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Azog's Legion

ARMY COMPOSITION

This army may include: Azog; Bolg; Goblin Mercenary Captain; Gundabad Orc Captain; Goblin Mercenary; Gundabad Berserker; Gundabad Orc Warrior; Gundabad Troll; Ogre; Troll Brute; War Bat; Catapult Troll.

ARMY BONUS

"Let the Legions Come Forth!" - If either Azog or Bolg is the leader of your force then they gain the Master of Battle special rule.

HEROES OF AZOG'S LEGION

AZOG [165 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv F S D A W C M W F
6" 7/5+ 5 5 3 3 5 3 3 1

WARGEAR

  • Sword
  • mace

HEROIC ACTIONS

  • Heroic March
  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

OPTIONS

  • Signal Tower: 200 points
  • The White Warg: 50 points
  • Stone Flail: 20 points
  • Heavy Armour: 10 points

SPECIAL RULES

  • Burly

  • Stone flail ACTIVE

Two-handed flail, but when used in a fight, Azog's Fight value is reduced to 6/5+. This does not happen when using the Whirl Special Strike. Causes D3 Wounds instead of one (determined after Fate points are used). Any model struck but not slain is knocked Prone.

  • General of the North ACTIVE

Stand Fast! has a range of 12", and affects Orc Hero models.

  • I am the Master ACTIVE

Never requires more than 3+ for To Wound against Hero models.


BOLG [165 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv F S D A W C M W F
6" 7/5+ 5 7 3 3 5 3 3 1

WARGEAR

  • Heavy armour
  • two-handed pick

HEROIC ACTIONS

  • Heroic March
  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

OPTIONS

  • Fell Warg: 10 points
  • Orc Bow: 5 points

SPECIAL RULES

  • Burly
  • Ancient Enemies (Dwarf)
  • Ancient Enemies (Elf)

  • The Bringer of Death ACTIVE

After Bolg has killed two enemy models, he causes Terror. After five or more kills, he gains the Harbinger of Evil special rule. After ten or more kill, he gains the Mighty Hero special rule.

  • Morgul Arrows PASSIVE

Any model that suffers a Wound from this model's shooting attack, and isn't slain, must roll a D6 at the start of each subsequent turn. On a roll of a 1, that model suffers a Wound.


GOBLIN MERCENARY CAPTAIN [50 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv F S D A W C M W F
5" 3/5+ 4 5 2 2 3 2 1 1

WARGEAR

  • Armour
  • sword

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Swap Weapon: 5 points

SPECIAL RULES

  • Cave Dweller

  • Chittering Hordes ACTIVE

This model can support other models who also have the Chittering Hordes rule, as if they had a spear. Supporting models do not get the benefit of two-handed weapons if it has one.

  • Mercenary Ambush ACTIVE

Warbands that contain solely Goblin Mercenaries do not have to deploy at the start of the game. From turn 2 onwards, the Captain may take a Courage in controlling player's Move phase. If passed, the player decides whether the warband arrives. If failed, the opposing player decides. If they arrive, they should be fully played within a terrain piece. If not possible, they may arrive from a board edge of the controlling player's choice instead.


GUNDABAD ORC CAPTAIN [50 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv F S D A W C M W F
6" 4/5+ 5 6 2 2 4 2 1 1

WARGEAR

  • Heavy armour
  • sword

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Shield: 5 points
  • Swap Weapon: 1 point

SPECIAL RULES

  • Ancient Enemies (Dwarf)
  • Ancient Enemies (Elf)

WARRIORS OF AZOG'S LEGION

GOBLIN MERCENARY [5 POINTS]

WARRIOR

Mv F S D A W C
5" 2/5+ 3 4 1 1 2

WARGEAR

  • Armour
  • sword or pick

OPTIONS

  • Swap Weapon: 1 point

SPECIAL RULES

  • Cave Dweller

  • Chittering Hordes ACTIVE

This model can support other models who also have the Chittering Hordes rule, as if they had a spear. Supporting models do not get the benefit of two-handed weapons if it has one.

  • Mercenary Ambush ACTIVE

Warbands that contain solely Goblin Mercenaries do not have to deploy at the start of the game. From turn 2 onwards, the Captain may take a Courage in controlling player's Move phase. If passed, the player decides whether the warband arrives. If failed, the opposing player decides. If they arrive, they should be fully played within a terrain piece. If not possible, they may arrive from a board edge of the controlling player's choice instead.


GUNDABAD BERSERKER [15 POINTS]

WARRIOR

Mv F S D A W C
8" 4/5+ 4 5 2 1 6

WARGEAR

  • Armour
  • sword or axe

OPTIONS

  • Two-Handed Pick: 1 point
  • Swap Weapon: 1 point

SPECIAL RULES

  • Ancient Enemies (Dwarf)
  • Ancient Enemies (Elf)

  • Oblivious to Pain PASSIVE

Each time a Berserker suffers a Wound, roll a D6. On a 6 (or a 5+ if the Banner of Angmar is manned on Azog's Signal Tower) the Wound is ignored. This is not cumulative with other special rules.


GUNDABAD ORC WARRIOR [8 POINTS]

WARRIOR

Mv F S D A W C
6" 3/5+ 4 5 1 1 3

WARGEAR

  • Heavy armour
  • sword

OPTIONS

  • Banner: 25 points
  • Shield: 1 point
  • Spear: 1 point
  • Swap Weapon: 1 point

SPECIAL RULES

  • Ancient Enemies (Dwarf)
  • Ancient Enemies (Elf)

GUNDABAD TROLL [120 POINTS]

WARRIOR

Mv F S D A W C
6" 7/6+ 7 8 3 4 4

WARGEAR

  • Heavy armour
  • crushing club or pair of scythe gauntlets

OPTIONS

  • Crushing Club: 0 points
  • Scythe Gauntlets: 0 points

SPECIAL RULES

  • Terror
  • Ancient Enemies (Dwarf)
  • Ancient Enemies (Elf)

  • Crushing Club ACTIVE

Wounds caused by this weapon cause D3 Wounds instead. Determine the number of Wounds before Fate points are used. Any model that survives the strikes is also knocked Prone on a roll of a 3+.

  • Scythe Gauntlets ACTIVE

If armed with these gauntlets, the troll receives a +1 bonus on To Wound rolls when making strikes.


OGRE [60 POINTS]

WARRIOR

Mv F S D A W C
8" 5/6+ 6 5 3 3 3

WARGEAR

  • Wooden clubs

SPECIAL RULES

  • Terror

  • Relentless Advance ACTIVE

When charging into combat, ogres can pass through friendly Orc, Goblin and Bat models, but each model they pass suffers a Strength 3 hit. A model that they end their move on is automatically removed as a casualty. The ogre cannot be Compelled/Commanded over friendly models if it is forced to Charge as part of that Magical Power.


TROLL BRUTE [100 POINTS]

WARRIOR

Mv F S D A W C
6" 5/6+ 7 6 3 4 3

WARGEAR

  • Flail

SPECIAL RULES

  • Terror
  • Fearless

  • Crushing Blow ACTIVE

Each time a Troll Brute moves into base contact with another model, it must inflict a Strength 10 hit on that model. Cavalry models suffer this on both the mount and rider. If the model is slain, the Troll Brute may continue its move. If not slain, the Troll Brute must stop, and if the model is an enemy, it will fight that model in the Fight phase as normal.


WAR BAT [25 POINTS]

WARRIOR

Mv F S D A W C
12" 3/5+ 4 4 2 2 3

WARGEAR

  • Razor-sharp teeth and talons

SPECIAL RULES

  • Fly

  • Piercing Talons ACTIVE

When a War Bat charges, the Defence of the charged model and any models that subsequently counter-charge, is reduced by 2 against the War Bat's strikes.

  • Pluck ACTIVE

At the end of the War Bat's move, pick an unengaged man-sized (or smaller) enemy that it moved over, and roll a D6. On a 4+, they suffer a Strength 4 hit. If it survives, roll another D6. On a 4+, that model is Knocked to the Ground.


SIEGE ENGINES OF AZOG'S LEGION

CATAPULT TROLL [180 POINTS]

SIEGE ENGINE, 6 WARBAND

Mv F S D A W C M W F
6" 6/4+ 7 7 3 5 3 0 0 0

WARGEAR

  • Catapult
  • metal gauntlets

SPECIAL RULES

  • Terror

  • Goblin Crew ACTIVE

If the troll wins the fight, his Goblin crew may also make D6 Strength 3 strikes against those in combat with the troll. However, this cannot happen if the troll uses a Brutal Power Attack.

  • Metal Gauntlets ACTIVE

Never count as being unarmed, and he counts as Strength 10 when rolling for distance with a Hurl Brutal Power Attack

  • Catapult

A large Siege Engine that follows the rules for Volley Fire, with range 12" - 96". Catapult shots are Strength 10. May still fire in same turn it has moved, but only hits on a 6. May still fire while in combat, but on a To Hit of 1, the troll suffers a wound. The troll does not have a normal crew like other Siege Engines. The troll is the Siege Veteran but has no points of Might, Will or Fate. The catapult cannot be destroyed as normal if an enemy spends its entire turn in base contact.

  • Area Effect

If the catapult hits a Battlefield target, all man-sized (or smaller) models within 2" are Knocked to Ground. Cavalry models within 2" must take a Thrown Rider test. Additionally, all models within 2" suffer a Strength 6 hit.