Helsmiths of Hashut – Dominator Engine with Bane Maces

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HELSMITHS OF HASHUT WARSCROLL
Dominator Engine
with Bane Maces
6"
10
2+
2
Few can stand before a Dominator Engine and hope to live. These daemon engines are embodiments of the Bullfather’s urge to topple and crush, anointed with the blood of duardin who defy glorious Hashut. Wherever hope flares amongst the foe, these wrathful machines are dispatched to demolish it utterly. Often, this sees the gaze of the Dominators fall upon the great champions of the foe – those who offend the Helsmiths of Hashut by refusing to offer proper submission. The scrutiny of a Dominator can swiftly burn out all sense of defiance before strikes from their ensorcelled mauls set the prey’s soul ablaze.
HELSMITHS OF HASHUT WARSCROLL
Dominator Engine
with Bane Maces
MELEE WEAPONS
AtkHitWndRndDmg
Bane Maces [Charge (+1 Damage)]
Bane Maces
Charge (+1 Damage)
44+2+13
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 80mm
Can be reinforced: No

Once Per Turn (Army), Any Combat Phase
ENGINE OF DOMINATION: Enemy champions are frozen in dread by this daemon engine’s glare before being pulverised by its cursed mauls.

Effect: If this unit is in combat with any enemy HEROES, it can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the phase and can only be picked to use a second FIGHT ability if it is still in combat with any enemy HEROES.

Passive
DAEMONIC STRENGTH: When empowered with a surplus of daemonic energy, Dominator Engines are made faster and deadlier still.

Effect: For each daemonic power point this unit has:
  • Add 1" to its Move characteristic.
  • Add 1 to the Attacks characteristic of its weapons.

KEYWORDS
WAR MACHINE
CHAOS, HELSMITHS OF HASHUT, AUTOMATON
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.

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13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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.

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

© Vyacheslav Maltsev 2013-2025