Contents Monster Hero Cavalry Infantry | ||
4" 6 4+ 2 The Ashen are the priests of Hashut charged with maintaining his mysteries and performing grim sacrifices in his name. The most wrathful of their consistories are revered as Elders. These duardin battle-preachers wield sacred Black Hammers and use the desolation and ransack of the earth to fuel their contemptuous invocations. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Black Hammer of Hashut | |||||||
| Black Hammer of Hashut | 3 | 3+ | 4+ | 1 | D3 | ||
End of Your Turn |
Passive |
KEYWORDS | HERO, PRIEST (1), INFANTRY |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
4" 6 4+ 2 Immersed in the dark magics of Hashut, Daemonsmiths are ever in pursuit of greater degrees of power, no matter the cost. These sorcerers are masters of infernal mechanisms and molten magics, presiding over batteries of war engines they have personally empowered with ruinous spark. Battle, to their mind, is merely another means to demonstrate their abilities – a fact that always bodes ill for their enemies. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hurled Daemonfire [Crit (2 Hits), Shoot in Combat] | ||||||||
| Hurled Daemonfire Crit (2 Hits), Shoot in Combat | 18" | 3 | 4+ | 4+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Darkiron Talon | ||||||||
| Darkiron Talon | 3 | 3+ | 4+ | 1 | D3 | |||
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
4" 6 3+ 2 The lords of a ziggurat’s royal clans are also its commanders in times of war. Swollen by dark power and clad in imposing armour, they see their thrall hosts as extensions of their own conquering ambition. Underlings are driven on relentlessly, expected to triumph or perish, while a Despot’s rivals fall beneath their blades – weapons acquired at a terrible price and empowered by the most dangerous daemonic essences. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Daemonflame Glaive [Crit (Mortal)] | |||||||
| Daemonflame Glaive Crit (Mortal) | 5 | 3+ | 3+ | 1 | 2 | ||
Passive |
Reaction: You declared a FIGHT ability for this unit |
KEYWORDS | HERO, INFANTRY |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
10" 15 3+ 5 Daemonsmiths are sorcerers empowered by the Father of Darkness, granted his secrets in exchange for serving his will. With but a few guttural incantations, they can conjure unholy fire and choking smog, but their greatest – and more dangerous – talent lies in empowering the murderous engines at the heart of the Zharrdron hosts. Most dreaded are the Infernal Tauruses. These living statues are empowered by the will of Hashut and crafted in the image of great snorting bulls. Those who fall beneath their hooves are crushed to red smears, and lethal, unnatural heat is unleashed with each beat of their wings. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hurled Daemonfire [Crit (2 Hits), Shoot in Combat] | ||||||||
| Hurled Daemonfire Crit (2 Hits), Shoot in Combat | 18" | 3 | 4+ | 4+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Infernal Staff | ||||||||
| Infernal Staff | 3 | 4+ | 3+ | 1 | D3 | |||
Horns and Hooves [Charge (+1 Damage), Companion] | ||||||||
Horns and HoovesCharge (+1 Damage), Companion | 6 | 4+ | 2+ | 2 | 3 | |||
Passive |
Passive |
Passive |
|
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER, WAR MACHINE, WIZARD (1), FLY |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
10" 16 3+ 5 It is said that Urak Taar is ancient beyond measure, that he studied how to shackle Chaos under Hashut himself, that he has crafted more daemon engines than even he can recall, and that he was responsible for bringing the great Forge Anathema to the Bullfather’s worship. He ought to have been consumed by the stone-flesh curse long ago, but sheer will and arcane secrets have delayed this doom. He now seeks nothing less than to follow his master into godhood. Atop the bronze-bodied Taurus Ghorrakos, he wields the flames of ruin without fear, all while subjecting foes to a portion of his own dreadful curse. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ruinous Torrents [Crit (2 Hits), Shoot in Combat] | ||||||||
| Ruinous Torrents Crit (2 Hits), Shoot in Combat | 18" | 6 | 4+ | 4+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Dumakaz | ||||||||
| Dumakaz | 4 | 4+ | 3+ | 1 | D3 | |||
Ghorrakos’s Horns and Hooves [Charge (+1 Damage), Companion] | ||||||||
Ghorrakos’s Horns and HoovesCharge (+1 Damage), Companion | 6 | 4+ | 2+ | 2 | 3 | |||
Passive |
Passive |
|
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |
Enemy Hero Phase |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WAR MACHINE, WIZARD (2), FLY |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
10" 4 4+ 1 Anointed Sentinels are chosen from the most zealous of the Bull Centaur herds. Flesh glistening with sacred blood-oils, they preside over the desolations wrought in Hashut’s name, quoting diabolic scripture while goring and impaling any who draw near. Within their gleaming Hashutaar masks swirl vapours that grant the Sentinels even greater focus in their devotion – at the cost of deadening imagination, independent will and, some say, their very souls. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Thrice-cursed Glaive [Anti-CAVALRY (+1 Rend), Charge (+1 Damage)] | |||||||
| Thrice-cursed Glaive Anti-CAVALRY (+1 Rend), Charge (+1 Damage) | 3 | 3+ | 3+ | 1 | 2 | ||
Reaction: You declared the ‘Counter-charge’ command for this unit |
Passive |
KEYWORDS | CAVALRY, CHAMPION |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
10" 4 4+ 1 Bull Centaurs are mutants believed blessed by Hashut. They are reared as living demigods, their every whim indulged in exchange for fanatical loyalty to the Father of Darkness's cult. Most Bull Centaurs are organised into stampeding herds, given the holy task of breaking the foe's battleline to demonstrate their inferiority. Snarling and roaring, they gallop across the field while utterly convinced of their might, crashing clean through formations with maces and mauls swinging. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Brazen Mauls [Charge (+1 Damage), Crit (Mortal)] | |||||||
| Brazen Mauls Charge (+1 Damage), Crit (Mortal) | 4 | 3+ | 3+ | 1 | 2 | ||
Any Charge Phase |
Passive |
KEYWORDS | CAVALRY, CHAMPION |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
5" 1 5+ 1 Cruel and sneaky, it is no wonder that many hobgrots are found serving the Helsmiths of Hashut. Carrying cast-off weapons pilfered from the factory floors, most eventually meet a grisly end. They are herded before the advancing duardin, used to fatally absorb an enemy’s opening salvoes and vanguard strikes. Still, hobgrots are not incapable warriors – especially if they can mob up against an unsuspecting ‘mark'. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Scavenged Weapons | |||||||
| Scavenged Weapons | 2 | 4+ | 5+ | - | 1 | ||
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| CHAOS, HELSMITHS OF HASHUT, HOBGROT |
4" 1 3+ 1 Even the frontline warriors of the Zharrdron warhosts wield weapons imbued with daemonic power. Though drilled to be disciplined and ruthless, proximity to this dark fire has nevertheless twisted these duardin. It has heightened the most malign elements of their psyche and ensured that they meet every enemy with a sneering contempt - trampling them into the burnt earth to the sound of striking gongs and their own cruel laughter. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hashutite Blade [Anti-INFANTRY (+1 Rend)] | |||||||
| Hashutite Blade Anti-INFANTRY (+1 Rend) | 2 | 3+ | 4+ | - | 1 | ||
Passive |
Passive |
Passive |
|
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
4" 1 3+ 1 The black heart of the Zharrdron warhosts are formed of warrior cohorts. Drawn in the main from the stock of the royal clans, the finery and pomp these duardin clad themselves in does not detract from their pitiless martial skill. Many of their regiments take to battle wielding spears ablaze with daemonic energy, forming a wall of death that advances to the sound of arcane gongs and grinds down the foe without mercy. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hashutite Spear [Anti-CAVALRY (+1 Rend), Anti-charge (+1 Rend)] | |||||||
| Hashutite Spear Anti-CAVALRY (+1 Rend), Anti-charge (+1 Rend) | 2 | 3+ | 4+ | - | 1 | ||
Passive |
Your Hero Phase |
Passive |
|
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
4" 1 4+ 1 Grizmalok Blunderbusses are weapons that speak to the souls of the Zharrdron - for like them, they are indiscriminate in how they shred and destroy. Regiments of Razers - duardin drawn from a ziggurat's craftsmen - armed with these firearms are capable of unleashing unrelenting firepower. Any enemy who does not take cover suffers terrible mutilation and mangling, their aggression withering away before such punishment. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Grizmalok Blunderbusses | ||||||||
| Grizmalok Blunderbusses | 18" | 1 | 3+ | 2+ | - | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Weapon Butt | ||||||||
| Weapon Butt | 1 | 4+ | 4+ | - | 1 | |||
Once Per Turn (Army), Your Shooting Phase |
Passive |
KEYWORDS | INFANTRY, CHAMPION |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
4" 1 4+ 1 Bred amongst the choking foundries and production lines of their ziggurats, Razers are a dour and spiteful breed. They are responsible for physically crafting the weapons that are later empowered with a daemonic spark, and the chance to unleash them is a rare and greedily accepted boon. Especially popular are the flame-hurling Karagthrun – guns that roar like accursed volcanoes and spit forth sheets of fire that can melt clean through hardened gromril. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Karagthrun Flamehurlers [Shoot in Combat] | ||||||||
| Karagthrun Flamehurlers Shoot in Combat | 12" | 3 | 2+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Weapon Butt | ||||||||
| Weapon Butt | 1 | 4+ | 4+ | - | 1 | |||
Once Per Turn (Army), Your Shooting Phase |
Passive |
KEYWORDS | INFANTRY, CHAMPION |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
4" 2 4+ 1 The Blood of the Bull are regarded as exemplars of merciless cruelty, even by the standards of Hashut’s tyrannical kin. Zuldrakka the Hateful intends to see the sacred tree of Syr Edris burn. Her bodyguard Morudok is oathsworn to risk his life for hers, and the banner bearer Imnidrin extols the virtues of her unforgiving mistress with fiery oratory. The f lamehurler-wielding Tokkor delights in spreading infernal fires, whilst the devious hobgrot Grisk serves as a scout and assassin. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Master-crafted Flamehurler [Shoot in Combat] | ||||||||
| Master-crafted Flamehurler Shoot in Combat | 12" | 4 | 2+ | 4+ | 2 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Daemonflame Weapons | ||||||||
| Daemonflame Weapons | 2 | 3+ | 4+ | 1 | 1 | |||
| Blades and Fists | ||||||||
| Blades and Fists | 2 | 4+ | 4+ | - | 1 | |||
Passive |
|
KEYWORDS | UNIQUE, INFANTRY, CHAMPION, STANDARD BEARER (1/5) |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
4" 8 3+ 2 Unholy screams split the air as a Deathshrieker Rocket Battery disgorges its payload. Within these warheads bubbles the wicked fire of the Bullfather – a daemonic chemical flame that ignites on contact with the air and rips across the field with a sentient hunger. The Hashu‑Zharr consumes everything in its path with wanton abandon, but it shows particular vitriol towards larger and more obstinate prey such as monsters. Upon these, it inflicts a lingering death, transforming their flesh to blazing pyres. It is enough to see even the most bitter Zharrdron artillerist smirk in cruel approval. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hashu-Zharr Rockets [Anti-MONSTER (+1 Rend), Anti-WAR MACHINE (+1 Rend)] | ||||||||
| Hashu-Zharr Rockets Anti-MONSTER (+1 Rend), Anti-WAR MACHINE (+1 Rend) | 24" | 3 | 4+ | 2+ | 2 | D3+2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Artillerist Weapons | ||||||||
| Artillerist Weapons | 3 | 4+ | 4+ | - | 1 | |||
Once Per Turn (Army), Your Shooting Phase |
Reaction: You declared a SHOOT ability for this unit and all of its attacks targeted the same enemy unit |
KEYWORDS | WAR MACHINE |
| CHAOS, HELSMITHS OF HASHUT |
6" 10 2+ 2 Few can stand before a Dominator Engine and hope to live. These daemon engines are embodiments of the Bullfather’s urge to topple and crush, anointed with the blood of duardin who defy glorious Hashut. Wherever hope flares amongst the foe, these wrathful machines are dispatched to demolish it utterly. Often, this sees the gaze of the Dominators fall upon the great champions of the foe – those who offend the Helsmiths of Hashut by refusing to offer proper submission. The scrutiny of a Dominator can swiftly burn out all sense of defiance before strikes from their ensorcelled mauls set the prey’s soul ablaze. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Bane Maces [Charge (+1 Damage)] | |||||||
| Bane Maces Charge (+1 Damage) | 4 | 4+ | 2+ | 1 | 3 | ||
Once Per Turn (Army), Any Combat Phase |
Passive |
KEYWORDS | WAR MACHINE |
| CHAOS, HELSMITHS OF HASHUT, AUTOMATON |
6" 10 2+ 2 Dark rumour swirls around the Dominator Engines, those mechanised constructs wrought in the image of almighty Hashut. Within these beasts of iron burns an inferno of tormented daemon-matter, and the malice of those entities leaks from their eyes in hateful waves. The purpose of these engines is to destroy the enemies of the Zharrdron and the Father of Darkness in the most total and extreme fashion possible. In pursuit of these ends, many Dominators have their arms replaced by great Immolation Cannons, barrel-mouthed weapons that spit forth torrents of blazing death across the field. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Immolation Cannons [Anti-CAVALRY (+1 Rend), Shoot in Combat] | ||||||||
| Immolation Cannons Anti-CAVALRY (+1 Rend), Shoot in Combat | 8" | 5 | 2+ | 4+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Horns and Pummelling Strikes [Charge (+1 Damage)] | ||||||||
| Horns and Pummelling Strikes Charge (+1 Damage) | 3 | 4+ | 3+ | 1 | D3 | |||
Your Shooting Phase |
Passive |
KEYWORDS | WAR MACHINE |
| CHAOS, HELSMITHS OF HASHUT, AUTOMATON |
4" 8 3+ 2 Rumbling with each blast, spitting trails of smoke into the sky, a Tormentor Bombard rains down a relentless rain of slaughter. The mechanistic precision of these war machines stands in contrast to the anarchy they cause. Instead of tangible shells, they fire the raw essence of Chaos, which has been tortured, agitated and shovelled into rune-warded furnaces. Where these crackling cores of dark energy impact the earth, they explode with terrible force. Enemy formations are violently ripped apart, the survivors left staggering through wreckage as the ground beneath them shatters and twists. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Torrent of Ruinous Energy [Anti-CAVALRY (+1 Rend), Anti-INFANTRY (+1 Rend)] | ||||||||
| Torrent of Ruinous Energy Anti-CAVALRY (+1 Rend), Anti-INFANTRY (+1 Rend) | 30" | 4 | 3+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Artillerist Weapons | ||||||||
| Artillerist Weapons | 3 | 4+ | 4+ | - | 1 | |||
Passive |
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | WAR MACHINE |
| CHAOS, HELSMITHS OF HASHUT |
The HELSMITHS OF HASHUT keyword is used in the following Helsmiths of Hashut warscrolls:
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
The non-HOBGROT HELSMITHS OF HASHUT keyword is used in the following Helsmiths of Hashut warscrolls:
The HERO keyword is used in the following Helsmiths of Hashut warscrolls:
The INFANTRY keyword is used in the following Helsmiths of Hashut warscrolls:
The CHAOS keyword is used in the following Helsmiths of Hashut warscrolls:
The HELSMITHS OF HASHUT keyword is used in the following Helsmiths of Hashut warscrolls:
The DUARDIN keyword is used in the following Helsmiths of Hashut warscrolls:
The WAR MACHINE keyword is used in the following Helsmiths of Hashut warscrolls:
The WIZARD keyword is used in the following Helsmiths of Hashut warscrolls:
| Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
| ||
The non-HERO INFANTRY keyword is used in the following Helsmiths of Hashut warscrolls:
| ||
The HELSMITHS OF HASHUT and CAVALRY keywords are used in the following Helsmiths of Hashut warscrolls:
Passive |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| ||
| In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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|
|
The MONSTER keyword is used in the following Helsmiths of Hashut warscrolls:
The WAR MACHINE keyword is used in the following Helsmiths of Hashut warscrolls:
Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Helsmiths of Hashut warscrolls:
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
The UNIQUE keyword is used in the following Helsmiths of Hashut warscrolls:
Enemy Charge Phase | 2 |
| ||
| There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
The CAVALRY keyword is used in the following Helsmiths of Hashut warscrolls:
Passive |
The CHAMPION keyword is used in the following Helsmiths of Hashut warscrolls:
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
Any Hero Phase | 1 |
Passive |
The MUSICIAN keyword is used in the following Helsmiths of Hashut warscrolls:
Passive |
The STANDARD BEARER keyword is used in the following Helsmiths of Hashut warscrolls:
The AUTOMATON keyword is used in the following Helsmiths of Hashut warscrolls: