Slaves to Darkness – Horns of Hashut

This warscroll does not meet the selection criteria (see Settings tab).
5"
1
4+
6
WARSCROLL

Horns of Hashut

The Horns of Hashut are bringers of ruin and desolation, heralds sent forth by the Father of Darkness to claim territories in advance of his marching legions. Each region they conquer is pulverised, rendered empty and barren.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flamehurler
Flamehurler8"See below2+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Forge Weapons
Forge Weapons1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 90
Battlefield Role: Battleline
MODELBASE SIZE
Ruinator Alpha, Ruinator, Demolisher with Flamehurler32mm
4 x Demolishers with Crushing Weapons, Demolisher with Crushing Weapons and Shield28.5mm
3 x Shatterers25mm

Each model in a Horns of Hashut unit is armed with Forge Weapons.

RUINATOR ALPHA: 1 in every 10 models in this unit must be a Ruinator Alpha. Add 1 to the Attacks characteristic of that model’s melee weapons. In addition, Ruinator Alphas can issue commands to their own unit.

RUINATOR: 1 in every 10 models in this unit must be a Ruintator. Add 1 to the Attacks characteristic of that model’s melee weapons.

DEMOLISHER WITH FLAMEHURLER: 1 in every 10 models in this unit must be a Demolisher with Flamehurler. A Demolisher with Flamehurler is armed with a Flamehurler and Forge Weapons.

Torrent of Flames: Spewingforth devastating flames of dark artifice, Flamehurlers engulf the foe in an inferno of hellfire.
The Attacks characteristic of a Flamehurler is equal to the number of models in the target unit (to a maximum Attacks characteristic of 8).

Stampede of Iron: The Horns of Hashut wage war with brutal, overwhelming violence. Crashing into enemy lines with ferocious impact before delivering bone-crushing strikes from their fell-forged weapons.
After this unit makes a charge move you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 6, that enemy unit suffers 1 mortal wound.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, MORTAL, CULTISTS, HORNS OF HASHUT
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The CHAOS keyword is used in the following Slaves to Darkness warscrolls:

The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:

Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The CULTISTS keyword is used in the following Slaves to Darkness warscrolls:

Battleline
© Vyacheslav Maltsev 2013-2024