Helsmiths of Hashut – Warscrolls


Infantry Hero


HELSMITHS OF HASHUT WARSCROLL
Ashen Elder
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.
HELSMITHS OF HASHUT WARSCROLL
Ashen Elder
MELEE WEAPONS
AtkHitWndRndDmg
Black Hammer of Hashut
Black Hammer of Hashut33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Hashutite Commander, Any HELSMITHS OF HASHUT

End of Your Turn
EXTRACT POWER: The hateful chanting of Hashut’s priesthood rips energy from the realms.

Effect: If this unit is contesting an objective, a Place of Power, or a terrain feature and that objective, Place of Power or terrain feature has a friendly desolation token, give this unit 1 ritual point.

Passive
STOKED FANATICISM: Better to endure grievous wounds unflinching, so say the Zharrdron, than falter under the gaze of Hashut’s hateful priests.

Effect: Ignore the first damage point allocated to each friendly non-HOBGROT HELSMITHS OF HASHUT unit each phase while it is wholly within 6" of this unit. Add 6" to the range of this ability for each daemonic power point this unit has.

KEYWORDS
HERO, PRIEST (1), INFANTRY
CHAOS, HELSMITHS OF HASHUT, DUARDIN


HELSMITHS OF HASHUT WARSCROLL
Daemonsmith
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.
HELSMITHS OF HASHUT WARSCROLL
Daemonsmith
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Daemonfire [Crit (2 Hits), Shoot in Combat]
Hurled Daemonfire
Crit (2 Hits), Shoot in Combat
18"34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Darkiron Talon
Darkiron Talon33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Hashutite Commander, Any HELSMITHS OF HASHUT

Once Per Turn (Army), Your Hero Phase
MOLTEN MENDING: A learned Daemonsmith can suture ensorcelled plate and stoke the daemon furnaces anew.

Declare: Pick a friendly HELSMITHS OF HASHUT WAR MACHINE wholly within 6" of this unit to be the target. Add 6" to the range of this ability for each daemonic power point this unit has.

Effect: Heal (D3+X) the target, where X is the number of daemonic power points this unit has.

KEYWORDS
HERO, WIZARD (1), INFANTRY
CHAOS, HELSMITHS OF HASHUT, DUARDIN


HELSMITHS OF HASHUT WARSCROLL
War Despot
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.
HELSMITHS OF HASHUT WARSCROLL
War Despot
MELEE WEAPONS
AtkHitWndRndDmg
Daemonflame Glaive [Crit (Mortal)]
Daemonflame Glaive
Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 32mm
Can be reinforced: No
Regiment Options: Any HELSMITHS OF HASHUT
Notes: This HERO can join an eligible regiment as a Hashutite Commander.

Passive
BLACK-HEARTED CONQUEROR: Those sworn to serve beneath a Despot must offer them conquest and tribute or suffer the consequences…

Effect: Add 3 to the control scores of friendly HELSMITHS OF HASHUT INFANTRY units while they are wholly within 6" of this unit. Add 6" to the range of this ability for each daemonic power point this unit has.

Reaction: You declared a FIGHT ability for this unit
’FIGHT, YOU SCUM!": A Despot demands a tireless, pitiless aggression from their underlings.

Effect: Pick a friendly non-HERO HELSMITHS OF HASHUT INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of its melee weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY
CHAOS, HELSMITHS OF HASHUT, DUARDIN

Monster Hero


HELSMITHS OF HASHUT WARSCROLL
Daemonsmith
on Infernal Taurus
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.
HELSMITHS OF HASHUT WARSCROLL
Daemonsmith
on Infernal Taurus
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Daemonfire [Crit (2 Hits), Shoot in Combat]
Hurled Daemonfire
Crit (2 Hits), Shoot in Combat
18"34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Infernal Staff
Infernal Staff34+3+1D3
Horns and Hooves [Charge (+1 Damage), Companion]
Horns and Hooves
Charge (+1 Damage), Companion
64+2+23
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Hashutite Commander, Any HELSMITHS OF HASHUT

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Horns and Hooves is 4.

Passive
UNHOLY STAMPEDE: An Infernal Taurus inevitably forms the horn-tip of Hashut’s trampling hosts.

Effect: While a friendly HELSMITHS OF HASHUT CAVALRY unit is wholly within 12" of this unit:
  • That unit can use a RETREAT ability and still use CHARGE abilities later in the turn.
  • No mortal damage is inflicted on that unit by RETREAT abilities.

Passive
DAEMONIC RESILIENCE: Spitting contempt from between their tusks, these duardin refuse to show the slightest shred of weakness.

Effect: Apply the effect below that corresponds with the number of daemonic power points (DPP) this unit has:
DPPEffect
1This unit has WARD (6+).
2This unit has WARD (5+).
3This unit has WARD (4+) against damage inflicted by SPELLS, PRAYERS and abilities used by MANIFESTATIONS. Otherwise, it has WARD (5+).

Once Per Turn (Army), End of Any Turn
IMMOLATING PRESENCE: With a beat of its wings and a snort of its nostrils, an Infernal Taurus unleashes a wave of daemonic heat.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WAR MACHINE, WIZARD (1), FLY
CHAOS, HELSMITHS OF HASHUT, DUARDIN


HELSMITHS OF HASHUT WARSCROLL
Urak Taar
the First Daemonsmith
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.
HELSMITHS OF HASHUT WARSCROLL
Urak Taar
the First Daemonsmith
RANGED WEAPONS
RngAtkHitWndRndDmg
Ruinous Torrents [Crit (2 Hits), Shoot in Combat]
Ruinous Torrents
Crit (2 Hits), Shoot in Combat
18"64+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Dumakaz
Dumakaz44+3+1D3
Ghorrakos’s Horns and Hooves [Charge (+1 Damage), Companion]
Ghorrakos’s Horns and Hooves
Charge (+1 Damage), Companion
64+2+23
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 130mm
Can be reinforced: No
Regiment Options: Any Hashutite Commander, Any HELSMITHS OF HASHUT

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Ghorrakos’s Horns and Hooves is 4.

Passive
PEERLESS AMONG DAEMONSMITHS: Urak Taar carries with him ancient knowledge said to have been imparted upon him by Hashut himself. Such closely guarded secrets grant him arcane mastery otherwise unheard of among daemonsmiths.

Effect: Apply the effect below that corresponds with the number of daemonic power points (DPP) this unit has:
DPPEffect
1This unit has WARD (6+).
2Add 1 to casting rolls for this unit. In addition, this unit has WARD (5+).
3Add 2 to casting rolls for this unit. In addition, this unit has WARD (4+) against damage inflicted by SPELLS, PRAYERS and abilities used by MANIFESTATIONS. Otherwise, it has WARD (5+).

Your Hero Phase
7
THE CURSE OF STONE: Rumbling with laughter, Taar channels his curse into a billowing wave of power, seeing enemies gradually overcome with creeping petrification.

Declare: Pick a point on the battlefield within 9" of this unit, then pick a second point on the battlefield within 9" of the first point. Draw a line between the caster and the first point, and between the first and second points. Each enemy unit the lines pass across is a target. Then, make a casting roll of 2D6.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSSPELL

Once Per Turn (Army), Any Charge Phase
PITILESS TRAMPLING: Taar contemptuously crashes through all those he considers inferior without even a sidewards glance.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Inflict D3 mortal damage on the target. Then, roll 2D6. This unit can move a distance up to the value of the roll. During that move, this unit can pass through models in the target unit but must end that move in combat.
KEYWORDSRAMPAGE

Enemy Hero Phase
MASTER OF DAEMONIC POWER: Taar is ancient and learned beyond measure and he can control the ebb and flow of the daemonic energy coursing through his army at will.

Effect: Remove up to 3 daemonic power points in total from any combination of friendly units wholly within 18" of this unit. Then, allocate them to a different friendly non-HOBGROT HELSMITHS OF HASHUT unit wholly within 18" of this unit.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WAR MACHINE, WIZARD (2), FLY
CHAOS, HELSMITHS OF HASHUT, DUARDIN

Cavalry


HELSMITHS OF HASHUT WARSCROLL
Anointed Sentinels
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.
HELSMITHS OF HASHUT WARSCROLL
Anointed Sentinels
MELEE WEAPONS
AtkHitWndRndDmg
Thrice-cursed Glaive [Anti-CAVALRY (+1 Rend), Charge (+1 Damage)]
Thrice-cursed Glaive
Anti-CAVALRY (+1 Rend), Charge (+1 Damage)
33+3+12
BATTLE PROFILE

Unit Size: 3      Points: 190
Base size: 75 × 42mm
Can be reinforced: Yes

Reaction: You declared the ‘Counter-charge’ command for this unit
ZEALOUS COUNTER-ATTACK: The Anointed Sentinels are furious, eager combatants that use their sheer size to meet charging armies head on.

Effect: This unit has STRIKE-FIRST for the rest of the turn.

Passive
CRUSH THE UNWORTHY: The raw arrogance of the Bull Centaurs sees them crash through foes with wanton abandon.

Effect: Add 1 to charge rolls for this unit for each daemonic power point it has.

KEYWORDS
CAVALRY, CHAMPION
CHAOS, HELSMITHS OF HASHUT, DUARDIN


HELSMITHS OF HASHUT WARSCROLL
Bull Centaurs
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.
HELSMITHS OF HASHUT WARSCROLL
Bull Centaurs
MELEE WEAPONS
AtkHitWndRndDmg
Brazen Mauls [Charge (+1 Damage), Crit (Mortal)]
Brazen Mauls
Charge (+1 Damage), Crit (Mortal)
43+3+12
BATTLE PROFILE

Unit Size: 3      Points: 190
Base size: 75 × 42mm
Can be reinforced: Yes

Any Charge Phase
BULL-CHARGE: The galloping charge of the Bull Centaurs tramples lesser beings beneath their hooves.

Declare: If this unit charged this turn, pick a visible enemy unit within 1" of it to be the target.

Effect: Roll a dice for each model in this unit. Add the number of daemonic power points this unit has to each roll. For each 6+, inflict 1 mortal damage on the target.

Passive
CRUSH THE UNWORTHY: The raw arrogance of the Bull Centaurs sees them crash through foes with wanton abandon.

Effect: Add 1 to charge rolls for this unit for each daemonic power point it has.

KEYWORDS
CAVALRY, CHAMPION
CHAOS, HELSMITHS OF HASHUT, DUARDIN

Infantry


HELSMITHS OF HASHUT WARSCROLL
Hobgrotz Vandalz
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'.
HELSMITHS OF HASHUT WARSCROLL
Hobgrotz Vandalz
MELEE WEAPONS
AtkHitWndRndDmg
Scavenged Weapons
Scavenged Weapons24+5+-1
BATTLE PROFILE

Unit Size: 10      Points: 70
Base size: 25mm
Can be reinforced: Yes

Deployment Phase
DISPOSABLE LACKEYS: Herded before the duardin advance, hobgrots serve to blunt the foe’s killing edge.

Effect: This unit can immediately use the ‘Normal Move’ ability as if it were your movement phase.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, HELSMITHS OF HASHUT, HOBGROT


HELSMITHS OF HASHUT WARSCROLL
Infernal Cohort
with Hashutite Blades
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.
HELSMITHS OF HASHUT WARSCROLL
Infernal Cohort
with Hashutite Blades
MELEE WEAPONS
AtkHitWndRndDmg
Hashutite Blade [Anti-INFANTRY (+1 Rend)]
Hashutite Blade
Anti-INFANTRY (+1 Rend)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 28.5mm
Can be reinforced: Yes

Passive
SACRED GONGS: Borne by straining hobgrots, these gongs are holy relics to the servants of Hashut.

Effect: This unit’s Gong Carriers are tokens. There is 1 Gong Carrier for every MUSICIAN in this unit. If this unit uses the ‘Rally’ command, as a reaction, you can remove a Gong Carrier to make an additional rally roll of D6.

Passive
DISCIPLINED MARCH: The warriors of Hashut march with fell purpose in the name of their dark deity.

Effect: When making run rolls for this unit, if you roll a 1-3, you can use a value of 4 instead.

Passive
DAEMONIC RESILIENCE: Spitting contempt from between their tusks, these duardin refuse to show the slightest shred of weakness.

Effect: Apply the effect below that corresponds with the number of daemonic power points (DPP) this unit has:
DPPEffect
1This unit has WARD (6+).
2This unit has WARD (5+).
3This unit has WARD (4+) against damage inflicted by SPELLS, PRAYERS and abilities used by MANIFESTATIONS. Otherwise, it has WARD (5+).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, HELSMITHS OF HASHUT, DUARDIN


HELSMITHS OF HASHUT WARSCROLL
Infernal Cohort
with Hashutite Spears
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.
HELSMITHS OF HASHUT WARSCROLL
Infernal Cohort
with Hashutite Spears
MELEE WEAPONS
AtkHitWndRndDmg
Hashutite Spear [Anti-CAVALRY (+1 Rend), Anti-charge (+1 Rend)]
Hashutite Spear
Anti-CAVALRY (+1 Rend), Anti-charge (+1 Rend)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 28.5mm
Can be reinforced: Yes

Passive
SACRED GONGS: Borne by straining hobgrots, these gongs are holy relics to the servants of Hashut.

Effect: This unit’s Gong Carriers are tokens. There is 1 Gong Carrier for every MUSICIAN in this unit. If this unit uses the ‘Rally’ command, as a reaction, you can remove a Gong Carrier to make an additional rally roll of D6.

Your Hero Phase
CONQUERED LANDS: In desolating the lands they seize and garrison, the Infernal Cohorts extract a fell power.

Declare: If this unit is contesting an objective you control, pick a friendly non-HOBGROT HELSMITHS OF HASHUT unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, give the target 1 daemonic power point.

Designer’s Note: You cannot make more than one roll for each objective in each turn regardless of how many friendly units with this ability are contesting that objective.

Passive
DAEMONIC RESILIENCE: Spitting contempt from between their tusks, these duardin refuse to show the slightest shred of weakness.

Effect: Apply the effect below that corresponds with the number of daemonic power points (DPP) this unit has:
DPPEffect
1This unit has WARD (6+).
2This unit has WARD (5+).
3This unit has WARD (4+) against damage inflicted by SPELLS, PRAYERS and abilities used by MANIFESTATIONS. Otherwise, it has WARD (5+).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, HELSMITHS OF HASHUT, DUARDIN


HELSMITHS OF HASHUT WARSCROLL
Infernal Razers
with Blunderbusses
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.
HELSMITHS OF HASHUT WARSCROLL
Infernal Razers
with Blunderbusses
RANGED WEAPONS
RngAtkHitWndRndDmg
Grizmalok Blunderbusses
Grizmalok Blunderbusses18"13+2+-2
MELEE WEAPONS
AtkHitWndRndDmg
Weapon Butt
Weapon Butt14+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 28.5mm
Can be reinforced: Yes

Once Per Turn (Army), Your Shooting Phase
HATEFUL HAIL: Carnage unfolds in the wake of a Grizmalok salvo, suppressing even the most rampant aggression.

Declare: If this unit used a SHOOT ability this turn and all of its attacks targeted the same enemy unit, that enemy unit is the target.

Effect: Roll a dice and add the number of enemy models in the target unit slain by attacks made by this unit this turn. If the result is 6+, the target has STRIKE-LAST for the rest of the turn.

Passive
MANGLERS OF METAL: The weapons of the Zharrdron can be infernally empowered until they burn and blast clean through armour.

Effect: Add 1 to the Rend characteristic of this unit’s ranged weapons for each daemonic power point this unit has.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HELSMITHS OF HASHUT, DUARDIN


HELSMITHS OF HASHUT WARSCROLL
Infernal Razers
with Flamehurlers
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.
HELSMITHS OF HASHUT WARSCROLL
Infernal Razers
with Flamehurlers
RANGED WEAPONS
RngAtkHitWndRndDmg
Karagthrun Flamehurlers [Shoot in Combat]
Karagthrun Flamehurlers
Shoot in Combat
12"32+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Weapon Butt
Weapon Butt14+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 100
Base size: 28.5mm
Can be reinforced: Yes

Once Per Turn (Army), Your Shooting Phase
SCORCHED REMAINS: The grim aftermath left behind by the Helsmiths’ flamehurlers is enough to shake even the most stolid warrior to their very core.

Declare: If this unit used a SHOOT ability this turn and all of its attacks targeted the same enemy INFANTRY unit, that enemy unit is the target.

Effect: Roll a dice. On a 3+, subtract an amount equal to the roll from the target’s control score until the start of your next turn.

Passive
MANGLERS OF METAL: The weapons of the Zharrdron can be infernally empowered until they burn and blast clean through armour.

Effect: Add 1 to the Rend characteristic of this unit’s ranged weapons for each daemonic power point this unit has.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HELSMITHS OF HASHUT, DUARDIN


HELSMITHS OF HASHUT WARSCROLL
The Blood of the Bull
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.
HELSMITHS OF HASHUT WARSCROLL
The Blood of the Bull
RANGED WEAPONS
RngAtkHitWndRndDmg
Master-crafted Flamehurler [Shoot in Combat]
Master-crafted Flamehurler
Shoot in Combat
12"42+4+21
MELEE WEAPONS
AtkHitWndRndDmg
Daemonflame Weapons
Daemonflame Weapons23+4+11
Blades and Fists
Blades and Fists24+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 120
Can be reinforced: No

The models in this unit are:
  • Zuldrakka the Hateful (champion, armed with Daemonflame Weapons)
  • Imnidrin (standard bearer, armed with Daemonflame Weapons)
  • Morudok (armed with Daemonflame Weapons)
  • Tokkor the Immolator (armed with Master-crafted Flamehurler and Blades and Fists)
  • Grisk Back-stabba (armed with Blades and Fists)

Passive
INFERNAL EMPOWERMENT: Zuldrakka’s retinue are equipped with weapons of dark potency.

Effect: Apply the effect(s) below that correspond with the number of daemonic power points (DPP) this unit has. These effects are cumulative.
DPPEffect
1+Add 1" to this unit’s Move characteristic.
2+Add 1 to wound rolls for this unit’s combat attacks.
3Add 1 to the Rend characteristic of this unit’s melee weapons.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, STANDARD BEARER (1/5)
CHAOS, HELSMITHS OF HASHUT, DUARDIN

War Machine


HELSMITHS OF HASHUT WARSCROLL
Deathshrieker Rocket Battery
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.
HELSMITHS OF HASHUT WARSCROLL
Deathshrieker Rocket Battery
RANGED WEAPONS
RngAtkHitWndRndDmg
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"34+2+2D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Artillerist Weapons
Artillerist Weapons34+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 100mm
Can be reinforced: No

Once Per Turn (Army), Your Shooting Phase
HUNGERING FLAMES: The alchemical Hashu-Zharr flames yearn to consume. The more obstinate the prey, the better.

Effect: For the rest of the turn, the Damage characteristic of this unit’s Hashu-Zharr Rockets is 5 if the target is a MONSTER or a WAR MACHINE.

Reaction: You declared a SHOOT ability for this unit and all of its attacks targeted the same enemy unit
WATCH THEM BURN: To be in the vicinity of a Hashu-Zharr rocket as it strikes its target is to risk a fiery, agonising demise.

Effect: Roll a number of dice equal to the number of daemonic power points this unit has for each other enemy unit within the combat range of the target of this unit’s shooting attacks. For each 3+, inflict 1 mortal damage on the enemy unit being rolled for.

KEYWORDS
WAR MACHINE
CHAOS, HELSMITHS OF HASHUT


HELSMITHS OF HASHUT WARSCROLL
Dominator Engine
with Bane Maces
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.
HELSMITHS OF HASHUT WARSCROLL
Dominator Engine
with Bane Maces
MELEE WEAPONS
AtkHitWndRndDmg
Bane Maces [Charge (+1 Damage)]
Bane Maces
Charge (+1 Damage)
44+2+13
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 80mm
Can be reinforced: No

Once Per Turn (Army), Any Combat Phase
ENGINE OF DOMINATION: Enemy champions are frozen in dread by this daemon engine’s glare before being pulverised by its cursed mauls.

Effect: If this unit is in combat with any enemy HEROES, it can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the phase and can only be picked to use a second FIGHT ability if it is still in combat with any enemy HEROES.

Passive
DAEMONIC STRENGTH: When empowered with a surplus of daemonic energy, Dominator Engines are made faster and deadlier still.

Effect: For each daemonic power point this unit has:
  • Add 1" to its Move characteristic.
  • Add 1 to the Attacks characteristic of its weapons.

KEYWORDS
WAR MACHINE
CHAOS, HELSMITHS OF HASHUT, AUTOMATON


HELSMITHS OF HASHUT WARSCROLL
Dominator Engine
with Immolation Cannons
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.
HELSMITHS OF HASHUT WARSCROLL
Dominator Engine
with Immolation Cannons
RANGED WEAPONS
RngAtkHitWndRndDmg
Immolation Cannons [Anti-CAVALRY (+1 Rend), Shoot in Combat]
Immolation Cannons
Anti-CAVALRY (+1 Rend), Shoot in Combat
8"52+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Horns and Pummelling Strikes [Charge (+1 Damage)]
Horns and Pummelling Strikes
Charge (+1 Damage)
34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 80mm
Can be reinforced: No

Your Shooting Phase
ALL MUST BURN!: Those who approach a Dominator earn but one end – death by unclean fire.

Declare: Pick any number of visible enemy units within 8" of this unit to be the targets.

Effect: For the rest of the turn, add 2 to the Attacks characteristic of this unit’s Immolation Cannons for each unit picked to be the target of this ability, but each time this unit uses a SHOOT ability, it must target each of those units with at least 3 of its attacks.

Passive
DAEMONIC STRENGTH: When empowered with a surplus of daemonic energy, Dominator Engines are made faster and deadlier still.

Effect: For each daemonic power point this unit has:
  • Add 1" to its Move characteristic.
  • Add 1 to the Attacks characteristic of its weapons.

KEYWORDS
WAR MACHINE
CHAOS, HELSMITHS OF HASHUT, AUTOMATON


HELSMITHS OF HASHUT WARSCROLL
Tormentor Bombard
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.
HELSMITHS OF HASHUT WARSCROLL
Tormentor Bombard
RANGED WEAPONS
RngAtkHitWndRndDmg
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"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Artillerist Weapons
Artillerist Weapons34+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 100mm
Can be reinforced: No

Passive
CALCULATED TRAJECTORY: The warhosts of the Chaos duardin revel in overwhelming their foes with excessive, punishing firepower.

Effect: Add 1 to hit rolls for this unit’s shooting attacks that target an enemy unit with 5 or more models that is more than 12" from this unit.

Once Per Turn (Army), Your Shooting Phase
RUINOUS BOMBARDMENT: Those who survive the initial unmaking wave of raw Chaos energy laid down by a Tormentor Bombard are left addled and disoriented.

Declare: If this unit used a SHOOT ability this turn and all of its attacks targeted the same enemy unit, that enemy unit is the target.

Then, you can pick a number of enemy units within 6" of the target equal to the number of daemonic power points this unit has to be additional targets.

Effect: Roll a dice for each target. On a 3+, that unit cannot use commands until the start of your next turn.

KEYWORDS
WAR MACHINE
CHAOS, HELSMITHS OF HASHUT
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
This HERO can join an eligible regiment as a Hashutite Commander.

Infantry Hero
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
Obscuring
While every model in a non-MONSTER unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit's weapons is halved (rounding down to the nearest inch).
1.4.4 Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable, Obscuring
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number of ritual points to the PRIEST equal to the chanting roll.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

The HERO keyword is used in the following Helsmiths of Hashut warscrolls:

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

The WIZARD keyword is used in the following Helsmiths of Hashut warscrolls:

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

The HELSMITHS OF HASHUT and CAVALRY keywords are used in the following Helsmiths of Hashut warscrolls:

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

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.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

The MONSTER keyword is used in the following Helsmiths of Hashut warscrolls:

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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:

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

The UNIQUE keyword is used in the following Helsmiths of Hashut warscrolls:

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Enemy Charge Phase
2
COUNTER-CHARGE: Seeing the need for decisive action, the warriors charge forth to stall the enemy’s advance or enact a bold interception.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can use a CHARGE ability as if it were your charge phase.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

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.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The CAVALRY keyword is used in the following Helsmiths of Hashut warscrolls:

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Helsmiths of Hashut warscrolls:

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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:

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025