Leader, Behemoth
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.
Gouts of Flame |
| Gouts of Flame | 16" | 6 | 4+ | 4+ | - | 1 |
The Graven Brazier |
| The Graven Brazier | 1" | 1 | 4+ | 2+ | -1 | 3 |
Brazen Horns |
| Brazen Horns | 1" | 2 | 3+ | 3+ | -2 | |
Burning Hooves |
| Burning Hooves | 1" | | 4+ | 3+ | -1 | 1 |
0-5 | 15" | 3 | 6 |
6-8 | 13" | D3 | 5 |
9-10 | 11" | D3 | 4 |
11+ | 9" | 1 | 3 |
Unit Size: 1 Points: 345
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Unique
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.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, MONSTER, HERO, WIZARD, DRAZHOATH THE ASHEN |
Leader
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.
Darkforged Great Weapon |
| Darkforged Great Weapon | 1" | 5 | 3+ | 3+ | -2 | 3 |
Crushing Hooves |
| Crushing Hooves | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 175
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Execution Herd
A Bull Centaur Taur’ruk is armed with a Darkforged Great Weapon and Crushing Hooves.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, BA’HAL, HERO, BULL CENTAUR TAUR’RUK |
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.
Blood of Hashut |
| Blood of Hashut | 6" | 1 | |
Darkforged Weapon |
| Darkforged Weapon | 1" | 2 | 3+ | 3+ | -1 | D3 |
Pyre Rune Staff |
| Pyre Rune Staff | 1" | 1 | 4+ | 3+ | -1 | 3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single
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.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, HERO, WIZARD, DAEMONSMITH |
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.
Darkforged Weapon |
| Darkforged Weapon | 1" | 2 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single
An Infernal Guard Battle Standard Bearer is armed with a Darkforged Weapon.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, HERO, TOTEM, INFERNAL GUARD, BATTLE STANDARD BEARER |
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.
Pyrelock Pistol |
| Pyrelock Pistol | 8" | 1 | 4+ | 4+ | -1 | 1 |
Darkforged Weapon |
| Darkforged Weapon | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 25mm
Notes: Single
An Infernal Guard Castellan is armed with a Darkforged Weapon and Pyrelock Pistol.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, INFERNAL GUARD, HERO, INFERNAL GUARD CASTELLAN |
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.
Darktide Axe |
| Darktide Axe | 2" | 5 | 3+ | 3+ | -2 | 3 |
Crushing Hooves |
| Crushing Hooves | 1" | 4 | 4+ | 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.
CHAOS, LEGION OF AZGORH, DUARDIN, BA’HAL, HERO, SHAR’TOR THE EXECUTIONER |
Battleline
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.
Pyrelock Pistol |
| Pyrelock Pistol | 8" | 1 | 4+ | 4+ | -1 | 1 |
Ashsteel Hand Weapon |
| Ashsteel Hand Weapon | 1" | 1 | 3+ | 4+ | -1 | 1 |
Unit Size: 10 Points: 100
Battlefield Role: Battleline
Base size: 25mm
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.
CHAOS, LEGION OF AZGORH, DUARDIN, INFERNAL GUARD, IRONSWORN |
None
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.
Darkforged Weapon |
| Darkforged Weapon | 1" | 3 | 4+ | 3+ | -1 | 2 |
Crushing Hooves |
| Crushing Hooves | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 3
Points: 195
Battlefield Role: None
Base size: 90 x 52mmNotes: Battleline in Legion of Azgorh army if general is
Shar’tor the Executioner
This warscroll can be used in the following warscroll battalions:
•
Execution Herd
Each model in a Bull Centaur Renders unit is armed with a Darkforged Weapon and Crushing Hooves.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, BA’HAL, BULL CENTAUR RENDERS |
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.
Pyrelock Fireglaive |
| Pyrelock Fireglaive | 16" | 1 | 4+ | 4+ | -1 | 1 |
Pyrelock Pistol |
| Pyrelock Pistol | 8" | 1 | 4+ | 4+ | -1 | 1 |
Pyrelock Fireglaive’s Bayonet-cleaver |
| Pyrelock Fireglaive’s Bayonet-cleaver | 1" | 1 | 4+ | 4+ | - | 1 |
Ashsteel Hand Weapon |
| Ashsteel Hand Weapon | 1" | 1 | 3+ | 4+ | -1 | 1 |
Unit Size: 10 Points: 110
Battlefield Role: None
Base size: 25mm
Notes: Battleline in Legion of Azgorh army
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.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, INFERNAL GUARD, FIREGLAIVES |
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.
Burning Irons |
| Burning Irons | 3" | 5 | 3+ | 4+ | - | D3 |
Unit Size: 3 Points: 150
Battlefield Role: None
Base size: 50mm
Notes: Battleline in Legion of Azgorh army
Each model in a K’daai Fireborn unit is armed with Burning Irons.
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.
CHAOS, LEGION OF AZGORH, DAEMON, HASHUT, K’DAAI, FIREBORN |
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.
Teeth and Claws |
| Teeth and Claws | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 170
Battlefield Role: None
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.
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.
Behemoth
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.
Steam Cannonade |
| Steam Cannonade | 14" | 2D6 | 4+ | | -2 | 1 |
Crushing Bulk |
| Crushing Bulk | 1" | | 4+ | 4+ | - | 2 |
0-4 | 10" | 3+ | 6 |
5-6 | 9" | 3+ | 5 |
7-8 | 8" | 4+ | 4 |
9+ | 7" | 4+ | 3 |
Unit Size: 1 Points: 195
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Iron Daemon War Engine is armed with a Steam Cannonade and its Crushing Bulk.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, IRON DAEMON 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.
Hammers and Picks |
| Hammers and Picks | 3" | 2D6 | 3+ | | -1 | D3 |
Crushing Bulk |
| Crushing Bulk | 1" | | 4+ | 4+ | - | 2 |
0-4 | 10" | 3+ | 6 |
5-6 | 9" | 3+ | 5 |
7-8 | 8" | 4+ | 4 |
9+ | 7" | 4+ | 3 |
Unit Size: 1 Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
Skullcracker War Engine is armed with Hammers and Picks and its Crushing Bulk.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, SKULLCRACKER WAR ENGINE |
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.
Colossal Hook-blades |
| Colossal Hook-blades | 3" | | 4+ | 3+ | -1 | 2 |
Lashing Chains |
| Lashing Chains | 2" | D6 | 3+ | 5+ | - | 1 |
Unit Size: 1 Points: 215
Battlefield Role: Behemoth
Notes: Single
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.
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.
CHAOS, GARGANT, MONSTER, SIEGE GARGANT |
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.
Marauder Javelins and Axes |
| Marauder Javelins and Axes | 10" | 8 | 5+ | 5+ | - | 1 |
Goring Tusks |
| Goring Tusks | 3" | 1 | |
Trampling Feet |
| Trampling Feet | 1" | | 4+ | 3+ | -2 | D3 |
0-10 | 12" | 5 | 10 |
11-14 | 10" | 4 | 8 |
15-19 | 8" | 3 | 6 |
20+ | 6" | 2 | 4 |
Unit Size: 1 Points: 345
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single
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.
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.
CHAOS, MORTAL, MONSTER, MARK OF CHAOS, CHAOS WAR MAMMOTH |
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.
Crushing Fist |
| Crushing Fist | 2" | 1 | | 3+ | -2 | D6 |
Stomp |
| Stomp | 1" | | 4+ | 3+ | -1 | 2 |
0-6 | 10" | 2+ | 5 |
7-8 | 8" | 3+ | 4 |
9-10 | 7" | 3+ | 3 |
11+ | 6" | 4+ | 2 |
Unit Size: 1 Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
CHAOS, MORTAL, MONSTER, CURS’D ETTIN |
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.
Freakish Mutations |
| Freakish Mutations | 2" | 2D6 | 3+ | 3+ | - | 1 |
Slavering Maws |
| Slavering Maws | 1" | D6 | 4+ | 3+ | | D3 |
0-4 | 3D6" | -2 |
5-6 | 2D6" | -2 |
7-8 | 2D6" | -1 |
9+ | D6" | -1 |
Unit Size: 1 Points: 195
Battlefield Role: Behemoth
Notes: Single
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.
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.
CHAOS, MONSTER, MARK OF CHAOS, GIGANTIC CHAOS SPAWN |
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.
Warpfire |
| Warpfire | 12" | 1 | |
Snapping Jaws |
| Snapping Jaws | 2" | D3 | 3+ | | -1 | D6 |
Twisted Claws |
| Twisted Claws | 1" | | 3+ | 3+ | -1 | 2 |
0-5 | 12" | 3+ | 5 |
6-7 | 10" | 3+ | 4 |
8-9 | 8" | 4+ | 3 |
10+ | 6" | 4+ | 2 |
Unit Size: 1 Points: 260
Battlefield Role: Behemoth
Notes: Single
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.
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.
CHAOS, DRAGON, MONSTER, WARPFIRE DRAGON |
Artillery
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.
Deathshrieker Rockets |
| Deathshrieker Rockets | 36" | 3 | 4+ | 3+ | -1 | D3 |
Artillery Tools |
| Artillery Tools | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 130
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single
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.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, DEATHSHRIEKER ROCKET LAUNCHER |
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.
Dreadquake Bomb |
| Dreadquake Bomb | 40" | 1 | 4+ | 3+ | -2 | D6 |
Artillery Tools |
| Artillery Tools | 1" | 3 | 4+ | 4+ | - | 1 |
Fists and Chains |
| Fists and Chains | 1" | 2 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 195
Battlefield Role: Artillery
Base size: 170mm
Notes: Single
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.
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, DREADQUAKE MORTAR |
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.
Magma Blast |
| Magma Blast | 18" | 1 | |
Artillery Tools |
| Artillery Tools | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 150
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single
A Magma Cannon is armed with a Magma Blast.
CREW: A Magma Cannon has 3 Duardin Crew, who are armed with Artillery Tools.
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.
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, MAGMA CANNON |
Warscroll Battalion
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| 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. Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
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. | |
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| 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. Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
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. | |
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| 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. Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
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. | |
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Regiment of Renown
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| 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. |
• | 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: |
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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. | |
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| 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. 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.
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. | |
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| 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. 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.
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.
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| 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.
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. | |
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