Helsmiths of Hashut – Tormentor Bombard

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SPEARHEAD WARSCROLL
Tormentor Bombard
4"
8
3+
2
Rumbling with each blast, spitting trails of smoke into the sky, a Tormentor Bombard rains down a relentless rain of slaughter. The mechanistic precision of these war machines stands in contrast to the anarchy they cause. Instead of tangible shells, they fire the raw essence of Chaos, which has been tortured, agitated and shovelled into rune-warded furnaces. Where these crackling cores of dark energy impact the earth, they explode with terrible force. Enemy formations are violently ripped apart, the survivors left staggering through wreckage as the ground beneath them shatters and twists.
SPEARHEAD WARSCROLL
Tormentor Bombard
RANGED WEAPONS
RngAtkHitWndRndDmg
Torrent of Ruinous Energy [Anti-INFANTRY (+1 Rend), Anti-CAVALRY (+1 Rend)]
Torrent of Ruinous Energy
Anti-INFANTRY (+1 Rend), Anti-CAVALRY (+1 Rend)
30"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Artillerist Weapons
Artillerist Weapons34+4+-1
Passive
CALCULATED TRAJECTORY: The warhosts of the Chaos duardin revel in overwhelming their foes with excessive, punishing firepower.

Effect: Add 1 to hit rolls for this unit’s shooting attacks that target an enemy unit with 5 or more models that is more than 12" from this unit.

Once Per Turn (Army), Your Shooting Phase
RUINOUS BOMBARDMENT: Those who survive the initial unmaking wave of raw Chaos energy laid down by a Tormentor Bombard are left addled and disoriented.

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. Then, you can pick a number of enemy units within 6" of the target equal to the number of daemonic power points this unit has to be additional targets.

Effect: Roll a dice for each target. On a 3+, subtract 3 from the target’s control score for the rest of the turn.

KEYWORDS
WAR MACHINE
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

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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.
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).
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
© Vyacheslav Maltsev 2013-2026