Contents | ||
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Show History | ||||
| Book | Kind | Edition | Last update | |
Helsmiths of Hashut | ||||
Helsmiths of Hashut | Battletome | 4 | September 2025 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | May 2026 | |
Legends compendium | ||||
Legends compendium | Warscroll | 4 | April 2026 | |
Spearhead: Helsmiths of Hashut - Helforge Host | ||||
Spearhead: Helsmiths of Hashut - Helforge Host | Expansion | 4 | April 2026 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | April 2026 | |
Disciples of Tzeentch | ||||
Disciples of Tzeentch | Battletome | 4 | February 2026 | |
Ossiarch Bonereapers | ||||
Ossiarch Bonereapers | Battletome | 4 | February 2026 | |
Maggotkin of Nurgle | ||||
Maggotkin of Nurgle | Battletome | 4 | January 2026 | |
Scourge of Ghyran - Helsmiths of Hashut | ||||
Scourge of Ghyran - Helsmiths of Hashut | Expansion | 4 | December 2025 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | September 2025 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Blades of Khorne | ||||
Blades of Khorne | Battletome | 4 | July 2025 | |
Sons of Behemat | ||||
Sons of Behemat | Faction Pack | 4 | January 2025 | |
Slaves to Darkness | ||||
Slaves to Darkness | Battletome | 4 | December 2024 | |
| Q: | When using ‘Harness Daemonic Power’, when daemonic power points are removed from units, are they retained to be reallocated to friendly units or are they lost? |
| A: | They are lost. |
| Q: | If a unit is affected by both the Ashen Elder’s ‘Stoked Fanaticism’ and the Taar’s Grand Forgehost spell ‘Reinforce Daemonsteel’, both of which allow a unit to ignore the first damage point allocated to it in a phase, do those abilities allow that unit to ignore just the first damage point allocated to it or does that unit ignore the first and second damage points allocated to it? |
| A: | Only the first damage point would be ignored. |
| Q: | If one of the WAR MACHINES in the Curse-Steel Battery has been destroyed, can the ‘Display of Total Power’ ability be used? |
| A: | Yes. |
| Q: | When a unit in a TAAR’S GRAND FORGEHOST army gains a daemonic power point (for example, from the Infernal Cohort with Hashutite Spears’ ‘Conquered Lands’ ability), does it lose that daemonic power point at the end of the battle round? |
| A: | No. |
Helsmiths of Hashut armies can use the following abilities:
Once Per Turn (Army), Start of Your Turn |
Once Per Turn (Army), Any Hero Phase | 1 |
Once Per Turn (Army), Start of Any Turn |
You can pick 1 of the following battle formations for a Helsmiths of Hashut army. Each battle formation grants a different ability you can use in the battle.
| Name | Points |
| Hashutite Host | 0 |
| The Bullfather’s Horns | 0 |
| Castigation Battery | 0 |
| Daemonsmith Cabal | 0 |
| Domination Force | 0 |
| Industrial Polluters | 0 |
Passive |
Passive |
Passive |
Passive |
Domination Force Passive |
Industrial Polluters Passive |
Deployment Phase |
Your Hero Phase |
Enemy Charge Phase |
Once Per Battle, Any Hero Phase |
Once Per Battle, Your Hero Phase |
Your Shooting Phase |
Accursed DevicesAccursed Devices are a special type of enhancement for WAR MACHINES. During army composition, when you add enhancements, you can pick 1 Accursed Device and give it to a WAR MACHINE on your army roster.
Passive |
Once Per Turn (Army), Reaction: You declared an ATTACK ability for this unit |
End of Any Turn |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 8 |
| KEYWORDS | SPELL |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Your Hero Phase | 5 |
| KEYWORDS | PRAYER |
ROSTER OPTIONS
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Passive |
Passive |
Once Per Turn (Army), Your Movement Phase | 1 |
Passive |
Passive |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 5 |
| KEYWORDS | PRAYER |
ROSTER OPTIONS
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Passive |
Passive |
Your Movement Phase | 1 |
Passive |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 8 |
| KEYWORDS | SPELL |
Here, you will find additional rules to use with a Helsmiths ofHashut army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Helsmiths of Hashut units.
Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | ||
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted. After the Anvil of Apotheosis, you will find 2 Paths for Helsmiths of Hashut units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | ||
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Warlord 0DP
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Infernal Sorcerer -3DP
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Scorched Acolyte -2DP
EXTRACT POWER: The hateful chanting of Hashut's priesthood rips energy from the realms.
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Flaws
CREEPING PETRIFICATION: Despite their efforts, the stone-flesh curse has taken much of this duardin's ageing body. In the end, Hashut always takes his due. In addition, at the end of each battle, roll a dice. On a 1, give this unit 1 stone-flesh point and note this on your Path to Glory roster. When this unit has 3 stone-flesh points, you must remove this unit from your Path to Glory roster.
CHAINED BY OBLIGATION: Whether from their ancestors or their own ill fortune, this duardin bears a debt to rival clans - one that must be fulfilled, Effect: Roll a dice. On a 1-3, your resources have been depleted before the battle to settle a debt. You lose 1 command point.
RIGID AND UNMOVING: Devoid of imagination, and believing even tactical retreat a sign of weakness, this duardin commands with a machine-like rigidity. | ||||||||||||||
Battle Mount -14DP INFERNAL TAURUS: These colossal statues stand sentinel atop the highest battlements of the ziggurat. In times of war, they are brought to life through the magic of Chaos and ridden to war by the most powerful members of the clan. In addition, make the following changes to your hero’s warscroll:Add the following weapon and abilities to your hero’s warscroll:
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Horns and Hooves is 5.
DAEMONIC RESILIENCE: Spitting contempt from between their tusks, these duardin refuse to show the slightest shred of weakness.
Battle Mount -18DP VENERABLE TAURUS: Carved from the most unyielding materials and animated with dire daemonic magics, this Taurus is one of the most ancient and malign of all such constructs. Only the mightiest duardin have been able to assert their dominance over it. In addition, make the following changes to your hero’s warscroll:Add the ’Daemonic Resilience’ ability from the Infernal Taurus above plus the following weapon and ability to your hero’s warscroll:
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Crushing Horns and Hooves is 5.
DAEMONIC RESILIENCE: Spitting contempt from between their tusks, these duardin refuse to show the slightest shred of weakness.
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Path of The Overlord(HELSMITHS OF HASHUT HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
UNCHAINED FIRE: Especially potent daemonstuff is bound within this duardin's blade, waiting to be unleashed.
UNYIELDING TYRANT: Such is this duardin 's arrogant self-obsession that even grievous wounds cannot stay them.
UNHOLY SAVANT: This duardin's affinity for Hashutite scripture gives even the elders of the Scorched Sect pause.
DIABOLICAL CONQUEROR: The sheer avarice of this duardin sees them drive their warhosts to seize all before them without a shred of mercy.
MASTER OF BOMBARDMENT: This duardin's mastery of daemon-infused war machines sees them orchestrating a rain of death upon the foe. Effect: Add 1 to the Attacks characteristic of the targets’ ranged weapons for the rest of the turn.
FEROCIOUS WARLORD: This duardin brooks no hesitation from their warriors, bellowing for them to plunge into the fray. Effect: For the rest of the turn, add 1 to charge rolls for the targets.
BONE-DEEP CORRUPTION: This duardin is steeped in the warping essence of Chaos. Effect: Roll a dice. On a 3+:
MARKED BY THE BULL: Whether through a searing brand appearing in the night or eyes that glow like embers, this warrior is clearly marked by great Hashut. | ||||||||||||||||||||||||||||||||||
Path of The Hashutite(non-HERO HELSMITHS OF HASHUT unit only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
CONTEMPTUOUS COUNTER: These warriors meet the foe with a snarl and the thrust of burning blades. Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
DISCIPLINED MARCH: Drilled ruthlessly, these warriors maintain an unyielding pace on the march.
PRESTIGIOUS ARMOURY: The growing renown of these warriors affords them armour from the finest furnaces of their ziggurat.
INFERNAL REACH: The guns of these duardin are powered by daemons of such rancour that their shots seem to travel further in their eagerness to slay.
SMOG BOMBS: These warriors march to war wreathed in thick smoke that masks their movements.
SCORNFUL BULWARK: These warriors are renowned for standing firm before any charge and grinding the impudent foe to naught.
DARKSOME ARSENAL: As the martial pride of their ziggurat, these warriors draw weapons from the arsenal of a powerful patron.
FAVOURED RETINUE: These warriors have proven themselves worthy as sworn bodyguards. Effect: For the rest of the battle, while the target is within this unit’s combat range, this unit and the target have WARD (5+). | ||||||||||||||||||||||||||||||||||
Helforge Host| This Spearhead army consists of the following units: General
Units
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Once Per Turn (Army), Your Hero Phase |
Once Per Battle, Deployment Phase |
Once Per Turn, Your Shooting Phase |
Once Per Battle, Any Hero Phase |
Passive |
Once Per Battle, Your Shooting Phase |
Once Per Battle, Any Combat Phase |
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 |
KEYWORDS | HERO, INFANTRY |
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-charge (+1 Rend)] | |||||||
| Hashutite Spear Anti-charge (+1 Rend) | 2 | 3+ | 4+ | - | 1 | ||
Once Per Battle, Any Hero Phase |
Passive |
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KEYWORDS | INFANTRY, REINFORCEMENTS |
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 [Shoot in Combat] | ||||||||
| Immolation Cannons Shoot in Combat | 8" | 5 | 2+ | 4+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Horns and Pummelling Strikes | ||||||||
| Horns and Pummelling Strikes | 3 | 4+ | 3+ | 1 | D3 | |||
Passive |
KEYWORDS | WAR MACHINE, REINFORCEMENTS |
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-INFANTRY (+1 Rend), Anti-CAVALRY (+1 Rend)] | ||||||||
| Torrent of Ruinous Energy Anti-INFANTRY (+1 Rend), Anti-CAVALRY (+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 |
The non-HOBGROT HELSMITHS OF HASHUT keyword is used in the following Helsmiths of Hashut warscrolls:
Once Per Turn (Army), Start of Your Turn |
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| 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. | ||
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
The HELSMITHS OF HASHUT keyword is used in the following Helsmiths of Hashut warscrolls:
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
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The INFANTRY keyword is used in the following Helsmiths of Hashut warscrolls:
Any Hero Phase | 1 |
The HELSMITHS OF HASHUT and CAVALRY keywords are used in the following Helsmiths of Hashut warscrolls:
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:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
Your Hero Phase |
| KEYWORDS | BANISH |
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
The WIZARD keyword is used in the following Helsmiths of Hashut warscrolls:
End of Any Turn | 1 |
| KEYWORDS | MOVE |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The CAVALRY keyword is used in the following Helsmiths of Hashut warscrolls:
The HERO keyword is used in the following Helsmiths of Hashut warscrolls:
The HELSMITHS OF HASHUT and AUTOMATON keywords are used in the following Helsmiths of Hashut warscrolls:
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| 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 Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| 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-HOBGROT HELSMITHS OF HASHUT and INFANTRY keywords are used in the following Helsmiths of Hashut warscrolls:
The non-HERO HELSMITHS OF HASHUT and WAR MACHINE keywords are used in the following Helsmiths of Hashut warscrolls:
| Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle. | ||
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| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
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:
Once Per Turn (Army), Start of Any Turn |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
Enemy Movement Phase | 1 |
| KEYWORDS | MOVE, RUN |
Passive |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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End of Your Turn |
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The non-HERO HELSMITHS OF HASHUT keyword is used in the following Helsmiths of Hashut warscrolls:
The HERO and INFANTRY keywords are used in the following Helsmiths of Hashut warscrolls:
Contents | ||