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.