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BULL CENTAUR RENDERS

MOV E

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


U N DS

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


5 4+
SAV E

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


WO

6
BR A ERY
Crushing Hooves 1" 3 4+ 4+ - 1
V

DESCRIPTION ABILITIES Trample and Gore: Charging Bull


A unit of Bull Centaur Renders has 3 or Paired Darkforged Weapons: Those Bull Centaurs slam into their victims with
more models. In some units, each Bull Centaurs which fight with a Darkforged wild rage, crushing many beneath their
Centaur Render goes to war with a pair Weapon in each hand are renowned for weight and stamping enemies to death
of Darkforged Weapons; in other units hammering down blows with terrifying beneath their iron-shod hooves. The
each will bear a Darkforged Weapon ferocity. Re-roll hit rolls of 1 for models Crushing Hooves of models in this unit
in one hand and a Spiteshield in the armed with more than one Darkforged have a Damage characteristic of D3 if they
other; while some units prefer to field Weapon when attacking with their charged in the same turn.
Renders each wielding a doubled-handed Darkforged Weapons.
Darkforged Great Weapon. Regardless of
their favoured armament, all Bull Centaur Spiteshield: The shields of the Legion of
Renders can use their Crushing Hooves to Azgorh are laced with malefic curses to
stomp and trample their foes. afflict those who would assail them. In
the combat phase, each time you make
a save roll of 6+ for a unit that includes
any models carrying a Spiteshield, the
attacking models unit suffers 1 mortal
wound after all of their attacks have
been made.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, BAHAL, BULL CENTAUR RENDERS

Warhammer Age of Sigmar Games Workshop Ltd. 2017


BULL CENTAUR TAURRUK
MOV E

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


U N DS

Darkforged Weapons 1" 5 3+ 3+ -1 2


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 Trample and Gore: Charging Bull


A Bull Centaur Taurruk is a single model. Favour of the Burning God: The Centaurs slam into their victims with
Some wield a potent Darkforged Weapon bellowing, gore-reeking presence of wild rage, crushing many beneath their
in each hand, while others carry a huge, a Taurruk nearby drives others of its weight and stamping enemies to death
double-handed Darkforged Great Weapon malformed kin into heights of zealous beneath their iron-shod hooves. This
instead. They can also use their Crushing frenzy. Add 1 to charge rolls you make for models Crushing Hooves have a Damage
Hooves to stomp and trample their foes. Bahal units that are wholly within 12" of characteristic of D3 if it charged in the
any friendly Bull Centaur Taurruks at the same turn.
start of your charge phase.
COMMAND ABILITY
Paired Darkforged Weapons: Those Bull Unstoppable Charge: The Taurruk can
Centaurs which fight with a Darkforged unleash a roaring command that spurs on
Weapon in each hand are renowned for its brethren to enraged slaughter. If you use
hammering down blows with terrifying this command ability, you can charge with
ferocity. Re-roll hit rolls of 1 for models any friendly Bahal units that are wholly
armed with more than one Darkforged within 18" of a friendly Bull Centaur
Weapon when attacking with their Taurruk at the start of the charge phase,
Darkforged Weapons. even if they ran in the same turn.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, BAHAL, HERO, BULL CENTAUR TAURRUK

Warhammer Age of Sigmar Games Workshop Ltd. 2017


CHAOS SIEGE GARGANT
MOV E

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

12 4+
SAV E

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 ABILITIES Timber!: Should a gargant fall, it will


A Chaos Siege Gargant is a single model. Scaling Spikes and Chains: Created likely crush those in its path under the
Its masters have hammered armour as a kind of living war machine by the weight of its enormous body. If a Chaos
plates into its body and surgically grafted Daemonsmiths of the Zharr Goroth, the Siege Gargant is slain, or you roll a double
Colossal Hooked-blades and Lashing various hooks, spikes and chains that when making a charge roll for a Chaos
Chains to its arms, with which it can reap cover the Siege Gargant make it easier for Siege Gargant, it will fall over (the charge
bloody havoc in battle. them to clamber over high walls and crush automatically fails). Both players roll a
obstacles than would be normal for their dice, and whoever rolls highest decides
ungainly kind. A Chaos Siege Gargant can in which direction the Chaos Siege
move through scenery as if it was not there. Gargant falls (the player commanding
the model wins any ties). Pick a point
Siege Armour: A Chaos Siege Gargants on the battlefield within 5" of the Chaos
body is covered in ragged iron and bronze Siege Gargant and draw an imaginary
plates that have been hammered, nailed, straight line 1mm wide between that
fused, strapped and bound directly point and the closest part of the Chaos
into its tortured flesh, making it all but Siege Gargant. Every unit (friend or foe),
impervious to arrow fire. You can re-roll apart from the Chaos Siege Gargant, that
failed save rolls for this model against has models beneath this line suffers D3
missile weapons. mortal wounds.

KEYWORDS CHAOS, GARGANT, LEGION OF AZGORH, MONSTER, SIEGE GARGANT

Warhammer Age of Sigmar Games Workshop Ltd. 2017


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+ 3+ -1 D3


WO

Pyre Rune Staff 1" 1 4+ 3+ -1 3


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. He can
Daemonsmith is clad in a suit of arcane spells woven into a Daemonsmiths armour attempt to cast one spell in each of your
armour saturated in infernal magics feed on the blood of its wearer. Add 1 to hero phases, and attempt to unbind one
of their own creation. Some wield a any unbinding rolls made for this model spell in each enemy hero phase. He knows
lethally ensorcelled Darkforged Weapon so long as it has at least 1 wound allocated the Arcane Bolt, Mystic Shield and Ash
with which to defend themselves and to it. Storm spells.
others a fire-blackened Pyre Rune Staff.
Each carries a single flask of the Blood The Blood of Hashut: The Blood of ASH STORM
of Hashut. Hashut is a deadly incendiary alchemical The Daemonsmith conjures a choking
substance that causes flesh to liquefy and cloud of blisteringly hot ash to blind
metal to burst into all-consuming flames. and confuse the enemy. Ash Storm has a
Once per battle, in the shooting phase, casting value of 6. If successfully cast, pick
you can pick one enemy unit within 6" of an enemy unit within 20" of the caster and
this model; that unit suffers D3 mortal visible to them. Subtract 2 from that units
wounds, or D6 mortal wounds if it is a run rolls (to a minimum of 0) until your
War Machine. next hero phase. In addition, subtract 2
from hit rolls for missile weapons used by
that unit until your next hero phase.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, HERO, WIZARD, DAEMONSMITH

Warhammer Age of Sigmar Games Workshop Ltd. 2017


DEATHSHRIEKER ROCKET LAUNCHER
MOV E

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
Crews Improvised Weapons 1" 3 5+ 5+ - 1
V

DESCRIPTION ABILITIES Infernal Engineers: Daemonsmiths are


A Deathshrieker Rocket Launcher Deathshrieker Rocket Blast: masters in the art of directing the fell
consists of a Deathshrieker and a Crew Deathshrieker Rockets split apart in artillery they forge. Add 1 to hit rolls made
of three models. The Deathshrieker fires mid-air to shower their targets with for this models Deathshrieker Rockets
Deathshrieker Rockets at the enemy, while incendiaries that howl with the voices while any friendly Daemonsmiths are
its Crew will defend it in close combat with of the damned. Re-roll wound rolls of 1 within 3" of it.
an array of Improvised Weapons. for Deathshrieker Rockets if the target
unit has 10 or more models. In addition, Zharr Goroth Artillery: This war
The Deathshrieker Rocket Lancher and subtract 1 from the Bravery characteristic machine is a heavily armoured and
its Crew are treated as a single model, of a unit until the end of the turn if any ponderous device. This model cannot
using the characteristics given above. of its models were slain by Deathshrieker make run moves or charge moves. In
The Crew must remain within 1" of Rockets in the same turn. addition, add 1 to save rolls for this unit
the Deathshrieker. against missile weapons.
High-altitude Ordnance: A
Deathshriekers rockets can be launched
high overhead to rain their fiery payload
down upon distant or hidden targets. This
model can shoot at enemy units that are
not visible to it.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, WAR MACHINE,


DEATHSHRIEKER ROCKET LAUNCHER

Warhammer Age of Sigmar Games Workshop Ltd. 2017


DRAZHOATH THE ASHEN
MOV E
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
Cinderbreaths Gouts of Flame 16" 6 4+ 4+ - 1

U N DS

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


SAV E

13 4+ The Graven Brazier 1" 1 4+ 2+ -1 3


WO

8
BR A ERY
Cinderbreaths Brazen Horns and Teeth 1" 2 3+ 3+ -2
V
Cinderbreaths Burning Hooves 1" 4+ 3+ -1 1

DAMAGE TABLE
Wounds Suffered Move Brazen Horns and Teeth Burning Hooves
0-3 15" 3 6
4-5 13" D3 5
6-8 11" D3 4
9-10 9" 1 3
11+ 7" 1 2

DESCRIPTION Blood Rage: The fury of a Bale Taurus MAGIC


Drazhoath the Ashen is a single model. burns like an eternal flame, but never is it Drazhoath the Ashen is a Wizard. He can
He is armed with the Graven Brazier, more incandescent than when hurtling at attempt to cast two different spells in each
an artefact of deadly arcane power. He its foes in anticipation of the kills to come. of your hero phases, and attempt to unbind
rides Cinderbreath, a mighty Bale Taurus In the combat phase, you can re-roll failed two spells in each enemy hero phase. He
that can immolate his foes with gouts of wound rolls for Cinderbreaths Brazen knows the Arcane Bolt, Mystic Shield and
Flaming Breath and savage them with his Horns and Teeth if this model charged in Flames of Azgorh spells.
Brazen Horns and Teeth, as well as trample the same turn.
them beneath his Burning Hooves. FLAMES OF AZGORH
Hellshard Amulet: This glowing amulet is Drazhoath the Ashen conjures forth a
FLY laced with both protective enchantments devastating eruption of molten rock and
Cinderbreaths beating wings allow and baleful hexes that can strike down furnace-hot flames, charring his enemies
Drazhoath the Ashen to fly. those that would seek to harm its master. to ash. Flames of Azgorh has a casting
Roll a dice each time you allocate a mortal value of 8. If successfully cast, pick a visible
ABILITIES wound to this model. On a 5+, the wound enemy unit within 18" of the caster. That
Blazing Body: So fierce is the shimmering is negated. If you negate a mortal wound unit suffers D6 mortal wounds. If any
heat emitted by the Tauri of Hashut that in this manner in the combat phase, the models are slain by this spell, add 1 to that
those nearby can burst into flame as their attacking models unit suffers 1 mortal units battleshock test this turn.
bodies succumb combustively. In each wound after all of their attacks have
hero phase, roll a dice for each unit within been made.
3" of this model (friend or foe). On a 6+,
that unit suffers 1 mortal wound. Models Prophet of Ash and Flame: Few mortals
with the Blazing Body ability are immune can channel the fiery magical essence of
to this effect. Aqshy as instinctively as Drazhoath the
Ashen. You can add 1 to casting rolls for
Drazhoath the Ashen if the battle is taking
place in the realm of Aqshy.

CHAOS, ZHARR GOROTH, LEGION OF AZGORH, HERO, WIZARD, MONSTER,


KEYWORDS
DRAZHOATH THE ASHEN

Warhammer Age of Sigmar Games Workshop Ltd. 2017


DREADQUAKE MORTAR
MOV E
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
3" Dreadquake Bomb 12"-40" 1 3+ 3+ -2 D6
U N DS

10 4+
SAV E

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


WO

Crews Improvised Weapons 1" 3 5+ 5+ - 1


6
BR A ERY
V Slave Ogor Loaders Fists and Chains 1" 2 4+ 4+ - 1

DESCRIPTION ABILITIES Quake Blast: Dreadquake bombs are


A Dreadquake Mortar is a single model. Arching Shot: A Dreadquake Mortar explosive charges so powerful that they
The Dreadquake Mortar launches launches huge Dreadquake Bombs on can turn dozens of armoured warriors
Dreadquake Bombs, whilst its Crew high-arcing trajectories. This model can into chunks of burnt meat in an instant.
defend their war machine with an array of shoot at enemy units that are not visible A Dreadquake Bomb has a Damage
Improvised Weapons and the Slave Ogor to it. characteristic of 2D6 if the target unit has
Loader chained to its chassis will take out 10 or more models. In addition, a unit
its blind rage on any foes foolish enough to Cruel Slave-masters: Daemonsmiths work targeted by a Dreadquake Bomb cannot
approach with its Fists and Chains. their indentured slaves relentlessly, despite run in its next turn if any its models
the risk of enraged revolt. Before shooting were slain.
with this models Dreadquake Bomb,
you can choose to lash the Slave Ogor Zharr Goroth Artillery: This war
if there are any friendly Daemonsmiths machine is a heavily armoured and
within 3" of it. If you do so, roll a D6. On ponderous device. This model cannot
a 1, this model suffers D3 mortal wounds make run moves or charge moves. In
and you may not attack with this models addition, add 1 to save rolls for this unit
Dreadquake Bomb this phase; on a 2-3, you against missile weapons.
can shoot with this models Dreadquake
Bomb as normal this phase; on a 4+, add 1
to the Attacks characteristic of this models
Dreadquake Bomb this phase.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, WAR MACHINE, DREADQUAKE MORTAR

Warhammer Age of Sigmar Games Workshop Ltd. 2017


INFERNAL GUARD BATTLE
STANDARD BEARER
MOV E

4"
U N DS

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


5 4+
SAV E

Darkforged Weapon 1" 2 3+ 3+ -1 D3


WO

7
BR A ERY
V

DESCRIPTION ABILITIES Pall of Darkness: Add 1 to the Bravery


An Infernal Guard Battle Standard Blackshard Armour: Baleful magic is characteristic of friendly Legion of
Bearer is a single model. Selected from worked into the fabric of Blackshard Azgorh units while they are within 15" of
among the ranks of the Ironsworn for Armour by the Daemonsmiths of this model.
their stubbornness and contempt for all the Zharr Goroth, making it all but
other races, only they have the privilege impervious to enemy missile fire. Re- Shadow of the Slave Lord: Re-roll wound
to carry one of the Zharr Goroth Black roll save rolls of 1 for this model against rolls of 1 for friendly Legion of Azgorh
Banners of Malice a sacred icon they missile weapons. units while they are wholly within 15" of
will defend to the death with their deadly this model.
Darkforged Weapon. Black Banner of Malice: The Black
Banner of Malice bears fell enchantments,
and should they take pause to perform
the correct rituals, its bearer can invoke
its occult powers to terrible effect. In your
hero phase, you can choose for this model
to plant the Black Banner of Malice. If you
do so, you may not move this model until
your next turn, but it gains the following
abilities until your next hero phase:

CHAOS, ZHARR GOROTH, LEGION OF AZGORH, HERO, TOTEM,


KEYWORDS
INFERNAL GUARD BATTLE STANDARD BEARER

Warhammer Age of Sigmar Games Workshop Ltd. 2017


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: Martial Contempt: The Castellan calls
model. Infernal Guard Castellans are clad Each Infernal Guard Castellans upon his warriors to strike down their foes
in Blackshard Armour graven in dark armour is a unique masterpiece of the without mercy. If you use this command
runes celebrating their cruel victories. Daemonsmiths craft. You can re-roll failed ability, pick one enemy unit within 12" of
Many enter battle wielding a bitterly save rolls for this unit against attacks with this model. Until your next hero phase,
ensorcelled Darkforged Weapon in one a Rend characteristic of - or -1. add 1 to wound rolls made for friendly
hand and a Spiteshield in the other. Some Legion of Azgorh units that target the
choose to wield a Pyrelock Pistol instead Pyrelock Pistol: Pyrelock ammunition unit you picked.
of a Spiteshield to gun down the enemy, contains hungry pyre-spirits which
while others carry a huge double-handed seek to ravage the flesh of the foe as
Darkforged Great Weapon instead as their they are unleashed. Wound rolls of 6+
only armament. for a Pyrelock Pistol have a Damage
characteristic of 2.

Spiteshield: The shields of the Legion of


Azgorh are laced with malefic curses to
afflict those who would assail them. In
the combat phase, each time you make
a save roll of 6+ for a unit that includes
any models carrying a Spiteshield, the
attacking models unit suffers 1 mortal
wound after all of their attacks have
been made.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, HERO, INFERNAL GUARD CASTELLAN

Warhammer Age of Sigmar Games Workshop Ltd. 2017


INFERNAL GUARD FIREGLAIVES
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
MOV E
Pyrelock Fireglaive 16" 1 4+ 4+ -1 1
4"
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 Fireglaives Bayonet-cleaver 1" 1 4+ 5+ - 1
V
Ashsteel Hand Weapon 1" 1 3+ 4+ -1 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, add 1 to the Armour by the Daemonsmiths of
with the souls of sacrificial victims bound Bravery characteristic of all models in the Zharr Goroth, making it all but
into their metal. Each Infernal Guard the unit. impervious to enemy missile fire. Re-roll
Fireglaive carries a Pyrelock Fireglaive, a save rolls of 1 for models in this unit
deadly spirit-bound musket which is also DRUMMER against missile weapons.
fitted with a Bayonet-cleaver, allowing Models in this unit may be Drummers. If
it to be used as a hacking weapon at the unit contains any Drummers when it Naptha Bomb: A flask filled with a rare,
close quarters. runs, add 1 to the result of the run roll. volatile liquid, this handheld bomb can be
hurled to deadly effect. Once per battle,
FIREGLAIVE DEATHMASK in your shooting phase, a model with a
The leader of this unit is a Fireglaive Naptha Bomb can hurl it at the enemy. To
Deathmask. Most will carry a Pyrelock do so, pick a target unit within 6" of the
Fireglaive and a Naptha Bomb; others model carrying the naptha bomb and roll
choose to carry a Pyrelock Pistol, a dice; on a 2+ the target unit suffers D3
an Ashsteel Hand Weapon and a mortal wounds.
Naptha Bomb instead. Re-roll hit rolls
of 1 for missile weapons used by a Pyrelock Weapons: Pyrelock ammunition
Fireglaive Deathmask. contains hungry pyre-spirits which seek
to ravage the flesh of the foe as they are
unleashed. When using a Pyrelock Pistol
or Pyrelock Fireglaive in the shooting
phase, any wound rolls of 6+ have a
Damage characteristic of 2 instead of 1.

Bring Down the Beast!: Infernal Guard


Fireglaives have felled monstrous beasts
of every description with relentless volleys
from their deadly firearms. Add 1 to the
wound rolls for Pyrelock Fireglaives if the
target is a Monster.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, INFERNAL GUARD FIREGLAIVES

Warhammer Age of Sigmar Games Workshop Ltd. 2017


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 Weapon 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, add 1 to the Armour by the Daemonsmiths of
Armour with the souls of sacrificial Bravery characteristic of all models in the Zharr Goroth, making it all but
victims bound into their metal. Each the unit. impervious to enemy missile fire. Re-roll
Infernal Guard Ironsworn marches to war save rolls of 1 for models in this unit
armed with a murderous Ashsteel Hand DRUMMER against missile weapons.
Weapon in one hand, and a Spiteshield in Models in this unit may be Drummers. If
the other. the unit contains any Drummers when it Spiteshield: The shields of the Legion of
runs, add 1 to the result of the run roll. Azgorh are laced with malefic curses to
DEATHMASK afflict those who would assail them. In
The leader of this unit is a Deathmask. the combat phase, each time you make
Some Deathmasks wield an Ashsteel Hand a save roll of 6+ for a unit that includes
Weapon and Spiteshield, while others any models carrying a Spiteshield, the
choose to carry a Pyrelock Pistol instead attacking models unit suffers 1 mortal
of their Spiteshield. A Deathmask makes 2 wound after all of their attacks have
attacks with his Ashsteel Hand Weapon. been made.

Pyrelock Pistol: Pyrelock ammunition


contains hungry pyre-spirits which
seek to ravage the flesh of the foe as
they are unleashed. Wound rolls of 6+
for a Pyrelock Pistol have a Damage
characteristic of 2.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, INFERNAL GUARD IRONSWORN

Warhammer Age of Sigmar Games Workshop Ltd. 2017


IRON DAEMON WAR ENGINE
MOV E
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage

U N DS

Steam Cannonade 14" 2D6 4+ -2 1


11 3+
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 10" 3+ 6
3-4 8" 3+ D6
5-6 8" 4+ D6
7-9 6" 4+ D3
10+ 6" 5+ D3

DESCRIPTION ABILITIES Carriage Hauler: Such is the size and


An Iron Daemon War Engine is a More Power!: If the need is dire, the power of this war engine that it can
single model. It is armed with a Steam Iron Daemons crew can goad the half- be used to haul the carriages of other
Cannonade which fires blasts of shrapnel possessed machine to even greater heights artillery pieces into battle. One friendly
and burning shot at the enemy, and is more of power from its fire-spewing boiler, Deathshrieker Rocket Launcher, Magma
than capable of grinding foes to a bloody though doing so is not without risk Cannon or Dreadquake Mortar can use
mess beneath its Crushing Bulk. In each of your hero phases, you can this models Move characteristic instead
choose to try and generate more power by of its own in a movement phase if it starts
rolling two dice and adding the number and ends that movement phase within 1" of
of wounds allocated to this model to the this model.
roll. If the total is 12 or more, the Iron
Daemon suffers D3 mortal wounds.
Otherwise, until your next hero phase, this
models Steam Connonade has an Attacks
characteristic of 4D6.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, WAR MACHINE, IRON DAEMON WAR ENGINE

Warhammer Age of Sigmar Games Workshop Ltd. 2017


KDAAI FIREBORN
MOV E

8"
U N DS

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


4 5+
SAV E

Burning Irons 3" 4 3+ 4+ - D3


WO

6
BR A ERY
V

DESCRIPTION ABILITIES MAGIC


A unit of Kdaai Fireborn has 3 or more Burning Bright: The bodies of the Kdaai Legion of Azgorh Wizards know the
models. Each Kdaai Fireborn bears a pair are scorched iron frameworks filled Summon Kdaai Fireborn spell in addition
of Burning Irons, which take the form with masses of searing flame, and are to any other spells they know.
of iron spikes, axe blades, barbed chain- impervious to all but the strongest blows.
flails or other implements of slaughter, Add 2 to your save rolls against attacks SUMMON KDAAI FIREBORN
heated furnace-hot by the creatures that have a Rend characteristic of -. Summon Kdaai Fireborn has a casting
hellish flames. value of 6. If successfully cast, you can set
Kiss of Fire: With a simple gesture, a up a unit of up to 3 Kdaai Fireborn within
FLY wave of daemonic flame surges forth from 18" of the caster and more than 9" from any
Kdaai Fireborn can fly. the Kdaai Fireborn to indiscriminately enemy models. The unit is added to your
immolate those around them. At the end army, but cannot move in the following
of each combat phase, all units within 3" movement phase. If the result of the
of a unit of Kdaai Fireborn suffer 1 mortal casting roll was 11 or more, set up a unit of
wound unless they are Kdaai. up to 6 Kdaai Fireborn instead.

Paired Burning Irons: The Kdaai


Fireborn rain blows upon their victims
in a murderous flurry with a speed that is
entirely inhuman. Re-roll hit rolls of 1 for
Kdaai Fireborn.

KEYWORDS CHAOS, DAEMON, KDAAI, LEGION OF AZGORH, KDAAI FIREBORN

Warhammer Age of Sigmar Games Workshop Ltd. 2017


MAGMA CANNON
MOV E

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


U N DS

Magma Blast 18" 1 See below


6 4+
SAV E

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


WO

6
BR A ERY
Crews Improvised Weapons 1" 3 5+ 5+ - 1
V

DESCRIPTION ABILITIES Magma Blast: A Magma Cannon is a


A Magma Cannon is a single model. The Infernal Engineers: Daemonsmiths are terrifying weapon, able to unleash blasts
Magma Cannon fires a deady Magma masters in the art of directing the fell of blazing molten magma at the enemy. To
Blast at the enemy, while its Crew will artillery they forge. Increase the range of shoot a Magma Blast, pick an enemy unit
defend it in close combat with an array of this models Magma Blast to 24" while any that is visible to this model and within
Improvised Weapons. friendly Daemonsmiths are within 3" of it. range of its Magma Blast, and roll a dice.
On a 3+, the unit suffers a number of
Zharr Goroth Artillery: This war mortal wounds equal to the roll. You can
machine is a heavily armoured and roll two dice instead and pick the highest
ponderous device. This model cannot roll to see how many mortal wounds the
make run moves or charge moves. In target unit suffers if the target unit has 10
addition, add 1 to save rolls for this unit or more models.
against missile weapons.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, WAR MACHINE, MAGMA CANNON

Warhammer Age of Sigmar Games Workshop Ltd. 2017


SHARTOR THE EXECUTIONER
MOV E

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


U N DS

8 4+
SAV E

Darktide Axe 2" 5 3+ 3+ -2 3


WO

Crushing Hooves 1" 4 4+ 3+ - 1


8
BR A ERY
V

DESCRIPTION ABILITIES Trample and Gore: Charging Bull


Shartor the Executioner is a single model. The Mask of the Executioner: Malign Centaurs slam into their victims with
This malevolent warrior-priest of Hashut spirits are laced within the dark metal of wild rage, crushing many beneath their
carries the terrifying Darktide Axe, a Shartors mask, and with a mighty bellow weight and stamping enemies to death
cruel weapon steeped in untold years of from the Bull Centaur, a measure of their beneath their iron-shod hooves. This
slaughter upon which burn vile runes of dark power can be unleashed. Once per models Crushing Hooves have a Damage
hatred and malice. Shartor can also use battle, at the beginning of the charge characteristic of D3 if it charged in the
his Crushing Hooves to trample prey phase, instead of conducting a charge, same turn.
beneath his monstrous bulk. He also wears Shartor can use the power of his sacred
Hashuts sacred Mask of the Executioner, mask to exalt the name of Hashut. If he COMMAND ABILITY
marking him as his dark gods favoured does so, roll 2D6 to establish the range of Malign Protection: Shartor the
headsmen, empowered to call out his gods the masks effect in inches. You can re-roll Executioner can bestow unholy blessings
name with such a malign force that the any failed charge rolls for friendly Bahal upon those he deems worthy. If you use
sound alone is enough to kill the weak of units that are within range of Shartor the this command ability, pick a friendly unit
heart, just as it fills those loyal to Hashut Executioner when the charge roll is made. within 12" of him. Until your next hero
with unholy wrath. In addition, roll a dice for each enemy phase, roll a dice each time you allocate a
model within range when this ability is wound or mortal wound to the unit you
used. For each roll of 4+, that models unit picked. On a 6, the wound is negated.
suffers 1 mortal wound.

Darktide Reaping: Legends abound of


the murderous spirits bound within the
Darktide Axe borne by Hashuts chosen
executioner. Each time you roll a hit roll of
6+ for Shartor the Executioners Darktide
Axe, add 1 to the weapons Damage
characteristic for that attack.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, BAHAL, HERO, SHARTOR THE EXECUTIONER

Warhammer Age of Sigmar Games Workshop Ltd. 2017


SKULLCRACKER WAR ENGINE
MOV E

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

11 3+
SAV E

Skullcracker Hammers and Picks 3" 4+ 3+ -1 D3


WO

Crushing Bulk and Spiked Wheels 1" 4+ 4+ - 2


7
BR A ERY
V

DAMAGE TABLE
Wounds Suffered Move Hammers and Picks Crushing Bulk and Spiked Wheels
0-2 10" 3D6 6
3-4 8" 3D6 D6
5-6 8" 2D6 D6
7-9 6" 2D6 D3
10+ 6" D6 D3

DESCRIPTION ABILITIES Beaten into Scrap: The war constructs


A Skullcracker War Engine is a single More Power!: If the need is dire, the of the enemy can little withstand
model. It is armed with a murderous array Skullcrackers crew can goad the half- the relentless, pounding blows of a
of Skullcracker Hammers and Picks, which possessed machine to even greater heights Skullcrackers weapons array. You can
it can use to pulverise anything before it of power from its fire-spewing boiler, re-roll failed wound rolls for Skullcracker
to bloody ruin. Any survivors are likely to though doing so is not without risk Hammers and Picks attacks that target
be crushed into an unrecognisable mess In each of your hero phases, you can War Machines.
beneath its Crushing Bulk and Spiked choose to try and generate more power by
Wheels as it grinds over them. rolling two dice and adding the number Carriage Hauler: Such is the size and
of wounds allocated to this model to the power of this war engine that it can
roll. If the result is higher than the wounds be used to haul the carriages of other
the Skullcracker has remaining, the artillery pieces into battle. One friendly
Skullcracker suffers D3 mortal wounds. Deathshrieker Rocket Launcher, Magma
Otherwise, until your next hero phase, Cannon or Dreadquake Mortar can use
add D6 to the Attacks characteristic of this this models Move characteristic instead
models Skullcracker Hammers and Picks. of its own in a movement phase if it starts
and ends that movement phase within 1" of
this model.

KEYWORDS CHAOS, ZHARR GOROTH, LEGION OF AZGORH, WAR MACHINE, SKULLCRACKER WAR ENGINE

Warhammer Age of Sigmar Games Workshop Ltd. 2017


LEGION OF AZGORH
BLACKSHARD WARHOST
ORGANISATION ABILITIES
A Blackshard Warhost consists of Grinding Assault: The Infernal Guard which form the core of the Blackshard
the following units: Warhosts are infamous for the methodical butchery they employ in combat, locking
shields and standing fast with implacable determination. Breaking against them like
1 Infernal Guard Castellan waves against unyielding rock, the foe is ground down until nothing remains. Re-
1 Infernal Guard roll hit rolls of 1 for Blackshield Warhost units from this battalion that did not move
StandardBearer in any way in the same turn.
2 units of Infernal Guard
Ironsworn The Hand of the Black Tower: The iron discipline of the Black Towers guardians
2 units of Infernal Guard is resolute against all who would oppose it. You can re-roll battleshock tests for
Fireglaives units from this battalion.

LEGION OF AZGORH
HASHUTS WRATH ARTILLERY TRAIN
ORGANISATION ABILITIES
A Hashuts 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. Add 1 to the run rolls and
charge rolls of any Iron Daemon War Engines from this battalion.
1 Daemonsmith
2 Iron Daemon War Engines Murderous Barrage: The gunners in a Hashuts Wrath Artillery Train have been
brutally and ceaselessly drilled to perfect their deadly art. Re-roll hit rolls of 1 when
Any two models chosen from the attacking with missile weapons for units from this battalion that did not move in
following: any way in the same turn.
Deathshrieker Rocket Launcher
Magma Cannon
Dreadquake Mortar

Warhammer Age of Sigmar Games Workshop Ltd. 2017

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