing Bulk1"4+4+-2
DAMAGE TABLE
Wounds SufferedMoveSteam CannonadeCrushing Bulk
0-410"3+6
5-69"3+5
7-88"4+4
9+7"4+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 195
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

An Iron Daemon War Engine is armed with a Steam Cannonade and its Crushing Bulk.

ABILITIES

Carriage Hauler: Such is the size and power of this war engine that it can be used to haul the carriages of other artillery pieces into battle.
At the start of your movement phase, you can pick 1 friendly DEATHSHRIEKER ROCKET LAUNCHER, MAGMA CANNON or DREADQUAKE MORTAR within 1" of this unit. If you do so, that unit can use this unit’s Move characteristic during that movement phase, as long as it is within 1" of this unit at the end of that movement phase.

More Power!: If needed, the Iron Daemon’s crew can goad the half-possessed machine to even greater heights of power from its fire-spewing boiler, though doing so is not without risk of retaliation.
When you pick this unit to shoot, you can change the Attacks characteristic of this unit’s Steam Cannonade to either 3D6 or 4D6. However, if you do so and roll 12+ when you generate the value of the characteristic, this unit suffers D3 mortal wounds after it has shot.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, IRON DAEMON WAR ENGINE


11
3+
7
WARSCROLL

Skullcracker War Engine

Designed for crushing fortifications and walls, the Skullcracker is a hissing and grinding arcane-mechanical conglomeration of iron hammers, hacking blades, and brutal picks that will pulverise and shred anything unfortunate to be caught in its path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hammers and Picks
Hammers and Picks3"2D63+-1D3
Crushing Bulk
Crushing Bulk1"4+4+-2
DAMAGE TABLE
Wounds SufferedMoveHammers and PicksCrushing Bulk
0-410"3+6
5-69"3+5
7-88"4+4
9+7"4+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

Skullcracker War Engine is armed with Hammers and Picks and its Crushing Bulk.

ABILITIES

Beaten into Scrap: The war constructs of the enemy cannot withstand the relentless pounding blows of a Skullcracker’s weapons array for long.
Add 1 to wound rolls for attacks made with this unit’s Hammers and Picks that target a WAR MACHINE.

Carriage Hauler: Such is the size and power of this war engine that it can be used to haul the carriages of other artillery pieces into battle.
At the start of your movement phase, you can pick 1 friendly DEATHSHRIEKER ROCKET LAUNCHER, MAGMA CANNON or DREADQUAKE MORTAR within 1" of this unit. If you do so, that unit can use this unit’s Move characteristic during that movement phase, as long as it is within 1" of this unit at the end of that movement phase.

More Power!: If needed, the Skullcracker’s crew can goad the half-possessed machine to even greater heights of power from its fire-spewing boiler, though doing so is not without risk of retaliation.
When you pick this unit to fight, you can change the Attacks characteristic of this unit’s Hammers and Picks to either 3D6 or 4D6. However, if you do so and roll 12+ when you generate the value of the characteristic, this unit suffers D3 mortal wounds after it has fought.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, SKULLCRACKER WAR ENGINE


12
3+
6
WARSCROLL

Chaos Siege Gargant*

Chaos Siege Gargants are towering, iron-clad brutes. Equipped with immense hooked blades and massive weighted chains, these monstrosities can tear through fortifications and enemy armies with contemptuous ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Colossal Hook-blades
Colossal Hook-blades3"4+3+-12
Lashing Chains
Lashing Chains2"D63+5+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveColossal Hook-blades
0-57"7
6-76"6
8-95"5
10+4"4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Chaos Siege Gargant is armed with Colossal Hook-blades and Lashing Chains.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

ABILITIES

Scaling Spikes and Chains: Resembling a living war machine, Siege Gargants are covered in various hooks, spikes and chains that make it easy for them to clamber over high walls and crush obstacles.
If you carry out a Smash To Rubble monstrous rampage with this model, the terrain feature is demolished on a 2+ instead of a 3+.

Timber!: Should a gargant fall, it will likely crush anything in its path.
If this model is slain, before removing it from play, the players must roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 3" of that point suffers D3 mortal wounds unless it is a GARGANT. This model is then removed from play.

KEYWORDS
CHAOS, GARGANT, MONSTER, SIEGE GARGANT


22
4+
6
WARSCROLL

Chaos War Mammoth*

A Chaos War Mammoth is an immense beast capable of crushing scores of lesser creatures to bloody paste beneath its trampling feet, and of goring foes with its huge tusks, each of which carries the force of a battering ram.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marauder Javelins and Axes
Marauder Javelins and Axes10"85+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Goring Tusks
Goring Tusks3"1
See below
Trampling Feet
Trampling Feet1"4+3+-2D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveGoring TusksTrampling Feet
0-1012"510
11-1410"48
15-198"36
20+6"24
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 345
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single

DESCRIPTION

A Chaos War Mammoth is armed with Goring Tusks and Trampling Feet.

CREW: This model has a Marauder crew, who are armed with Marauder Javelins and Axes.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Crushing Fall: To be caught under the falling bulk of a dying War Mammoth is to meet a horrible death.
If this model is slain, before removing it from play, the players must roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 4" of that point suffers D6 mortal wounds. This model is then removed from play.

Goring Tusks: The enormous tusks of the Chaos War Mammoth can impale the largest of monsters, leaving them with grievous wounds.
Do not use the attack sequence for an attack made with Goring Tusks. Instead, roll a number of dice equal to the Goring Tusks value shown on the damage table above. Add 1 to the roll if the target unit is a MONSTER. For each 3+, the target unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, MONSTER, MARK OF CHAOS, CHAOS WAR MAMMOTH


13
5+
7
WARSCROLL

Curs’d Ettin*

A Curs’d Ettin is a hideous monstrosity of fused kinsmen, two souls trapped within one malformed body. Lured to battle with promises of meat and death, the bickering siblings crush their foes with ponderous swings of their single, club-like arm.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Fist
Crushing Fist2"13+-2D6
Stomp
Stomp1"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCrushing FistStomp
0-610"2+5
7-88"3+4
9-107"3+3
11+6"4+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

The Curs’d Ettin is armed with a Crushing Fist and Stomps.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

ABILITIES

Cannibal Feast: Whatever the Curs’d Ettin crushes it feasts upon, its strange physiology enabling it to grow stronger with each kill.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

Gibbering Curse: The incessant argumentative gibbering that comes from the Curs’d Ettin’s two heads carries the power of Chaos, driving those who hear it insane.
At the start of your hero phase, roll 2D6 for each enemy unit within 3" of this model. If the roll is greater than that unit’s Bravery characteristic, that unit suffers D3 mortal wounds.

Two-headed Horror: The Curs’d Ettin’s two heads eternally bicker with each other, but there is one thing they always agree upon – the need for fresh meat!
At the start of the combat phase, you can pick 1 enemy model that has a Wounds characteristic of 2 or less and that is within 3" of this model, and roll a dice. On a 6, that model is slain.

KEYWORDS
CHAOS, MORTAL, MONSTER, CURS’D ETTIN


11
5+
10
WARSCROLL

Gigantic Chaos Spawn*

Some monstrous creatures of the Mortal Realms have been twisted beyond all recognition by the energies of Chaos, becoming hulking abominations that exist only to satiate their uncontrollable urge for carnage and slaughter.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freakish Mutations
Freakish Mutations2"2D63+3+-1
Slavering Maws
Slavering Maws1"D64+3+D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSlavering Maws
0-43D6"-2
5-62D6"-2
7-82D6"-1
9+D6"-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 195
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Gigantic Chaos Spawn is armed with Freakish Mutations and Slavering Maws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Plaything of the Dark Gods: Gifts bestowed by the Dark Gods can bless the receiver with a bounty of strength and stamina – or they can be the complete opposite, causing excruciating pain and anguish.
At the start of your hero phase, roll a dice. On a 1, this model suffers D3 mortal wounds. On a 2+, you can heal up to D3 wounds allocated to this model. If you roll a 2+ and no wounds are allocated to this model, add D3 to its Wounds characteristic for the rest of the battle instead of healing D3 wounds.

KEYWORDS
CHAOS, MONSTER, MARK OF CHAOS, GIGANTIC CHAOS SPAWN


12
4+
6
WARSCROLL

Warpfire Dragon*

Twisted and malignant, these dragons are ruinous creatures that spit gouts of mutating warpfire. Should one of these spite-filled beasts be slain, its body will erupt in a nova of anarchic energy, reducing its foes to mounds of malformed flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpfire
Warpfire12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Snapping Jaws
Snapping Jaws2"D33+-1D6
Twisted Claws
Twisted Claws1"3+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSnapping JawsTwisted Claws
0-512"3+5
6-710"3+4
8-98"4+3
10+6"4+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Warpfire Dragon is armed with Warpfire, Snapping Jaws and Twisted Claws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

FLY: This model can fly.

ABILITIES

Deadly Demise: Even in their last moments, these creatures are deadly, and those arrogant enough to believe they have won victory are soon bloodily corrected.
If this model is slain, before it is removed from play, roll a dice for each unit within 3" of this model. On a 4+, that unit suffers D3 mortal wounds. This model is then removed from play.

Warpfire: These scintillating flames cause flesh and bone to undergo rapid and grotesque mutations, reshaping those touched into utterly grotesque configurations of their former selves.
Do not use the attack sequence for an attack made with this model’s Warpfire. Instead roll a dice. On a 1, nothing happens. On a 2-5, the target unit suffers D3 mortal wounds. On a 6, the target unit suffers D6 mortal wounds.

KEYWORDS
CHAOS, DRAGON, MONSTER, WARPFIRE DRAGON

Artillery


3"
6
4+
6
WARSCROLL

Deathshrieker Rocket Launcher

The Deathshrieker is one of the more diabolic examples of the Legion of Azgorh’s mastery of blackpowder weapons. Bound within its munitions are howling, malevolent fire-spirits which are unleashed as the multiple warheads detonate over the battlefield.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deathshrieker Rockets
Deathshrieker Rockets36"34+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Artillery Tools
Artillery Tools1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Deathshrieker Rocket Launcher is armed with Deathshrieker Rockets.

CREW: A Deathshrieker Rocket Launcher has 3 Duardin Crew, who are armed with Artillery Tools. The crew must remain within 1" of the Deathshrieker Rocket Launcher. For rules purposes, the Deathshrieker Rocket Launcher and its crew are treated as a single model.

ABILITIES

Death From On High: A Deathshrieker’s rockets can be launched high overhead to rain their fiery payload down upon distant or obscured targets.
Add 1 to hit rolls for attacks made with Deathshrieker Rockets if the target unit has 5 or more models.

Infernal Engineers: Daemonsmiths are masters in the art of directing the fell artillery they forge.
Add 1 to the Attacks characteristic of this unit’s Deathshrieker Rockets while this unit is within 3" of any friendly DAEMONSMITHS.

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.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, DEATHSHRIEKER ROCKET LAUNCHER


3"
10
4+
6
WARSCROLL

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
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, DREADQUAKE MORTAR


3"
6
4+
6
WARSCROLL

Magma Cannon

A fiendish weapon first conceived for use against troggoths, the Magma Cannon is a deadly cross between a field artillery piece and a furnace. In battle, they unleash blasts of blazing magma upon their foes which quickly reduce their victims to ash.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magma Blast
Magma Blast18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Artillery Tools
Artillery Tools1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Magma Cannon is armed with a Magma Blast.

CREW: A Magma Cannon has 3 Duardin Crew, who are armed with Artillery Tools.

ABILITIES

Infernal Engineers: Daemonsmiths are masters in the art of directing the fell artillery they forge.
Add 6" to the Range characteristic of this model’s Magma Blast while this model is within 3" of any friendly DAEMONSMITHS.

Magma Blast: A Magma Cannon is a terrifying weapon, able to unleash blasts of molten rock that effortlessly consume metal and flesh alike.
Do not use the attack sequence for an attack made with Magma Blast. Instead, roll a dice. Add 1 to the roll if the target unit has 10 or more models. On a 3+, the target unit suffers a number of mortal wounds equal to the roll.

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.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, MAGMA CANNON

Warscroll Battalion


Warscroll Battalion

Blackshard Warhost

The mainstay of the Legion of Azgorh, Blackshard Warhosts greet their foe’s advance with precise volleys of pyrelock shot, thinning the enemy lines before breaking the survivors on a nigh-impenetrable wall of ensorcelled iron armour and cursed shields.
ORGANISATION
A Blackshard Warhost consists of the following units:
 • 1 Infernal Guard Castellan
 • 1 Infernal Guard Battle Standard Bearer
 • 2 Infernal Guard Ironsworn units
 • 2 Infernal Guard Fireglaives units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Unyielding Slaughterers: Blackshard Warhosts are infamous for the methodical butchery they employ in combat, locking shields and standing fast with implacable determination.
Add 1 to the Bravery characteristic of units in this battalion.


Warscroll Battalion

Execution Herd

Led by Shar’tor, an Execution Herd is a terrifying prospect, a stampede of twisted Bull Centaurs blessed with the unholy wrath of Hashut. Blazing a path across the realms, they follow Hashut’s portents, relentlessly pursuing those who draw his ire to run them down and devour their flesh.
ORGANISATION
An Execution Herd consists of the following units:
 • 1 Shar’tor the Executioner
 • 1 Bull Centaur Taur’ruk
 • 3 Bull Centaur Renders units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Marked for Death: Hashut, like those who worship him, holds unbridled contempt for all other creatures, creating an endless list of targets to be slain. Should an Execution Herd’s prey fall, visions and portents immediately direct their ravenous hunger towards another unfortunate soul.
After deployment but before the first battle round begins, pick 1 enemy unit on the battlefield to be marked for death. You can add 1 to hit rolls for attacks made by units in this battalion that target that enemy unit. If that enemy unit is destroyed, you can choose a new enemy unit to be marked for death in your next hero phase.


Warscroll Battalion

Hashut’s Wrath Artillery Train

When the nightmarish engines of war used by the Legion of Azgorh rumble forth in great numbers, the ground trembles as their bombardments tear through entire regiments of troops. The machines themselves are often bound with hungry spirits eager to cause carnage, gifting these terrible weapons of war with a dangerous sentience that lusts for nothing more than to shed rivers of blood.
ORGANISATION
A Hashut’s Wrath Artillery Train consists of the following units:
 • 1 Daemonsmith
 • 1 Iron Daemon War Engine
Any three units chosen from the following:
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Murderous Barrage: The gunners in a Hashut’s Wrath Artillery Train are experts at goading their charges into a roaring frenzy of destruction.
Units in this battalion with the Infernal Engineers ability can benefit from that ability if the DAEMONSMITH in this battalion is on the battlefield, not just if they are within 3" of any friendly DAEMONSMITHS.

Regiment of Renown


Regiment of Renown

Brand’s Oathbound

Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Even when overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his throne, Hargax – now older and wiser – seeks a means of evening the odds. He roams the lands searching for monsters to break into submission.
ORGANISATION
 • 1 Gunnar Brand
 • 1 The Oathsworn Kin
 • 1 Singri Brand
The following warscrolls are part of the Slaves to Darkness faction: Gunnar Brand; The Oathsworn Kin; and Singri Brand. If your army has a CHAOS general but is not a Slaves to Darkness army, you can include these warscrolls in your army as a special type of ally called the Brand’s Oathbound regiment of renown. If you do so, no other allied units can be included in your army. You can include this Regiment of Renown in your army as an ally even if its points value exceeds the amount allowed for allied units. The units in the Brand’s Oathbound regiment of renown are considered to be belong to their own core battalion that has the Unified battalion ability (core rules, 26.2.1).

If the Brand’s Oathbound regiment of renown is included in your army, the following ability applies:
ABILITIES

Favour of the Gods: Whether it pleases him or not, Gunnar Brand has attracted the notice of the Chaos Gods through his prowess in battle, and with each notable kill he claims, rewards are bestowed upon him and his tribe.
At the end of the combat phase, if any enemy HEROES were slain by an attack made by a friendly GUNNAR BRAND in that phase, he receives the favour of the gods. Each time he receives the favour of the gods, heal all wounds allocated to friendly BRAND’S OATHBOUND units wholly within 18" of him and add 1 to the Attacks characteristic of melee weapons used by friendly BRAND’S OATHBOUND units until the end of the battle.


Regiment of Renown

Hargax’s Pit-beasts

Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Even when overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his throne, Hargax – now older and wiser – seeks a means of evening the odds. He roams the lands searching for monsters to break into submission.
ORGANISATION
 • 1 Ogroid Myrmidon (Leader)
 • 1 Fomoroid Crusher
 • 1 Mindstealer Sphiranx
If your army has a CHAOS general but is not a Slaves to Darkness army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 260
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Hargax’s Pit-beasts. Although taken as a set, each is a separate unit.

ABILITIES

Bestial Domination: Their will crushed through brutal violence, Hargax’s pit-beasts obey his every bellowed demand.
Once per phase, the OGROID MYRMIDON in this regiment of renown can issue the All-out Attack or All-out Defence command to the FOMOROID CRUSHER or MINDSTEALER SPHIRANX in this regiment of renown without a command point being spent.

The Worthiest Stock: Only the most fearsome creatures are worthy of the gladiatorial menagerie Hargax seeks to corral, and so he constantly looks for opportunities to test them against rival beasts on the battlefield.
At the end of the charge phase, you can pick either the FOMOROID CRUSHER or the MINDSTEALER SPHIRANX in this regiment of renown and 1 enemy MONSTER within 3" of it. If you do so, roll a dice. On a 3+, the strike-last effect applies to both units you picked in the following combat phase.


Regiment of Renown

The Coven of Thryx

None can say where Magister Thryx first learned to take the essence of destroyed daemons and use it to power living spells. He weaves an unpredictable path across the realms, forever seeking to elude Tzeentch’s gaze. He offers his expertise to any patron who will shelter him and facilitate his lunatic experiments.
ORGANISATION
 • 1 Magister (Leader)
 • 10 Pink Horrors of Tzeentch
 • - Burning Sigil of Tzeentch (Endless Spell)
 • - Tome of Eyes (Endless Spell)
 • - Daemonic Simulacrum (Endless Spell)
If your army has a CHAOS general but is not a Disciples of Tzeentch army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.

The HORRORS OF TZEENTCH unit in this regiment of renown cannot use its Split and Split Again ability.

Designer’s Note: The 3 endless spells in this regiment of renown count towards the total number of endless spells you can include in your army. However, you do not need to take additional WIZARDS in your army for them to be included.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 320
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as The Coven of Thryx. Although taken as a set, each is a separate unit.

ABILITIES

Skilled Summoner: Thryx is a master at manipulating arcane manifestations.
In the first battle round, after the players have received their starting command points but before the start of the first turn, the MAGISTER in this regiment of renown can automatically cast a spell they know that summons a Disciples of Tzeentch endless spell (do not make a casting roll). That spell cannot be unbound, and that endless spell cannot be dispelled in the first battle round. Set up the endless spell as described in its Summoning rules.

Sparks of Profane Potential: Thryx is adept at harnessing the mutagenic essence of slain daemons, using them to enhance his conjured sorcerous manifestations.
Once per turn, at the end of a phase in which a Horror model in this regiment of renown was slain while its unit was wholly within 12" of the MAGISTER in this regiment of renown, you can pick 1 endless spell on the battlefield that was summoned by that MAGISTER and remove that endless spell from play. If you do so, pick a different endless spell from the list below and set it up as described:
  • Burning Sigil of Tzeentch: Set up this endless spell wholly within 18" and visible to the MAGISTER in this regiment of renown, and more than 1" from all models, other endless spells and invocations. Then, roll a dice for each unit within 9" of this endless spell. On a 4+, that unit suffers D3 mortal wounds.
  • Tome of Eyes: Set up this endless spell within 1" of and visible to the MAGISTER in this regiment of renown, and more than 1" from all other models, other endless spells and invocations. Then, you can attempt to cast The Parchment Curse with the MAGISTER in this regiment of renown as if it were your hero phase.
  • Daemonic Simulacrum: Set up this endless spell wholly within 12" of, and visible to, the MAGISTER in this regiment of renown, and more than 1" from all models, other endless spells and invocations. Then, resolve the effect of the Snapping Jaws ability as if the endless spell had just moved.


Regiment of Renown

Phulgoth’s Shudderhood

ORGANISATION
 • 1 Harbinger of Decay
 • 1 Putrid Blightkings unit with 5 models
 • 1 Pusgoyle Blightlords unit with 2 models
If your army has a CHAOS general but is not a Maggotkin of Nurgle army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 590
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Phulgoth’s Shudderhood. Although taken as a set, each is a separate unit.

ABILITIES

Fog of Despair: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.
Subtract 1 from hit rolls for attacks made with missile weapons that target a unit in this regiment of renown.

Disgustingly Resilient: Those favoured by Nurgle are inured to pain: their rotting bodies shrugging off all but the most traumatic damage.
Units in this regiment of renown have a ward of 5+. In addition, at the start of your hero phase, you can heal 1 wound allocated to each unit in this regiment of renown.
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.
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.
14.5 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).
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.
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

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

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

Leader
None

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

Leader
None
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
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.

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

Leader
Battleline
None
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).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
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:

Behemoth
Artillery
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

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

Behemoth

The MARK OF CHAOS keyword is used in the following Legion of Azgorh warscrolls:

Behemoth
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Faction Rules
• Allies

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