10" 15 3+ 5 Riding out from their ziggurat at the heart of the Adamantine Chain, the Daemonsmith is a terrifying sight. As their dreaded Infernal Taurus sends shockwaves rippling forth with every stamp of its hooves, the duardin sorcerer conjures unholy fire and drains arcane energies from the realm itself. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hurled Daemonfire [Crit (2 Hits), Shoot in Combat] | ||||||||
| Hurled Daemonfire Crit (2 Hits), Shoot in Combat | 18" | 3 | 4+ | 4+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Infernal Staff | ||||||||
| Infernal Staff | 3 | 4+ | 3+ | 1 | D3 | |||
Horns and Hooves [Charge (+1 Damage), Companion] | ||||||||
Horns and HoovesCharge (+1 Damage), Companion | 6 | 4+ | 2+ | 2 | 3 | |||
Passive |
Once Per Turn (Army), Your Hero Phase |
Passive |
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Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER, WAR MACHINE, WIZARD (1), FLY |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
The HELSMITHS OF HASHUT keyword is used in the following Helsmiths of Hashut warscrolls:
Passive |
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| 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. | ||
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
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Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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The HERO keyword is used in the following Helsmiths of Hashut warscrolls:
The MONSTER keyword is used in the following Helsmiths of Hashut warscrolls:
The WAR MACHINE keyword is used in the following Helsmiths of Hashut warscrolls:
The WIZARD keyword is used in the following Helsmiths of Hashut warscrolls:
Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Helsmiths of Hashut warscrolls:
The CHAOS keyword is used in the following Helsmiths of Hashut warscrolls:
The HELSMITHS OF HASHUT keyword is used in the following Helsmiths of Hashut warscrolls:
The DUARDIN keyword is used in the following Helsmiths of Hashut warscrolls:
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | ATTACK, FIGHT |
Passive |