Helsmiths of Hashut – Daemonsmith

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HELSMITHS OF HASHUT WARSCROLL
Daemonsmith
4"
6
4+
2
Immersed in the dark magics of Hashut, Daemonsmiths are ever in pursuit of greater degrees of power, no matter the cost. These sorcerers are masters of infernal mechanisms and molten magics, presiding over batteries of war engines they have personally empowered with ruinous spark. Battle, to their mind, is merely another means to demonstrate their abilities – a fact that always bodes ill for their enemies.
HELSMITHS OF HASHUT WARSCROLL
Daemonsmith
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Daemonfire [Crit (2 Hits), Shoot in Combat]
Hurled Daemonfire
Crit (2 Hits), Shoot in Combat
18"34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Darkiron Talon
Darkiron Talon33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Hashutite Commander, Any HELSMITHS OF HASHUT

Once Per Turn (Army), Your Hero Phase
MOLTEN MENDING: A learned Daemonsmith can suture ensorcelled plate and stoke the daemon furnaces anew.

Declare: Pick a friendly HELSMITHS OF HASHUT WAR MACHINE wholly within 6" of this unit to be the target. Add 6" to the range of this ability for each daemonic power point this unit has.

Effect: Heal (D3+X) the target, where X is the number of daemonic power points this unit has.

KEYWORDS
HERO, WIZARD (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).
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.
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.
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

The WIZARD keyword is used in the following Helsmiths of Hashut warscrolls:

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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).
© Vyacheslav Maltsev 2013-2025