Helsmiths of Hashut – Infernal Razers with Blunderbusses

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HELSMITHS OF HASHUT WARSCROLL
Infernal Razers
with Blunderbusses
4"
1
4+
1
Grizmalok Blunderbusses are weapons that speak to the souls of the Zharrdron - for like them, they are indiscriminate in how they shred and destroy. Regiments of Razers - duardin drawn from a ziggurat's craftsmen - armed with these firearms are capable of unleashing unrelenting firepower. Any enemy who does not take cover suffers terrible mutilation and mangling, their aggression withering away before such punishment.
HELSMITHS OF HASHUT WARSCROLL
Infernal Razers
with Blunderbusses
RANGED WEAPONS
RngAtkHitWndRndDmg
Grizmalok Blunderbusses
Grizmalok Blunderbusses18"13+2+-2
MELEE WEAPONS
AtkHitWndRndDmg
Weapon Butt
Weapon Butt14+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 28.5mm
Can be reinforced: Yes

Once Per Turn (Army), Your Shooting Phase
HATEFUL HAIL: Carnage unfolds in the wake of a Grizmalok salvo, suppressing even the most rampant aggression.

Declare: If this unit used a SHOOT ability this turn and all of its attacks targeted the same enemy unit, that enemy unit is the target.

Effect: Roll a dice and add the number of enemy models in the target unit slain by attacks made by this unit this turn. If the result is 6+, the target has STRIKE-LAST for the rest of the turn.

Passive
MANGLERS OF METAL: The weapons of the Zharrdron can be infernally empowered until they burn and blast clean through armour.

Effect: Add 1 to the Rend characteristic of this unit’s ranged weapons for each daemonic power point this unit has.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HELSMITHS OF HASHUT, DUARDIN

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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.

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.
© Vyacheslav Maltsev 2013-2025