Helsmiths of Hashut – Dominator Engine with Immolation Cannons

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•HELSMITHS OF HASHUT WARSCROLL•
Dominator Engine
with Immolation Cannons
6"
10
2+
2
Dark rumour swirls around the Dominator Engines, those mechanised constructs wrought in the image of almighty Hashut. Within these beasts of iron burns an inferno of tormented daemon-matter, and the malice of those entities leaks from their eyes in hateful waves. The purpose of these engines is to destroy the enemies of the Zharrdron and the Father of Darkness in the most total and extreme fashion possible. In pursuit of these ends, many Dominators have their arms replaced by great Immolation Cannons, barrel-mouthed weapons that spit forth torrents of blazing death across the field.
•HELSMITHS OF HASHUT WARSCROLL•
Dominator Engine
with Immolation Cannons
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Immolation Cannons [Anti-CAVALRY (+1 Rend), Shoot in Combat]
Immolation Cannons
Anti-CAVALRY (+1 Rend), Shoot in Combat
8"52+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Horns and Pummelling Strikes [Charge (+1 Damage)]
Horns and Pummelling Strikes
Charge (+1 Damage)
34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 80mm
Can be reinforced: No

Once Per Turn (Army), Your Shooting Phase
ALL MUST BURN!: Those who approach a Dominator earn but one end – death by unclean fire.

Declare: Pick 2 or more visible enemy units within 8" of this unit to be the targets.

Effect: For the rest of the turn, add 2 to the Attacks characteristic of this unit’s Immolation Cannons for each unit picked to be the target of this ability, but each time this unit uses a SHOOT ability, it must target each of those units with at least 3 of its attacks.

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
Errata
Dominator Engine with Immolation Cannons
Change the ‘All Must Burn’ ability to:

Once Per Turn (Army), Your Shooting Phase
ALL MUST BURN
Declare: Pick 2 or more visible enemy units within 8" of this unit to be the targets.

Effect: For the rest of the turn, add 2 to the Attacks characteristic of this unit’s Immolation Cannons for each unit picked to be the target of this ability, but each time this unit uses a SHOOT ability, it must target each of those units with at least 3 of its attacks.

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).
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.
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).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE 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 ranged weapons is halved (rounding down to the nearest inch).
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.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
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.

FAQ / Errata

FAQ
Q:If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian?
A:
Yes.
Errata
6.0 Visibility
Add the following:

‘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.’
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

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

© Vyacheslav Maltsev 2013-2026