Helsmiths of Hashut – Scourge of Ghyran War Despot

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•HELSMITHS OF HASHUT WARSCROLL•
Scourge of Ghyran War Despot
4"
6
3+
2
The lords of a ziggurat’s royal clans are also its commanders in times of war. Swollen by dark power and clad in imposing armour, they see their thrall hosts as extensions of their own conquering ambition. Underlings are driven on relentlessly, expected to triumph or perish, while a Despot’s rivals fall beneath their blades – weapons acquired at a terrible price and empowered by the most dangerous daemonic essences.
•HELSMITHS OF HASHUT WARSCROLL•
Scourge of Ghyran War Despot
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Daemonflame Glaive [Crit (Mortal)]
Daemonflame Glaive
Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: Yes
Regiment Options: Any HELSMITHS OF HASHUT
Notes: This HERO can join an eligible regiment as a Hashutite Commander.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Turn (Army), Your Movement Phase
DAEMONFIRE PISTOL: The pistol carried by a War Despot can be wielded against the enemy or used to coerce their underlings into fighting harder.

Declare: Pick a visible enemy unit within 12" of this unit to be the enemy target. Then, you can pick a friendly HELSMITHS OF HASHUT INFANTRY unit in combat with the enemy target to be the friendly target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the enemy target equal to the roll.

If there is a friendly target, for the rest of the turn:
  • It can use a RETREAT ability and still use SHOOT and/or CHARGE abilities later in the turn.
  • Add 2" to the distance it can move when using RETREAT abilities.
  • No mortal damage is inflicted on it by RETREAT abilities.

Passive
TRIUMPH OR PERISH, YOU VERMIN!: A War Despot will relentlessly tyrannise their underlings to extract every last drop of effort from them.

Effect: While this unit has any daemonic power points, friendly non-HOBGROT HELSMITHS OF HASHUT units, excluding War Despots, with 0 daemonic power points count as having 1 daemonic power point while they are wholly within 9" of and visible to this unit.

Add 3" to the range of this ability while this unit has 2 daemonic power points. Add 6" to the range of this ability instead while this unit has 3 daemonic power points.

Designer’s Note: If a friendly unit with 0 daemonic power points is affected by this ability and subsequently gains 1 or more daemonic power points, this ability would stop affecting that unit. Also, Urak Taar’s ‘Master of Daemonic Power’ ability has no effect on units affected by this ability.

KEYWORDS
HERO, INFANTRY
CHAOS, HELSMITHS OF HASHUT, DUARDIN
Those HEROES can join an eligible regiment as a Hashutite Commander.

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.’

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

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Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
© Vyacheslav Maltsev 2013-2026