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LEGION OF AZGORH
© Copyright Games Workshop Limited 2018
COMPENDIUM
LEGION OF AZGORH
This section describes the allegiance abilities available to a Legion of Azgorh army, including battle traits for the
army, command traits for its general and the artefacts of power available to its heroes.
ALLEGIANCE ABILITIES
BATTLE TRAITS
Blackshard Armour:
The armour
worn by each of the warriors in the
Legion of Azgorh is wrought from
iron shot through with refined shards
of Aqshian realmstone. Each suit is
a masterpiece of the Daemonsmith’s
craft, and is imbued with a measure
of Aqshy’s burning power.
The first wound that is allocated
to each unit with this battle trait
in each shooting phase and each
combat phase is negated.
Burning Skies:
The skies above
the Legion of Azgorh are wreathed
in flames that will burn those that
approach too closely.
In the movement phase, if an enemy
unit can fly and moves more than 6",
roll a dice. On a 4+ the enemy unit
suffers 1 mortal wound. On a 6+ it
suffers D3 mortal wounds instead.
SPELL LORES
Wizards
from a Legion of Azgorh
army know the following spell, in
addition to any other spells that
they know.
Fireball:
The wizard claps their
hands, conjuring a small orb of flame
that they hurl at the foe. As the flame
travels through the air it grows in size
until it becomes a blazing ball of fire
that explodes amongst the ranks of
the enemy.
Fireball has a casting value of 5.
If successfully cast, pick 1 enemy
unit within 18" of the caster that is
visible to them. If the enemy unit
consists of one model it suffers 1
mortal wound, if it has 2 to 9 models
it suffers D3 mortal wounds, and if it
has 10 or more models it suffers D6
mortal wounds.
Designer’s Note:
Burning Skies
and Fireball are available to other
armies if the battle is taking place in
Aqshy (see the Realm of Battle rules
in the
Warhammer Age of Sigmar
Core Book).
They are always used by
Legion of Azgorh armies, to reflect
how closely bound the Legion is to
their home realm.
COMMAND TRAITS
D3
1
Trait
Contemptuous:
This warlord despises
all other forms of life and sees them as
contemptible inferiors who only deserve death
or enslavement.
You can re-roll wound rolls of 1 for attacks
made by this general.
2
Relentless:
This mighty warrior is implacable
and relentless when they attack the foe’s
elites, and scornful of their enemy’s ability to
stop them.
After this general has fought in each combat
phase for the first time, if it is within 3" of an
enemy
Hero
or
Monster,
roll a dice. On a
5+, it can make a pile-in move and then attack
with all of the melee weapons it is armed with
for a second time.
3
Grotesque:
This general is an unnerving
sight in battle, its face twisted into a hideous
appearance that exudes bestial malice.
Subtract 1 from hit rolls for attacks made
with melee weapons that target this general.
ARTEFACTS OF POWER
D3
1
Artefact
Black Hammer of Hashut:
This black-hafted
hammer has been carried into battle for
millennia by the champions of Azgorh.
Pick 1 of the bearer’s melee weapons. You
can re-roll hit rolls for attacks made with
that weapon.
2
Armour of Bazherak the Cruel:
Bazherak
had this mighty suit of armour fashioned by
the greatest artificers of his time.
Roll a dice each time you allocate a wound
or mortal wound to the bearer. On a 5+, that
wound or mortal wound is negated.
3
Chalice of Blood and Darkness:
This chalice
contains a curse that can be unleashed to steal
arcane power from spell-casters.
Once per battle, at the start of the enemy hero
phase, the bearer can use this artefact. If they
do so, roll a dice for each enemy
Wizard
within 30" of the bearer. On a 4+, reduce the
number of spells that enemy
Wizard
can
attempt to cast in that hero phase by 1.
© Copyright Games Workshop Limited 2018
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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 WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
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Gouts of Flame
MELEE WEAPONS
16"
Range
6
Attacks
4+
To Hit
4+
To Wound
-
Rend
1
Damage
The Graven Brazier
Brazen Horns and Teeth
Burning Hooves
1"
1"
1"
DAMAGE TABLE
1
2
4+
3+
4+
2+
3+
3+
-1
-2
-1
1
3
Wounds Suffered
Move
Brazen Horns and Teeth
Burning Hooves
0-3
4-5
6-8
9-10
11+
15"
13"
11"
9"
7"
3
D3
D3
1
1
6
5
4
3
2
DESCRIPTION
Drazhoath the Ashen is a named character
that is a single model. He is armed with the
Graven Brazier.
MOUNT:
This model’s Bale Taurus,
Cinderbreath, attacks with its Gouts of Flame,
Brazen Horns and Teeth, and Burning Hooves.
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 are prone to burst into flame.
At the start of the combat phase, roll 1 dice for
each enemy unit within 3" of this model. On a 4+,
that 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.
You can re-roll wound rolls for attacks made with
Cinderbreath’s Brazen Horns and Teeth if this
model made a charge move in the same turn.
Hellshard Amulet:
This glowing amulet is laced
with protective enchantments and baleful hexes
that can strike down those who seek to harm
its master.
Roll a dice each time you allocate a wound
inflicted by an attack made with a melee weapon
to this model. On a 5+, that wound is negated and
the attacking unit suffers 1 mortal wound.
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 model if the battle
is being fought in Aqshy, the Realm of Fire.
MAGIC
This model is a
Wizard.
It can attempt to cast
two spells in your hero phase, and attempt to
unbind two spells in the enemy hero phase. It
knows the Arcane Bolt, Mystic Shield and Flames
of Azgorh spells.
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 has a casting value of 8. If
successfully cast, pick 1 enemy unit within 18" of
the caster that is visible to them. That unit suffers
D6 mortal wounds. In addition, subtract 1 from
that unit’s Bravery characteristic until the end of
that turn.
COMMAND ABILITY
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.
You can use this ability at the start of the
battleshock phase if this model is on the
battlefield. If you do so, do not take battleshock
tests for friendly
Legion of Azgorh
units while
they are wholly within 24" of this model.
KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, MONSTER, HERO, WIZARD, DRAZHOATH THE ASHEN
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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 WEAPONS
Range
Attacks
Attacks
To Hit
To Hit
To Wound
Rend
Rend
Damage
Damage
Blood of Hashut
MELEE WEAPONS
6"
Range
See below
To Wound
Darkforged Weapon
Pyre Rune Staff
1"
1"
2
1
3+
4+
3+
3+
-1
-1
D3
3
DESCRIPTION
A Daemonsmith is a single model armed with
one of the following weapon options: Blood of
Hashut and Darkforged Weapon; or Blood of
Hashut and Pyre Rune Staff.
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 of D3.
unbind one spell in the enemy hero phase. It
knows the Arcane Bolt, Mystic Shield, and Ash
Storm spells.
Ash Storm:
The Daemonsmith conjures a choking
cloud of blisteringly hot ash to blind and confuse
the enemy.
Ash Storm has a casting value of 6. If successfully
cast, pick 1 enemy unit within 36" of the caster
that is visible to them. Until your next hero phase,
subtract 1 from hit rolls for attacks made by that
unit, and that unit cannot run.
ABILITIES
Ensorcelled Armour:
The protective spells woven
into a Daemonsmith’s armour feed on the blood of
its wearer.
Add 1 to unbinding rolls for this model if 1 or
more wounds have been allocated to this model.
MAGIC
This model is a
Wizard.
It can attempt to cast
one spell in your hero phase, and attempt to
KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, HERO, WIZARD, DAEMONSMITH
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SHAR’TOR THE EXECUTIONER
A malevolent warrior-priest of Hashut, Shar’tor is marked as the dark god’s favoured
Ba’hal headsman. Adorned with the sacred mask of his patron, Shar’tor’s voice can stop
the heart of the weak-willed or instil unbreakable loyalty in Hashut’s servants.
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Darktide Axe
Crushing Hooves
2"
1"
5
4
3+
4+
3+
3+
-2
-
3
1
DESCRIPTION
Shar’tor is a named character that is a single
model. He is armed with the Darktide Axe and
Crushing Hooves.
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 model and roll a
dice. On a 1 or 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.
COMMAND ABILITY
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 if this model is part of your
army and on the battlefield. If you do so, you
can re-roll charge rolls for friendly
Ba’hal
units
while they are wholly within 24" of this model
in that charge phase. In addition, you can re-roll
hit rolls of 1 for attacks made with Crushing
Hooves by friendly
Ba’hal
units while they are
wholly within 24" of this model in the subsequent
combat phase.
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 inflicts
1 mortal wound on the target in addition to any
normal damage.
KEYWORDS
CHAOS, DAWI ZHARR, BA’HAL, LEGION OF AZGORH, HERO, SHAR’TOR THE EXECUTIONER
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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 WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Darkforged Great Weapon
Crushing Hooves
1"
1"
5
3
3+
4+
3+
4+
-2
-
3
1
DESCRIPTION
A Bull Centaur Taur’ruk is a single model
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.
COMMAND ABILITY
Favour of the Burning God:
The bellowing, gore-
reeking presence of a Taur’ruk drives others of its
malformed kin into a zealous frenzy.
You can use this command ability at the start of
the combat phase. If you do so, pick 1 friendly
model with this command ability. Add 1 to hit
rolls for attacks made with melee weapons by
friendly
Ba’hal
units while they are wholly
within 12" of that model until the end of
that phase.
KEYWORDS
CHAOS, DAWI ZHARR, BA’HAL, LEGION OF AZGORH, HERO, BULL CENTAUR TAUR’RUK
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BULL CENTAUR RENDERS
Bull Centaur Renders – known as Ba’hal in the Chaos duardin tongue – are monstrous
creatures filled with an unquenchable hunger for flesh. Born through the foul works of
the priests of Hashut, they are a twisted fusion of duardin and centaur.
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Darkforged Weapon
Crushing Hooves
1"
1"
3
3
4+
4+
3+
4+
-1
-
2
1
DESCRIPTION
A unit of Bull Centaur Renders has any number
of models, each armed with a Darkforged
Weapon and Crushing Hooves, and each
carrying a Spiteshield.
ABILITIES
Spiteshield:
The shields carried by those in the
Legion of Azgorh are laced with malefic curses,
and upon being struck erupt with tendrils of flame.
If the unmodified save roll for an attack with a
melee weapon that targets a unit that includes any
models carrying a Spiteshield is 6, the attacking
unit suffers 1 mortal wound.
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, DAWI ZHARR, BA’HAL, LEGION OF AZGORH, BULL CENTAUR RENDERS
© Copyright Games Workshop Limited 2018
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