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The Legion of Azgorh

WARSCROLLS
COMPENDIUM
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
Introduction
The dread Legion of Azgorh was once or beast, goblin-kind or monster – The warscrolls in this compendium
the terror of the Dark Lands of the all fell before their malign wrath or allow you to use your Warhammer
world-that-was. Bitter and twisted, were enslaved to feed the sorcerous Forge collection in fantastical battle,
masters of murderous war engines industries and sacrificial pyres of their whether telling epic stories set during
and unyielding iron, their cruelty and smoke-blackened domains. the Age of Sigmar, or recreating the
avarice knew no bounds, and man wars of the world-that-was.

Warscroll Key

1. Title: The name of the model that the 1 DRAzhOATh ThE


AShEN
warscroll describes. 2 MOV E MISSILE WEAPONS
Gouts of Flame
Range Attacks To hit To Wound Rend Damage
✹ 16" 6

U N DS
4+ 4+ - 1
13 4+ MELEE WEAPONS

SAV E
Range Attacks To hit To Wound

WO
The Graven Sceptre Rend Damage
1"
8 Brazen Horns and Teeth
2 4+ 3+ -1 3
bR
AV ERy 1" 2 3+

2. Characteristics: This set of characteristics tells you


3+ -2
Burning Hooves ✹
1" ✹ 4+ 3+ -1 1

how fast, powerful and brave the model is, and how
DAMAGE TAbLE
Wounds Suffered
Move brazen horns and Teeth
burning hooves
0-3 15" 3 6
4-6 13"

effective its weapons are.


D3 5
7-9 11" D3 4
10-11 9" 1 3
12+ 7" 1

3
2
DESCRIPTION
Drazhoath the Ashen and his mount,
Cinderbreath the Bale Taurus, are a
4 ABIlITIES
Prophet of Ash and Flame: You can
1 to casting rolls for Drazhoath the
add
MAGIC
Drazhoath the Ashen is a wizard. He
can

3. Description: The description tells you what weapons


single model. Drazhoath is armed with Ashen attempt to cast two spells in each of
the Graven Sceptre, an artefact of deadly if the battle is taking place in the Realm your
of hero phases, and attempt to unbind
arcane power. Cinderbreath can roast Fire. two
the spells in each enemy hero phase. He
enemy with gouts of his Flaming Breath knows
Blazing Body: In each hero phase, the Arcane Bolt, Mystic Shield and
as well as savage the foe with his Brazen roll a the

the model can be armed with, and what upgrades (if


dice for each unit within 3" of Drazhoath Flames of Azgorh spells.
Horns and dagger-long Teeth, as well
as the Ashen. On a 6, the shimmering
trample them beneath his Burning Hooves. heat FlAMES OF AzGORh
and flames emanating from Cinderbreath
cause a model in that unit to burst into Drazhoath the Ashen conjures forth
Fly a
devastating eruption of molten rock

any) it can be given. The description will also tell you if


Drazhoath the Ashen on Cinderbreath flames, inflicting a single mortal wound. and
can This ability cannot cause a Great Taurus furnace-hot flames, charring his enemies
fly. to ash and sending any comrades of
to burst into flames and Drazhoath the
is also victims fortunate enough to survive
immune to the Blazing Body ability fleeing
of in panic. Flames of Azgorh has a casting
Great Tauruses.

the model is fielded on its own as a single model, or as


value of 8. If successfully cast, pick
a visible
Blood Rage: You can re-roll failed wound unit within 18". That unit suffers D6
mortal
rolls for Cinderbreath ’s Horns and Teeth wounds. If any models from the unit
are
attacks if he charged in the same turn. slain, the unit is -1 Bravery in the next

part of a unit. If the model is fielded as part of a unit,


battleshock phase.
Hellshard Amulet: Whenever Drazhoath
the Ashen suffers a mortal wound, roll
a dice. On a result of a 5, the wound
is

then the description will say how many models the unit
ignored. On a result of a 6, the mortal
wound is inflicted on the model that
caused it instead.

should have (if you don’t have enough models to field a 5 KEYWORDS CHAOS, ZHARR gOROTH, LEgiOn
OF AZgORH, HERO, WiZARD, MO
nSTER, DRAZHOATH THE ASHE
n

unit, you can still field one unit with as many models as
you have available).
bULL CENTAUR TAUR’UK
4. Abilities: Abilities are things that the model can do MOV E To Wound Rend Damage
Warhammer Age of Sigmar © Games
Range Attacks
Workshop Ltd. 2015
To hit
MELEE WEAPONS
7" 1" 5 3+ 3+ -1 D3
Darkforged Weapons
U N DS

-2 3
4+ 3+
SAV E

7 Darkforged Great Weapon


1" 5 3+

during a game that are not covered by the standard


4+ - 1
WO

1" 4 4+
7 Crushing Hooves
bR AV ERy

game rules. DESCRIPTION


6
A Bull Centaur Taur’uk is a single model.
ABIlITIES
Furious Attack: Those Bull Centaur
COMMA ND ABIlITy
unstoppable Charge: The Taur’uk
unleash a roaring command that spurs
can
on
Taur’uk which fight with a Darkforged its brethren to enraged slaughter. When
Some wield a pair of potent Darkforged Weapon in each hand are experts in
Weapons in each hand, while others this ability is used, the Taur’uk themself
hammering down blows with terrifying and any Ba’hal unit in your army
within
carry a huge double-handed Darkforged ferocity. Re-roll hit rolls of 1 for models also run
Great Weapon instead. Whatever their 14" may charge even though it has
near- armed with a pair of Darkforged Hand
armament, they are living engines of this turn.

5. Keywords: All models have a list of keywords.


Weapons.
unstoppable slaughter.
Trample and gore: Charging Bull
wild
Centaurs slam into their enemies with
rage, crushing many beneath their weight

Sometimes a rule will say that it only applies to models and stamping enemies to death beneath
their iron-shod hooves. The Bull Centaur
Taur’uk’s Crushing Hooves attacks
increased to Damage D3 if it charged
are
in

that have a specific keyword.


the same turn.

RH, K’DAA, BuLL CEn


ORH, HERO i FiREBORnTAuR TAuR’uK
CHAOS, BA’HAL, LEgi
CHAOS, K’DAAi, LEgiOn OF AZgO
On OF AZg
KEYWORDS

6. Damage Table: Some models have a damage table


that is used to determine one or more of the model’s
characteristics. Look up the number of wounds the
model has suffered to find the value of the characteristic
in question.

Workshop Ltd. 2015


Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Drazhoath the Ashen
MOV E
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
Gouts of Flame 16" 6 4+ 4+ - 1

u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


13 4+
sav e

The Graven Sceptre 1" 2 4+ 3+ -1 3


wo

8
br a ery
Brazen Horns and Teeth 1" 2 3+ 3+ -2 ✹
v
Burning Hooves 1" ✹ 4+ 3+ -1 1

DAMAGE TABLE
Wounds Suffered Move Brazen Horns and Teeth Burning Hooves
0-3 15" 3 6
4-6 13" D3 5
7-9 11" D3 4
10-11 9" 1 3
12+ 7" 1 2

DESCRIPTION ABILITIES MAGIC


Drazhoath the Ashen and his mount, Prophet of Ash and Flame: You can add Drazhoath the Ashen is a wizard. He can
Cinderbreath the Bale Taurus, are a 1 to casting rolls for Drazhoath the Ashen attempt to cast two spells in each of your
single model. Drazhoath is armed with if the battle is taking place in the Realm of hero phases, and attempt to unbind two
the Graven Sceptre, an artefact of deadly Fire. spells in each enemy hero phase. He knows
arcane power. Cinderbreath can roast the the Arcane Bolt, Mystic Shield and the
enemy with gouts of his Flaming Breath Blazing Body: In each hero phase, roll a Flames of Azgorh spells.
as well as savage the foe with his Brazen dice for each unit within 3" of Drazhoath
Horns and dagger-long Teeth, as well as the Ashen. On a 6, the shimmering heat Flames of Azgorh
trample them beneath his Burning Hooves. and flames emanating from Cinderbreath Drazhoath the Ashen conjures forth a
cause a model in that unit to burst into devastating eruption of molten rock and
Fly flames, inflicting a single mortal wound. furnace-hot flames, charring his enemies
Drazhoath the Ashen on Cinderbreath can This ability cannot cause a Great Taurus to ash and sending any comrades of the
fly. to burst into flames and Drazhoath is also victims fortunate enough to survive fleeing
immune to the Blazing Body ability of in panic. Flames of Azgorh has a casting
Great Tauruses. value of 8. If successfully cast, pick a visible
unit within 18". That unit suffers D6 mortal
Blood Rage: You can re-roll failed wound wounds. If any models from the unit are
rolls for Cinderbreath’s Horns and Teeth slain, the unit is -1 Bravery in the next
attacks if he charged in the same turn. battleshock phase.

Hellshard Amulet: Whenever Drazhoath


the Ashen suffers a mortal wound, roll
a dice. On a result of a 5, the wound is
ignored. On a result of a 6, the mortal
wound is inflicted on the model that
caused it instead.

KEYWORDS Chaos, Zharr goroth, Legion of Azgorh, Hero, Wizard, Monster, Drazhoath the Ashen

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Infernal Guard Castellan
MOV E MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
4" Pyrelock Pistol 8" 1 4+ 4+ -1 1
u n ds

5 4+
sav e

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


wo

Darkforged Weapon 1" 4 3+ 3+ -1 D3


8
br a ery Darkforged Great Weapon 1" 3 3+ 3+ -2 3
v

DESCRIPTION ABILITIES COMMAND ABILITY


An Infernal Guard Castellan is a single Rune-wrought Blackshard Armour: Each Martial Contempt: In the hero phase, an
model. Infernal Guard Castellans are clad Infernal Guard Castellan’s armour is a Infernal Guard Castellan can pick a single
in Blackshard Armour graven in dark unique masterpiece of the Daemonsmith’s enemy unit within 12", calling upon their
runes celebrating their cruel victories. craft. When you take saves for the Infernal warriors to strike it down mercilessly.
Many enter battle wielding a bitterly Guard Castellan, you may re-roll failed Until your next hero phase, all Legion
ensorcelled Darkforged Weapon in one saves against attacks unless they have a of Azgorh models add 1 to their wound
hand and a Spiteshield in the other. Some Rend characteristic of -2 or better. rolls for all attacks made against the
however choose to wield a Pyrelock Pistol chosen unit.
instead of a Spiteshield to gun down the Pyrelock Pistol: When using Pyrelock
enemy, while others carry a huge double- Pistols to make a shooting attack, any
handed Darkforged Great Weapon instead wound roll of a 6 inflicts double damage.
as their only armament.
Spiteshield: The shields of the Legion of
Azgorh are laced with malefic curses to
afflict those who would assail them. If
you pass a save roll for a model equipped
with a Spiteshield with a roll of 6 or more,
the unit that struck the blow immediately
suffers 1 wound.

KEYWORDS Chaos, Zharr goroth, Legion of Azgorh, Hero, Infernal Guard Castellan

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Infernal Guard Battle
Standard Bearer
MOV E

4"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


4 4+
sav e

Darkforged Weapon 1" 2 3+ 3+ -1 2


wo

7
br a ery
v

DESCRIPTION ABILITIES Pall of Darkness: All Legion of Azgorh


An Infernal Guard Battle Standard Bearer Blackshard Armour: Baleful magic is units from your army within 15" add 1 to
is a single model. Selected from among worked into the fabric of Blackshard their Bravery until your next hero phase.
the ranks of the Ironsworn for their Armour by the Daemonsmiths of
stubbornness and contempt for all other the Zharr Goroth, making it all but Shadow of the Slave Lord: All Legion
races, only they have the privilege to carry impervious to enemy missile fire. When of Azgorh units from your army within
one of the Zharr Goroth Black Banners of you take saves for the unit against shooting 15" re-roll wound rolls of 1 against Order
Malice, a sacred icon they will defend to attacks, you may re-roll save rolls of a 1. and Destruction models until your next
the death with their deadly Darkforged hero phase.
Weapons. Black Banner of Malice: In your hero
phase, the Battle Standard Bearer can plant
their Black Banner of Malice and invoke
its occult powers. If they do so, you may
not move the Battle Standard Bearer until
your next turn, but they gain the following
abilities:

KEYWORDS Chaos, Zharr goroth, Legion of Azgorh, Hero, TOTEM, Infernal Guard BATTLE STANDARD BEARER
KEYWORDS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Daemonsmith
MOV E

4" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

5 4+
sav e

Darkforged Weapon 1" 2 3+ 4+ -1 2


wo

Pyre Rune Staff 1" 1 3+ 3+ -1 D3


7
br a ery
v

DESCRIPTION ABILITIES MAGIC


A Daemonsmith is a single model. Each Death-touched Armour: The protective A Daemonsmith is a wizard. They can
Daemonsmith is clad in a suit of arcane spells woven into a Daemonsmith’s armour attempt to cast one spell in each of your
armour saturated in infernal magics of feed on death and sacrifice, granting them hero phases, and attempt to unbind one
their own creation. Some wield a lethally a bonus of 1 to their unbinding rolls if they spell in each enemy hero phase. They know
ensorcelled Darkforged Weapon with slew any models in the preceding turn. the Arcane Bolt, Mystic Shield and Ash
which to defend themselves and others Storm spells.
a fire-blackened Pyre Rune Staff. Each The Blood of Hashut: The Blood of
carries a single flask of the Blood of Hashut is a deadly incendiary alchemical Ash Storm
Hashut. substance that causes flesh to liquefy and The Daemonsmith conjures a choking
metal to burst into all-consuming flames. cloud of blisteringly hot ash to blind
Once per battle, a model carrying the and confuse the enemy. Ash Storm has a
Blood of Hashut may target an enemy casting value of 6. If successfully cast, pick
model within 6" with a shooting attack. an enemy unit within 20". Your opponent
That model suffers D3 mortal wounds must subtract 2 from their shooting hit
unless it is a War Machine, in which rolls and any run distance rolled for the
case it suffers D6 mortal wounds. targeted unit until your next hero phase.

KEYWORDS Chaos, Zharr goroth, Legion of Azgorh, Hero, Wizard, Daemonsmith

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Infernal Guard Ironsworn
MOV E

4" MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

Pyrelock Pistol 8" 1 4+ 4+ -1 1


1 4+
sav e

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


wo

6
br a ery
Ashsteel Hand Weapons 1" 1 3+ 4+ -1 1
v

DESCRIPTION Icon Bearer ABILITIES


A unit of Infernal Guard Ironsworn has 5 Models in this unit may be Icon Bearers Blackshard Armour: Baleful magic is
or more models. Infernal Guard Ironsworn carrying an Icon of Dominion. If the unit worked into the fabric of Blackshard
are clad in all-encasing Blackshard contains any Icon Bearers, you may ignore Armour by the Daemonsmiths of
Armour with the lives of mortal sacrifices any penalties to their Bravery score caused the Zharr Goroth, making it all but
bound into their metal. Each Infernal by enemy abilities. impervious to enemy missile fire. When
Guard Ironsworn goes to war with a you take saves for the unit against shooting
murderous Ashsteel axe, mace or pick Drummer attacks, you may re-roll save rolls of a 1.
quenched in the blood of slaves in one Models in this unit may be Drummers.
hand, and a Spiteshield in the other. If the unit containing any Drummers Spiteshield: The shields of the Legion of
runs, they are driven on by the drums’ Azgorh are laced with malefic curses to
Deathmask relentless, measured beat. You may add 1" afflict those who would assail them. If
The leader of this unit is a Deathmask. to the result of any run roll you make for you pass a save roll for a model equipped
Some Deathmasks wield Ashsteel Hand the unit. with a Spiteshield with a roll of 6 or more,
Weapons and Spiteshields, while others the unit that struck the blow immediately
choose to carry a Pyrelock Pistol instead suffers 1 wound.
of their Spiteshield. A Deathmask makes 2
attacks with their Ashsteel Hand Weapon Pyrelock Pistol: When using Pyrelock
rather than 1. Pistols to make a shooting attack, any
wound roll of a 6 inflicts double damage.

KEYWORDS Chaos, Zharr goroth, Legion of Azgorh, Infernal Guard Ironsworn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Infernal Guard Fireglaives
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
MOV E

4" Pyrelock Fireglaive 16" 1 4+ 4+ -1 1


u n ds

Pyrelock Pistol 8" 1 4+ 4+ -1 1


1 4+
sav e

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


wo

6
br a ery
Pyrelock Fireglaive 1" 1 4+ 5+ - 1
v
Ashsteel Hand Weapon 1" 1 4+ 4+ - 1

DESCRIPTION Icon Bearer ABILITIES


A unit of Infernal Guard Fireglaives has 5 Models in this unit may be Icon Bearers Blackshard Armour: Baleful magic is
or more models. Infernal Fireglaives are carrying an Icon of Dominion. If the unit worked into the fabric of Blackshard
clad in all-encasing Blackshard Armour. contains any Icon Bearers, you may ignore Armour by the Daemonsmiths of
Each Infernal Guard Fireglaive carries a any penalties to their Bravery score caused the Zharr Goroth, making it all but
Pyrelock Fireglaive, a deadly spirit-bound by enemy abilities. impervious to enemy missile fire. When
musket which is also fitted with a bayonet- you take saves for the unit against shooting
cleaver, allowing it to be used as a hacking Drummer attacks, you may re-roll save rolls of a 1.
weapon in a melee. Models in this unit may be Drummers.
If the unit containing any Drummers Naptha Bomb: Once per battle, a model
Fireglaive Deathmask runs, they are driven on by the drums’ with a Naptha Bomb can hurl it at the
The leader of this unit is a Fireglaive relentless, measured beat. You may add 1" enemy in the shooting phase. To do so,
Deathmask. Most who lead Fireglaive to the result of any run roll you make for pick a target unit within 6" and roll a
units carry a Pyrelock Fireglaive and a the unit. dice. On a 2+ that unit suffers D3 mortal
Naptha Bomb. Others choose to carry a wounds.
Pyrelock Pistol, an Ashsteel Hand Weapon
and Naptha Bomb instead. A Fireglaive Pyrelock Weapons: Pyrelock ammunition
Deathmask may re-roll hit results of 1 contains hungry pyre-spirits which seek
when making shooting attacks. to ravage the flesh of the foe as they are
unleashed. When using Pyrelock Pistols
or Pyrelock Fireglaives to make a shooting
attack, any wound roll of a 6 inflicts double
damage.

Bring Down the Beast!: If a unit of


Infernal Guard Fireglaives has 10 or more
models, then the unit may fire twice with
its Pyrelock Fireglaives when attacking any
Monster.

KEYWORDS Chaos, Zharr goroth, Legion of Azgorh, Infernal Guard Fireglaives

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


K’daai Fireborn
MOV E

8"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


3 5+
sav e

Burning Iron 3" 3 4+ 4+ - D3


wo

6
br a ery
v

DESCRIPTION ABILITIES MAGIC


A unit of K’daai Fireborn has 3 or more Burning Bright: The bodies of the K’daai Legion of Azgorh Wizards know the
models. Each K’daai’s body is fitted with are scorched iron frameworks filled with Summon K’daai Fireborn spell in addition
a malign array of iron spikes, axe-blades, masses of searing flame, and all but the to any other spells they know.
barbed chain-flails and other implements strongest weapons perish by their heat
of slaughter, heated furnace-hot by the before they can harm the half-Daemon Summon K’daai Fireborn
creatures’ own hellish flames. creations. Add 2 to your save rolls against The Summon K’daai Fireborn spell has
attacks that have a Rend of ‘-’. a casting value of 7. If successfully cast,
Fly you can set up a unit of 3 K’daai Fireborn
K’daai Fireborn can fly. Kiss of Fire: At the end of each combat within 18" of the caster and more than 9"
phase, all units within 3" of a unit of K’daai away from the enemy. The unit is added
Fireborn suffer a single mortal wound. This to your army, but cannot move in the
has no effect on other K’daai Fireborn. following movement phase. If the casting
value was 11 or more, you may summon a
unit of up to 6 K’daai Fireborn instead.

KEYWORDS Chaos, DAEMON,


K’daai, Legion of Azgorh,
Legion of Azgorh,
K’daai
K’daai
Fireborn
Fireborn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Bull Centaur Renders
MOV E

7" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

Scalding Weapons 1" 3 3+ 3+ - 1


4 4+
sav e

Scalding Great Weapons 1" 3 3+ 3+ -1 1


wo

6
br a ery
Crushing Hooves 1" 2 4+ 4+ - 1
v

DESCRIPTION ABILITIES Trample and Gore: Charging Bull


A unit of Bull Centaur Renders has 3 or Spiteshield: The shields of the Legion of Centaurs slam into their victims with wild
more models. Some Bull Centaur Renders Azgorh are laced with malefic curses to rage, crushing many beneath their weight
go to war with either a pair of Scalding afflict those who would assail them. If and stamping enemies to death beneath
Hand Weapons usually in the shape of you pass a save roll for a model equipped their iron-shod hooves. The Bull Centaur
wickedly curved axes or prodigiously with a Spiteshield with a roll of 6 or more, Renders’ Crushing Hooves attacks cause
spiked maces, or a Scalding Hand Weapon the unit that struck the blow immediately Damage D3 if they charged in the same
and a Spiteshield. Others carry instead suffers 1 wound. turn rather than 1.
a single doubled-handed Scalding Great
Weapon – often a mighty executioner’s axe Furious Attack: Those Bull Centaur Favour of the Burning God: The
or a huge maul. Renders which fight with a Chaos Weapon bellowing, gore-reeking presence of
in each hand are experts in hammering a Taur’uk nearby drives others of its
down blows with terrifying ferocity. Re- malformed kin into heights of religious
roll hit rolls of 1 for models armed with a frenzy. If any Ba’hal Hero is within 8" of
pair of Chaos Hand Weapons. a Bull Centaur Render unit, you may add 1
to their charge rolls.

KEYWORDS Chaos, Ba’hal,


K’daai, Legion of Azgorh,
Legion of Azgorh, K’daai
Bull Centaur Renders
Fireborn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Bull Centaur Taur’uk
MOV E

7" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

Darkforged Weapons 1" 5 3+ 3+ -1 D3


7 4+
sav e

Darkforged Great Weapon 1" 5 3+ 3+ -2 3


wo

7
br a ery
Crushing Hooves 1" 4 4+ 4+ - 1
v

DESCRIPTION ABILITIES COMMAND ABILITY


A Bull Centaur Taur’uk is a single model. Furious Attack: Those Bull Centaur Unstoppable Charge: The Taur’uk can
Some wield a pair of potent Darkforged Taur’uk which fight with a Darkforged unleash a roaring command that spurs on
Weapons in each hand, while others Weapon in each hand are experts in its brethren to enraged slaughter. When
carry a huge double-handed Darkforged hammering down blows with terrifying this ability is used, the Taur’uk themself
Great Weapon instead. Whatever their ferocity. Re-roll hit rolls of 1 for models and any Ba’hal unit in your army within
armament, they are living engines of near- armed with a pair of Darkforged Hand 14" may charge even though it has also run
unstoppable slaughter. Weapons. this turn.

Trample and Gore: Charging Bull


Centaurs slam into their enemies with wild
rage, crushing many beneath their weight
and stamping enemies to death beneath
their iron-shod hooves. The Bull Centaur
Taur’uk’s Crushing Hooves attacks are
increased to Damage D3 if it charged in
the same turn.

KEYWORDS Chaos, Ba’hal, Hero, Bull Centaur Taur’uk


K’daai, Legion of Azgorh, K’daai Fireborn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Iron Daemon War Engine
MOV E
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage

u n ds

Steam Cannonade 14" 2D6 4+ ✹ -1 1


11 4+
sav e

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


wo

7
br a ery
Crushing Bulk 1" ✹ 4+ 4+ - 2
v

DAMAGE TABLE
Wounds Suffered Move Steam Cannonade Crushing Bulk
0-2 2D6" 3+ 6
3-4 2D6" 4+ D6
5-6 D6" 4+ D6
7-9 D6" 5+ D3
10+ D3" 6+ D3

DESCRIPTION ABILITIES
An Iron Daemon War Engine is a More Power! In your hero phase, the Iron Shrapnel Blast: The Steam Cannonade
single model. It is armed with a Steam Daemon’s crew can goad the half-possessed unleashes a hail of shrapnel and shot
Cannonade which fires blasts of shrapnel machine to even greater heights of power almost impossible to avoid at close range.
and burning shot at the enemy, and is from its fire-spewing boiler. If they do, roll If the target unit is within 6", you may
more than capable of grinding foes to a two dice. If the result is higher than the re-roll your hits for the Steam Cannonade’s
bloody mess beneath its spiked wheels and wounds the Iron Daemon has remaining, attacks.
armoured bulk. the bound spirits rebel and wreak havoc,
and the machine tries to tear itself apart –
the Iron Daemon immediately suffers D3
mortal wounds. Otherwise, until your next
hero phase you can re-roll any random
values for this model.

KEYWORDS Chaos, Zharr goroth, Legion of Azgorh,


K’daai, Legion of Azgorh, War Machine, Iron Daemon War Engine
K’daai Fireborn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Skullcracker War Engine
MOV E

✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

11 4+
sav e

Skullcracker Hammers & Picks 3" 6 4+ ✹ -1 D3


wo

Crushing Bulk 1" 4+ 4+ - 2


7
br a ery

v

DAMAGE TABLE
Wounds Suffered Move Skullcracker Hammers & Picks Crushing Bulk
0-2 2D6" 2+ 6
3-4 2D6" 3+ D6
5-6 D6" 3+ D6
7-9 D6" 4+ D3
10+ D3" 4+ D3

DESCRIPTION ABILITIES Beaten into Scrap: You can re-roll wound


A Skullcracker War Engine is a single More Power! In your hero phase, the rolls made for the Skullcracker’s Hammers
model. It is armed with a murderous array Skullcracker’s crew can goad the half- & Picks attacks against war machines.
of mechanised hammers, picks and mauls possessed machine to even greater heights
which it can use to pulverise anything of power from its fire-spewing boiler. If
before it to bloody ruin. Anything that they do, roll two dice. If the result is higher
somehow survives this is then likely to than the wounds the Skullcracker has
be crushed in an unrecognisable mess remaining, the bound spirits rebel and
beneath its armoured bulk as it passes over wreak havoc, and the machine tries to tear
them. itself apart – the Skullcracker immediately
suffers D3 mortal wounds. Otherwise,
until your next hero phase you can re-roll
any random values for this model.

KEYWORDS Chaos, Zharr goroth, Legion of Azgorh,


K’daai, Legion of Azgorh, War Machine, Skullcracker War Engine
K’daai Fireborn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Deathshrieker Rocket Launcher
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3" MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

Deathshrieker Rockets 10"-36" 3 4+ 3+ -1 D3


6 4+
sav e

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


wo

6
br a ery
Crew’s Improvised Weapons 1" 3 5+ 5+ - 1
v

DESCRIPTION ABILITIES Infernal Engineering: If any


A Deathshrieker Rocket Launcher and its Zharr Goroth Artillery: The Daemonsmith models are present within
Crew are a single model. A weapon prized Deathshrieker Rocket Launcher is a 3" of the Deathshrieker Rocket Launcher at
as much for the fear it causes as the death heavily armoured and ponderous device. the start of the shooting phase, then add 1
it deals, it unleashes rockets that split As a result, it may not make charge or run to the Deathshrieker Rocket Launcher’s hit
apart mid-air to shower their targets with moves. However, you can add 1 to all your rolls in the shooting phase.
incendiaries which howl with the voices of save rolls for the Deathshrieker Rocket
the damned. When called upon to defend Launcher in the shooting phase. Hauled Gun Carriage: Deathshrieker
their war machine, the Crew do so with an Rocket Launchers are built onto sturdy
array of tools and hand weapons. Screaming Ordnance: A Deathshrieker wheeled carriages of ingenious design,
Rocket Launcher can fire its Deathshrieker allowing them to be hauled across
Rockets at units which are not visible to it. the battlefield by a suitable engine. If
the Deathshrieker Rocket Launcher
Deathshrieker Rocket Blast: If the target begins the movement phase within 3"
unit has 10 or more models, you may of an Iron Daemon War Engine or a
re-roll wound rolls of 1 for the Skullcracker War Engine, it may
Deathshrieker Rocket Launcher’s missile be hauled along behind the engine as it
attack. Any unit that has models slain by moves, rather than the Deathshrieker
the Deathshrieker Rocket’s attack suffers a Rocket Launcher moving itself this turn.
-1 penalty to their Bravery until the start of At the end of the movement phase, simply
your next hero phase. place the gun carriage behind the engine
that pulled it, and so that it is more than 3"
away from any enemy models.

KEYWORDS Chaos, Zharr goroth, Legion of Azgorh,


K’daai, Legion of Azgorh, War Machine, Deathshrieker Rocket Launcher
K’daai Fireborn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Magma cannon
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Magma Blast 18" 1 See below


6 4+
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MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


wo

6
br a ery
Crew’s Improvised Weapons 1" 3 5+ 5+ - 1
v

DESCRIPTION ABILITIES Infernal Engineering: If any


A Magma Cannon and its Crew are a Zharr Goroth Artillery: The Magma Daemonsmith models are present within
single model. It is a terrifying weapon, able Cannon is a heavily armoured and 3" of the Magma Cannon at the start of
to unleash blasts of blazing molten magma ponderous device. As a result, it may not the shooting phase, the Magma Cannon’s
at the enemy, obliterating its targets with make charge or run moves. However, you range is increased to 24".
irresistible force. Its Crew bitterly defend can add 1 to all your save rolls for the
their war machine with an array of tools Magma Cannon in the shooting phase. Hauled Gun Carriage: Magma Cannon
and hand weapons. are built onto sturdy wheeled carriages
Magma Blast: To make a Magma Blast of ingenious design, allowing them to
attack, pick a visible enemy unit within be hauled across the battlefield by a
range, and roll a D6. On a roll of 3 or suitable engine. If the Magma Cannon
more, the unit suffers a number of mortal begins the movement phase within 3"
wounds equal to the roll of the dice. If the of an Iron Daemon War Engine or a
target unit has 10 or more models, you may Skullcracker War Engine, it may
roll two dice and pick the higher of the two be hauled along behind the engine as it
results when you roll for the number of moves, rather than the Magma Cannon
mortal wounds inflicted. moving itself this turn. At the end of the
movement phase, simply place the gun
carriage behind the engine that pulled it,
and so that it is more than 3" away from
any enemy models.

KEYWORDS Chaos, Zharr goroth, Legion of Azgorh,


K’daai, Legion of Azgorh, War Machine, Magma cannon
K’daai Fireborn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Dreadquake Mortar
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3" Dreadquake Bomb 12"-40" 1 3+ 3+ -2 D6
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8 4+
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wo

Crew’s Improvised Weapons 1" 3 5+ 5+ - 1


6
br a ery
v Slave Ogre’s Fists & Chains 1" 2 4+ 4+ - 1

DESCRIPTION ABILITIES
A Dreadquake Mortar and its Crew, a Zharr Goroth Artillery: The Dreadquake Infernal Engineering: If any
mixture of Legion of Azgorh gunners and Mortar is a heavily armoured and Daemonsmith models are present within
a Slave Ogre, are a single model. A colossal ponderous device. As a result it may not 3" of the Dreadquake Mortar at the start
war machine, it hurls huge Dreadquake make charge or run moves. However, you of the shooting phase, they can brutally
Bombs on arcing trajectories whose can add 1 to all your save rolls for the lash their Slave Ogre in order to speed
explosive charges are so powerful that they Dreadquake Mortar in the shooting phase. up the process of loading with its mighty
can render dozens of armoured warriors strength, but this is not without risk and
into chunks of burnt meat in an instant High Trajectory Shot: A Dreadquake the Slave Ogre may rebel against its cruel
and then shatter the ground on which they Mortar can fire its Dreadquake Bombs at masters. If the player wishes to speed up
fall. Its Crew defend their war machine units which are not visible to it. the firing, roll a D6 before the Dreadquake
with an array of tools and hand weapons, Bomb attack is made in the shooting
while the Slave Ogre will take out its blind Quake Blast: If a Dreadquake Bomb hits a phase. On a 1, the Ogre rebels; D3 mortal
rage with its fists and the chains which unit that has 10 or more models, increase wounds are inflicted on the Dreadquake
bind it. its damage to 2D6. In addition, any unit Mortar itself, and the Dreadquake Bomb
which has models slain by a Dreadquake may not fire this turn. On a 2-3, the
Bomb cannot run in its next turn. Dreadquake Mortar fires normally. On a
4-6, the Dreadquake Mortar may fire twice
this shooting phase and the Dreadquake
Mortar suffers a mortal wound.

Hauled Gun Carriage: Dreadquake


Mortars are built onto sturdy wheeled
carriages of ingenious design, allowing
them to be hauled across the battlefield
by a suitable engine. If the Dreadquake
Mortar begins the movement phase within
3" of an Iron Daemon War Engine or
a Skullcracker War Engine, it may
be hauled along behind the engine as it
moves, rather than the Dreadquake Mortar
moving itself this turn. At the end of the
movement phase, simply place the gun
carriage behind the engine that pulled it,
and so that it is more than 3" away from
any enemy models.

KEYWORDS Chaos, Zharr goroth, Ogor, Legion of Azgorh,


K’daai, Legion of Azgorh, War Machine, Dreadquake Mortar
K’daai Fireborn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Chaos Siege Giant
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12 4+
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Colossal Hook-blades 3" ✹ 4+ 3+ -1 2


wo

Lashing Chains 2" D6 3+ 5+ - 1


6
br a ery
v

DAMAGE TABLE
Wounds Suffered Move Colossal Hook-Blades
0-2 7" 2D6
3-4 6" 2D6
5-7 5" D6
8-9 4" D6
10+ 3" D3

DESCRIPTION Grinding Stagger: While covering a


A Chaos Siege Giant is a single model. Its Siege Armour: A Chaos Siege Giant’s Chaos Siege Giant in armour plates and
masters have hammered armour plates body is covered in ragged iron and bronze chains makes it undoubtedly tougher
into its body and surgically implanted plates that have been hammered, nailed, to kill, sadly it also makes it even more
great Hooked Blades and Mechanical fused, strapped and bound directly into its unstable than its drunken kin and prone
Claws into its arms, with which it can reap tortured flesh, making it all but impervious to further mutilating itself! If you roll a
bloody havoc in battle. to arrow fire. You can re-roll failed saves double when making a charge roll for a
for this model in the shooting phase. Chaos Siege Giant or roll a 1 when trying
ABILITIES to run, it immediately falls over instead
Timber!: If a Chaos Siege Giant is slain, Scaling Spikes & Chains: Created as of making the move. Determine the
both players roll a dice, and whoever a kind of living war machine by the direction the Chaos Siege Giant falls and
rolls highest decides in which direction Daemonsmiths of the Zharr Goroth, the the damage it causes as if it had been slain
the Chaos Siege Giant falls (the player various hooks, spikes and chains that (see Timber!), but instead of removing the
commanding the model wins any ties). cover the Siege Giant make it easier for Giant after resolving the damage caused
Place the Chaos Siege Giant on its side in them to clamber over high walls and crush by its falling body, the Chaos Siege Giant
the direction in which it falls – any unit obstacles than would be normal for their sustains 1 mortal wound. If it survives
(friend or foe) it lands on suffers D3 mortal ungainly kind. A Chaos Siege Giant can this, stand the model back up again as the
wounds. Remove the Chaos Siege Giant choose to move across scenery as if it was Chaos Siege Giant slowly regains its feet!
after resolving any damage caused by its not there. If a Chaos Siege Giant dies and
falling body. falls across such a piece of scenery, leave it
where it is – it can now be used as a handy
ladder or bridge by other models!

KEYWORDS Chaos, Gargant, Legion of Azgorh,


Chaos, K’daai, Legion of Azgorh, Monster,
K’daai Chaos Siege Giant
Fireborn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Legion of Azgorh
Blackshard Warhost
ORGANISATION ABILITIES
A Blackshard Warhost consists of The Hand of the Black Tower: The iron discipline of the Black Tower’s guardians
the following units: is resolute against all who would oppose it. You may re-roll battleshock tests for all
Legion of Azgorh units that are part of a Blackshard Warhost.
• 1 Infernal Guard Castellan
• 1 Infernal Guard Standard Grinding Assault: The Infernal Guard which form the core of the Blackshard
Bearer Warhosts are infamous for the methodical butchery they employ in combat, locking
• 2 units of Infernal Guard shields and standing fast with implacable determination. Breaking against them
Ironsworn like waves against unyielding rock, the foe is ground down until nothing remains.
• 2 units of Infernal Guard You can re-roll hit rolls of 1 for all Legion of Azgorh units that are part of a
Fireglaives Blackshield Warhost so long as they have not moved in the movement phase of the
turn.

Legion of Azgorh
Hashut’s Wrath Artillery Train
ORGANISATION ABILITIES
Hashut’s Wrath Artillery Train Sacrificial Flames: The sorcerous furnaces of the Iron Daemons have been stoked
consists of the following units: to a blazing intensity by bloody rituals prior to battle. You may add 1 to the result
of any run or charge roll for any Iron Daemon War Engine in a Hashut’s Wrath
• 1 Daemonsmith Artillery Train.
• 2 Iron Daemon War Engines
Murderous Barrage: The gunners in a Hashut’s Wrath Artillery Train have been
Any two models chosen from the brutally and ceaselessly drilled to perfect their deadly art. You may re-roll shooting
following: hit rolls of a 1 for all war machines in the Hashut’s Wrath Artillery Train, so long as
• Deathshrieker Rocket Launcher they have not moved in the movement phase.
• Magma Cannon
• Dreadquake Mortar

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


SUBSTITUTE WARSCROLLS
The following do not have warscrolls. Instead, use the substitute warscrolls from the Compendia listed below.

Unit Warscroll
Sorcerer-Prophet ��������������������������������������Daemonsmith
Infernal Guard �����������������������������������������Infernal Ironsworn
Hobgoblin Khan ��������������������������������������Goblin Warboss
(see Warscrolls Compendium Orcs & Goblins)
Hobgoblin Cutthroats �����������������������������Goblins
(see Warscrolls Compendium Orcs & Goblins)
Hobgoblin Wolf Raiders �������������������������Goblin Wolf Riders
(see Warscrolls Compendium Orcs & Goblins)
K’daai Destroyer ��������������������������������������Great Taurus
(see Warscrolls Compendium Warriors of Chaos)

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Kharybdis Assault Claw......................................................... 260 points
Employed by many Legions as their primary ship-to-ship assault craft, the Kharybdis is a monstrous drop pod capable of carrying
large assault forces through the void and mounting significant firepower to blast a path through defending small craft. The arrival
of a flight of these ominous craft, boarding hooks extended as they approach their target, signals the end for the crew of any
vessel that dares oppose the Legiones Astartes of the Great Crusade. The secrets of these baleful war machines’ construction was
lost by the Imperium in the centuries following the Horus Heresy, but still persists in the hands of certain Dark Magos of the Hell
Forges of Chaos, who offer them up in return for a bounty of souls and slaves.

Armour
BS Front Side Rear HP
Kharybdis Assault Claw 4 12 12 12 5

Unit Composition Special Rules Transport Capacity


• 1 Kharybdis Assault Claw • Assault Vehicle • The Kharybdis has a Transport capacity of 20 models.
• Drop Pod Assault
Unit Type • Inertial Guidance System Legion Use: Instead of its usual transport capacity, it can be
• Vehicle • Independent Machine used to transport a single Dreadnought of any type or a unit
(Flyer, Transport, Hover) Spirits of Rapier Carrier teams.
• Heat Blast
Wargear Chaos Space Marine Use: Instead of its usual transport
• Five Kharybdis storm capacity, it can be used to transport a single Dreadnought or
launchers Helbrute of any type.
• Melta-ram
• Frag assault launchers Access Points
One access hatch beneath the hull. In practice, passengers can
disembark at ground level, measuring their disembarkation
from the ground level of the main hull.

A Kharybdis Assault Claw is a Heavy Support choice for


an army created using a Space Marine Crusade army list
or a Codex: Chaos Space Marines army.
Special Rules
Drop Pod Assault Heat Blast (Deep Strike): Immediately after the model lands,
A Kharybdis, and any unit it transports, must always be measure a radius of 3"+D3" horizontally outwards from its
held in reserve and always enters play using the Deep Strike main hull (do not count any landing struts, etc). All models
rules, and counts as a Drop Pod for the wider use of the caught in the blast suffer a Str 6 AP 5 hit with no cover
Drop Pod Assault rule for the army. At the beginning of the saves. Vehicles are struck on their weakest Armour value.
controlling player’s first player turn, they must choose half This is counted as a flamer-based attack.
of their Drop Pod units (rounding up) to make a Drop Pod
Assault. These units arrive on their controlling player’s first Heat Blast (Fire Sweep): If the controlling player wishes,
player turn. The arrival of the remaining Drop Pods in the any unit the model passes directly over (i.e., falls directly
player’s force is rolled for as usual for the mission. A unit under its hull during its Movement phase) suffers D6 Str 5
who Deep Strikes via Drop Pod may not assault in the turn it AP 5 hits with no cover saves. Vehicles are struck on their
arrives. In the case of the Kharybdis, unlike other Drop Pods weakest Armour value. This is counted as a flamer-based
it is not immobile, however, after it has landed it is treated attack. Hits from this attack are distributed across a unit as
as a Flyer with Hover mode (which starts off as hovering the player suffering the attack wishes. Roll a D6 each time
after it has arrived via Deep Strike). this attack is inflicted. On a result of a 1, the Drop Pod itself
suffers a penetrating hit.
Inertial Guidance System
Should a Kharybdis scatter on top of impassable terrain Melta-ram
or another model, then reduce the scatter distance by the Although a Flyer, the Kharybdis may conduct Ram attacks
minimum required to avoid the obstacle if desired. as if it were a Tank while using Hover mode. It may not,
however, Ram other Flyers or make such an attack on any
Independent Machine Spirits turn in which it arrives from reserve. It also may not conduct
Kharybdis may target different enemy units with each of a Ram on any turn on which it embarks or disembarks
their weapons. models or uses its Heat Blast attack.

Heat Blast Kharybdis Storm Launcher


Certain boarding Assault Claws and Drop Pods are fitted These rapid firing missile launchers are designed to provide
with cyclic thermal jets and melta cutters designed to burn the Kharybdis with some measure of striking power as it
their way into the armoured hulls of ships. The Legiones closes with its target and to clear landing zones around
Astartes quickly learned they could also use these systems the Kharybdis, throwing nearby resistance into disarray as
as a limited form of offence weaponry, dispersing their the warriors on board disembark. To this end, the launcher
blasts to incinerate anything nearby on landing, or in the fires clusters of fragmentation and anti-armour warheads,
more extreme cases, even scorch a swathe across the with each launcher controlled independently by on-board
battlefield using dangerous low-level flying attacks. augury-arrays.

When a model with this rule arrives via Deep Strike, or later Weapon Range Str AP Special
when operating as a skimmer in Hover mode, it may if its Kharybdis
controlling player wishes inflict a Heat Blast attack. If it does storm launcher 24" 6 5 Heavy 2, Pinning,
so, then models it is transporting may not disembark or Twin-linked
embark on the turn this attack is used.

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