Helsmiths of Hashut

Hidden among the ruins of the Mortal Realms are the Flesh-eater Courts. Bound by the madness of their cursed monarchs, throngs of creatures known as mordants eke out a wretched existence, waging wars against kingdom after kingdom in order to feast on the flesh of their enemies.

This page contains all of the rules you need to field your Helsmiths of Hashut miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Helsmiths of Hashut
  Helsmiths of HashutBattletome4September 2025
  Legends compendium
  Legends compendiumWarscroll4October 2025
  Rules Updates
  Rules UpdatesRulebook4October 2025
  Battle Profiles
  Battle ProfilesRulebook4September 2025

Designers’ Commentary

Battletome: Helsmiths of Hashut

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.

Faction Rules


Battle Traits

Helsmiths of Hashut armies can use the following abilities:

Once Per Turn (Army), Start of Your Turn
HARNESS DAEMONIC POWER: The Helsmiths of Hashut believe themselves above the fell influence of Chaos and readily harness daemonic power to embolden their spellcraft and ensorcelled weapons.

Effect: You must use this ability at the start of each of your turns. Remove all daemonic power points from each friendly unit. Then, gain 1 daemonic power point for each friendly desolation token on the battlefield.

Then, allocate your daemonic power points to friendly non-HOBGROT HELSMITHS OF HASHUT units. Each unit can have a maximum of 3 daemonic power points. Then, all unallocated daemonic power points are lost.

Designer’s Note: Non-HOBGROT units have abilities that become more powerful depending on how many daemonic power points they have. We recommend using coloured dice to track the number of points each unit has.

Once Per Turn (Army), Any Hero Phase
1
RESERVES OF DAEMONIC POWER: When venturing forth into the untainted reaches of the realms, the Helsmiths of Hashut draw upon reserves of daemonic power to establish a foothold.

Declare: Pick a friendly non-HOBGROT HELSMITHS OF HASHUT unit that has no daemonic power points to be the target.

Effect: If the total number of daemonic power points that friendly units have is 3 or fewer, give 2 daemonic power points to the target.

If the total number of daemonic power points that friendly units have is more than 3, give 1 daemonic power point to the target.

Once Per Turn (Army), Start of Any Turn
LEAVE THE LAND IN RUIN: Both raw resources and esoteric pain are needed to fuel the Helsmiths’ forge-craft, demanding they lay lands to waste.

Declare: Pick a terrain feature or objective that does not have a friendly desolation token and is contested by a friendly HELSMITHS OF HASHUT unit that is not in combat to be the target.

Effect: Give the target a desolation token.

Battle Formations

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.

BATTLE PROFILE
NamePoints
Hashutite Host0
The Bullfather’s Horns0
Castigation Battery0
Daemonsmith Cabal0

Hashutite Host

Passive
AMASSED LEGIONS: The hosts of the ziggurats march to conquer and claim, advancing into verdant lands and leaving them barren.

Effect: Each time a friendly HELSMITHS OF HASHUT INFANTRY unit with 3 daemonic power points uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.


The Bullfather’s Horns

Passive
BULLS OF THE ZIGGURAT: When unleashed, those warriors and constructs shaped in Hashut’s image are relentless.

Effect: Add 2" to the Move characteristic of friendly HELSMITHS OF HASHUT CAVALRY and MONSTER units while they have 3 daemonic power points.


Castigation Battery

Passive
EXPERIMENTAL MUNITIONS: In trying to control Chaos, duardin engineers have crafted all manner of eldritch ammunition for their war machines. In doing so, they have given the power of ruin even more destructive outlets.

Effect: Add 1 to the Attacks characteristic of ranged weapons used by friendly HELSMITHS OF HASHUT WAR MACHINES while they have 3 daemonic power points.


Daemonsmith Cabal

Passive
ARCANE DOMINANCE: Despite all that its pursuit costs them, the sorcerers of the ziggurats are ever lusting for greater power.

Effect: Add 1 to casting rolls, unbinding rolls, banishment rolls and chanting rolls for friendly HELSMITHS OF HASHUT WIZARDS and PRIESTS while they have 3 daemonic power points.

Heroic Traits

Tyrants and Overseers

HERO only

BATTLE PROFILE
NamePoints
SERVILE AUTOMATON0
AN EYE FOR WEAKNESS0
’FIRE, YOU WORMS!’0
Deployment Phase
SERVILE AUTOMATON: This paranoid overlord shuns traditional bodyguards, instead favouring a looming daemon engine entirely bound to them through burning Zharralid carvings.

Declare: Pick a friendly HELSMITHS OF HASHUT AUTOMATON unit within this unit’s combat range to be the target.

Effect: For the rest of the battle, the target is this unit’s bodyguard and the following effects apply:
  • While this unit is in combat and its bodyguard is within its combat range, its bodyguard has STRIKE-FIRST.
  • If this unit is INFANTRY, it has WARD (5+) while its bodyguard is within its combat range.

Your Hero Phase
AN EYE FOR WEAKNESS: Whether bargaining a Wage of Toil or considering the press of battle, this duardin can readily sense vulnerability.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

Effect: Until the start of your next turn, add 1 to wound rolls for combat attacks made by friendly HELSMITHS OF HASHUT units that target that enemy unit.

Enemy Charge Phase
’FIRE, YOU WORMS!’: A pitiless enforcer of discipline, this duardin expects their underlings to keep firing even as the foe bears down on them.

Declare: Pick a friendly HELSMITHS OF HASHUT INFANTRY unit that is not in combat and is wholly within 12" of this unit to be the target.

Effect: The target can immediately use the ‘Shoot’ ability as if it were your shooting phase. All attacks must target the same enemy unit, and the enemy unit picked to be the target of the attacks must have charged this phase. If the unmodified hit roll for any of those attacks is 1-5, the attack fails and the attack sequence ends.

Artefacts of Power

Dark Gifts of Hashut

HERO only

BATTLE PROFILE
NamePoints
SCROLL OF PETRIFICATION0
CRUCIBLE OF SPITE0
GAUNTLETS OF PUNISHMENT0
Once Per Battle, Any Hero Phase
SCROLL OF PETRIFICATION: Though they cannot control the stone-flesh curse, the Zharrdron still believe it can be harnessed. This scroll is the result of such a belief. One who reads from it can transform themselves or their minions into stone for a fleeting moment.

Declare: Pick a friendly HELSMITHS OF HASHUT unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn:
  • The target has WARD (2+).
  • Enemy units can ignore the target’s combat range for the purposes of movement and charging.
  • Enemy units can ignore the target for the purposes of setting up on the battlefield but cannot be set up on the target.

Once Per Battle, Your Hero Phase
CRUCIBLE OF SPITE: This charm, a hollowed and profane statuette of Grungni, contains raging daemon essences that can be drawn on for strength. Yet such eager blasphemy does not go unpunished…

Effect: Give up to 3 daemonic power points to this unit. However, you cannot allocate or give any more daemonic power points to this unit for the rest of the battle.

Your Shooting Phase
GAUNTLETS OF PUNISHMENT: Cooled in the blood of duardin who sought to betray their sworn overlords, a spiteful gesture from these gauntlets can wrack a soul with unbearable pain.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

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

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Infernal Power0

Lore of Infernal Power

Your Hero Phase
6
HATEFUL FRACTURES: The sorcerer clenches a contemptuous fist, seeing firm ground beneath their foes suddenly splinter and crack.

Declare: Pick a friendly HELSMITHS OF HASHUT WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Halve the target’s Move characteristic until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
ASHEN SMOG: Clouds of choking ash seep from the sorcerer’s outstretched talon before settling across the lands as an impenetrable, blinding pall.

Declare: Pick a friendly HELSMITHS OF HASHUT WIZARD to cast this spell, pick a visible terrain feature within 18" of them that has a friendly desolation token to be the target, then make a casting roll of 2D6.

Effect: That terrain feature has the ‘Obscuring’ ability (Terrain, 1.2) until the start of your next turn. Then, roll a D3 for each enemy unit contesting the target terrain feature. On a 2+, inflict an amount of damage equal to the roll on that unit.
KEYWORDSSPELL

Your Hero Phase
8
MOLTEN METAL: A wave of hellish, liquid metal that strips armour and melts flesh surges forth into the enemy line.

Declare: Pick a friendly HELSMITHS OF HASHUT WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Roll a number of dice equal to the unmodified casting roll. Inflict 1 mortal damage on the target for each roll that equals or exceeds the target’s Save characteristic.
KEYWORDSSPELL

Prayer Lore

BATTLE PROFILE
NamePoints
Prayers of the Scorched Sect0

Prayers of the Scorched Sect

Your Hero Phase
4
BLACK FLAMES OF HASHUT: Spitting the Bullfather’s contempt, the priest causes their enemies to be wreathed in abyssal fire – a worthy punishment for the weak.

Declare: Pick a friendly HELSMITHS OF HASHUT PRIEST to chant this prayer, pick a visible enemy unit within 12" of them to be the target, then make a chanting roll of D6.

Effect: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on the target. If the chanting roll was 8+, inflict 1 mortal damage on the target for each 4+ instead.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
FURNACE BLESSING: The priest pours burning scorn upon the daemonic essences bound in duardin steel, seeing the weapons of the Hashutites blaze in molten outrage.

Declare: Pick a friendly HELSMITHS OF HASHUT PRIEST to chant this prayer, pick a visible friendly HELSMITHS OF HASHUT unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn. If the chanting roll was 8+, that unit’s melee weapons also have Crit (Mortal) for the rest of the turn.
KEYWORDSPRAYER

Your Hero Phase
5
STORM OF OBSIDIAN SHARDS: The sheer vitriol of this duardin priest is incarnated as a tumult of flesh-shredding stone splinters.

Declare: Pick a friendly HELSMITHS OF HASHUT PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Inflict D3 mortal damage on the target and subtract 3 from the target’s control score for the rest of the turn. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER

Army of Renown

Taar’s Grand Forgehost

When you pick the Helsmiths of Hashut faction for your army, you can choose for it to be a Taar’s Grand Forgehost Army of Renown. If you do so, use the faction rules in this section instead of the Helsmiths of Hashut faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the GRAND FORGEHOST keyword.

ROSTER OPTIONS
  • Urak Taar, the First Daemonsmith (must be included and must be your general)
  • Any non-HOBGROT HELSMITHS OF HASHUT INFANTRY units
  • Any non-HERO HELSMITHS OF HASHUT WAR MACHINE units
  • You cannot include Regiments of Renown

Battle Traits

Passive
RISING FIRE: The hosts of Urak Taar fight with obsessive precision instead of haste – but once the furnaces are lit, victory is inevitable.

Effect: The following cumulative effects apply to friendly GRAND FORGEHOST units in each battle round after the first.

Battle Round 2:
Daemonic Weaponry: Those units’ weapons have Crit (2 Hits).

Battle Round 3:
Harnessed Sorcery: Add 1 to casting rolls and chanting rolls for those units.

Battle Round 4:
Channelled Power: Attacks made by those units score critical hits on unmodified hit rolls of 5+.

Battle Round 5:
Arcane Dominance: Add 1 to the power level of those units if they are a WIZARD or PRIEST.

Passive
MASTERFUL DAEMONWORKS: Those engines marshalled by the First Daemonsmith are masterworks of cursed engineering.

Effect: Friendly GRAND FORGEHOST WAR MACHINES have WARD (6+).

Once Per Turn (Army), Your Movement Phase
1
DREAD RANKS UNBROKEN: Serried legions of duardin march in service to Urak Taar and the Forge Anathema.

Declare: Pick a friendly NON-HERO GRAND FORGEHOST INFANTRY unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up), wholly within 6" of the battlefield edge and more than 9" from all enemy units.


Heroic Traits

(HERO) only
Passive
RUTHLESS OVERSSER: The magnates and warlords in service to Urak Taar are hungry to distinguish themselves and demand faultless discipline.

Effect: Each time a friendly GRAND FORGEHOST unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.


Artefacts of Power

(HERO) only
Passive
TALISMAN OF OBSIDIAN: The obsidian jewel set within this amulet shrouds the bearer and protects them from harm.

Effect: Subtract 1 from hit rolls for attacks that target this unit.


Spell Lore

Your Hero Phase
7
REINFORCE DAEMONSTEEL: At a sorcerer’s chanting, the sigils inscribed on their minions’ armour glow with protective power.

Declare: Pick a friendly GRAND FORGEHOST WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, ignore the first damage point allocated to each friendly HELSMITHS OF HASHUT unit in each phase while they are wholly within 12" of the caster.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
SHACKLING CURSE: A daemonic hex of Urak Taar’s own devising is placed upon the foe, blunting their strikes.

Declare: Pick a friendly GRAND FORGEHOST WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: For the rest of the turn, the target’s attacks cannot score critical hits (treat them as regular hits instead).
KEYWORDSSPELL


Prayer Lore

Your Hero Phase
4
GRASP OF STONE: The Drazghar have observed Urak Taar’s ability to channel his curse. They attempt to replicate this via invocations, though Taar ensures that none learn too much…

Declare: Pick a friendly GRAND FORGEHOST PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Subtract 1 from the Attacks characteristic of the target’s melee weapons until the start of your next turn. If the chanting roll was 8+, the target also has STRIKE-LAST until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
5
LAVA STORM: The skies above burn a polluted red as globs of black lava are called to rain onto the enemy.

Declare: Pick a friendly GRAND FORGEHOST PRIEST to chant this prayer. Pick an enemy unit to be the target and roll 6 dice. For each 6, pick an additional enemy unit to be a target. Then make a chanting roll of D6.

Effect: Inflict D3 mortal damage on each target. If the chanting roll was 7+, instead of rolling 6 dice, roll an amount of dice equal to the chanting roll.
KEYWORDSPRAYER

Army of Renown

Ziggurat Stampede

When you pick the Helsmiths of Hashut faction for your army, you can choose for it to be a Ziggurat Stampede Army of Renown. If you do so, use the faction rules in this section instead of the Helsmiths of Hashut faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the ZIGGURAT STAMPEDE keyword.

ROSTER OPTIONS

Battle Traits

Passive
LET THE REALMS TREMBLE: The onslaught of Hashutite war machines are a tide of annihilation that cannot be resisted.

Effect: Add X to charge rolls for friendly ZIGGURAT STAMPEDE units, where X is the number of friendly ZIGGURAT STAMPEDE units that have already charged this phase.

Passive
’BREAK THEM, ONE AND ALL...’: A Ziggurat Stampede is unleashed for one reason – to crush all in its path.

Effect: Any number of friendly ZIGGURAT STAMPEDE units can use the ‘Power Through’ command in the same turn.

Your Movement Phase
1
RUN ROUGHSHOD: Only a fool believes they can stop Hashut’s chosen from going where they wish.

Declare: Pick a friendly ZIGGURAT STAMPEDE unit in combat to be the target.

Effect: For the rest of the turn:
  • The target can use SHOOT and/or CHARGE abilities even if it used a RETREAT ability in the same turn.
  • No mortal damage is inflicted on the target by RETREAT abilities.


Heroic Traits

HERO only
Passive
RAGING ANIMUS: Within this Taurus is bound an especially diabolical spirit – one that takes any opportunity to violently burst free.

Effect: Each time you make an unmodified save roll of 1 for a combat attack that targets this unit, inflict D3 mortal damage on the attacking unit after the FIGHT ability has been resolved.


Artefacts of Power

HERO only
Passive
VISAGE OF THE GREAT BULL: This graven, gilded mask is wrought in the visage of a Taurus, supplanting the bearer’s will with Hashut’s crushing purpose.

Effect: In your charge phase, add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.


Spell Lore

Your Hero Phase
6
SEARING DETONATION: The sorcerer grasps dark fire in their claws, crushing it into a dense and howling nova before unleashing it in a wave of devastation.

Declare: Pick a friendly ZIGGURAT STAMPEDE WIZARD to cast this spell, pick each enemy unit in combat with them to be the targets, 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, UNLIMITED

Your Hero Phase
7
FLAMING WEAPONS: At a gesture, the cuneiform-inscribed weapons of the sorcerer’s host glow white-hot and ignite.

Declare: Pick a friendly ZIGGURAT STAMPEDE WIZARD to cast this spell, pick a visible friendly ZIGGURAT STAMPEDE unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Add 1 to the Rend characteristic of the target’s melee weapons until the start of your next turn.
KEYWORDSSPELL

Your Hero Phase
8
BURN TO ASH: Twisted Zharralid cantrips ignite the land until it is blackened and withered.

Declare: Pick a friendly ZIGGURAT STAMPEDE WIZARD to cast this spell, pick a terrain feature within 18" of them to be the target, then make a casting roll of 2D6.

Effect: If the target has a Health characteristic, inflict 2D3 mortal damage on it. Then, if the target was not destroyed or does not have a Health characteristic:
  • The target gains the ‘Obscuring’ terrain ability for the rest of the battle (Terrain, 1.2).
  • If the target is FACTION TERRAIN, until the start of your next turn, abilities on that terrain feature’s warscroll have no effect.
KEYWORDSSPELL

Once Per Turn (Army), Start of Your Turn
HARNESS DAEMONIC POWER: The Helsmiths of Hashut believe themselves above the fell influence of Chaos and readily harness daemonic power to embolden their spellcraft and ensorcelled weapons.

Effect: You must use this ability at the start of each of your turns. Remove all daemonic power points from each friendly unit. Then, gain 1 daemonic power point for each friendly desolation token on the battlefield.

Then, allocate your daemonic power points to friendly non-HOBGROT HELSMITHS OF HASHUT units. Each unit can have a maximum of 3 daemonic power points. Then, all unallocated daemonic power points are lost.

Designer’s Note: Non-HOBGROT units have abilities that become more powerful depending on how many daemonic power points they have. We recommend using coloured dice to track the number of points each unit has.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
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.
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.
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).
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.

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:

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.
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.

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

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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 WIZARD 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:

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.
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.
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.
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).
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).
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
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

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).
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).
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).
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.
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.
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.

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:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
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.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
Those HEROES can join an eligible regiment as a GRAND FORGEHOST WAR MACHINES.

Monster Hero
War Machine
Those HEROES can join an eligible regiment as a non-HERO GRAND FORGEHOST INFANTRY.

Infantry
Infantry Hero
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

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.
Those HEROES can join an eligible regiment as a GRAND FORGEHOST HERO.

Monster Hero
Infantry Hero
Those HEROES can join an eligible regiment as a GRAND FORGEHOST WIZARD.

Monster Hero
Infantry Hero
This HERO can join an eligible regiment as a GRAND FORGEHOST PRIEST.

Infantry Hero
Those HEROES can join an eligible regiment as a ZIGGURAT STAMPEDE.

Monster Hero
War Machine
Cavalry
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

End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
This HERO can join an eligible regiment as a Ziggurat Stampede HERO.

Monster Hero
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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.
This HERO can join an eligible regiment as a ZIGGURAT STAMPEDE WIZARD.

Monster Hero
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

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.

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