Helsmiths of Hashut – Anointed Sentinels

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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
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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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.
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.

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.
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.
© Vyacheslav Maltsev 2013-2025