Helsmiths of Hashut – Bull Centaurs

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

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).

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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.
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.

© Vyacheslav Maltsev 2013-2025