Helsmiths of Hashut – Deathshrieker Rocket Battery

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HELSMITHS OF HASHUT WARSCROLL
Deathshrieker Rocket Battery
4"
8
3+
2
Unholy screams split the air as a Deathshrieker Rocket Battery disgorges its payload. Within these warheads bubbles the wicked fire of the Bullfather – a daemonic chemical flame that ignites on contact with the air and rips across the field with a sentient hunger. The Hashu‑Zharr consumes everything in its path with wanton abandon, but it shows particular vitriol towards larger and more obstinate prey such as monsters. Upon these, it inflicts a lingering death, transforming their flesh to blazing pyres. It is enough to see even the most bitter Zharrdron artillerist smirk in cruel approval.
HELSMITHS OF HASHUT WARSCROLL
Deathshrieker Rocket Battery
RANGED WEAPONS
RngAtkHitWndRndDmg
Hashu-Zharr Rockets [Anti-MONSTER (+1 Rend), Anti-WAR MACHINE (+1 Rend)]
Hashu-Zharr Rockets
Anti-MONSTER (+1 Rend), Anti-WAR MACHINE (+1 Rend)
24"34+2+2D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Artillerist Weapons
Artillerist Weapons34+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 100mm
Can be reinforced: No

Once Per Turn (Army), Your Shooting Phase
HUNGERING FLAMES: The alchemical Hashu-Zharr flames yearn to consume. The more obstinate the prey, the better.

Effect: For the rest of the turn, the Damage characteristic of this unit’s Hashu-Zharr Rockets is 5 if the target is a MONSTER or a WAR MACHINE.

Reaction: You declared a SHOOT ability for this unit and all of its attacks targeted the same enemy unit
WATCH THEM BURN: To be in the vicinity of a Hashu-Zharr rocket as it strikes its target is to risk a fiery, agonising demise.

Effect: Roll a number of dice equal to the number of daemonic power points this unit has for each other enemy unit within the combat range of the target of this unit’s shooting attacks. For each 3+, inflict 1 mortal damage on the enemy unit being rolled for.

KEYWORDS
WAR MACHINE
CHAOS, HELSMITHS OF HASHUT
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).
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.
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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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.
© Vyacheslav Maltsev 2013-2025