Helsmiths of Hashut – Ashen Elder

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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
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).
This HERO can join an eligible regiment as a Hashutite Commander.

Infantry Hero

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.

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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.
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

© Vyacheslav Maltsev 2013-2025