This page contains all of the rules you need to field your Helsmiths of Hashut miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Battletome: Helsmiths of Hashut
| Q: | When using ‘Harness Daemonic Power’, when daemonic power points are removed from units, are they retained to be reallocated to friendly units or are they lost? |
| A: | They are lost. |
| Q: | If a unit is affected by both the Ashen Elder’s ‘Stoked Fanaticism’ and the Taar’s Grand Forgehost spell ‘Reinforce Daemonsteel’, both of which allow a unit to ignore the first damage point allocated to it in a phase, do those abilities allow that unit to ignore just the first damage point allocated to it or does that unit ignore the first and second damage points allocated to it? |
| A: | Only the first damage point would be ignored. |
| Q: | If one of the WAR MACHINES in the Curse-Steel Battery has been destroyed, can the ‘Display of Total Power’ ability be used? |
| A: | Yes. |
Helsmiths of Hashut armies can use the following abilities:
HARNESS DAEMONIC POWER: The Helsmiths of Hashut believe themselves above the fell influence of Chaos and readily harness daemonic power to embolden their spellcraft and ensorcelled weapons.
Effect: You must use this ability at the start of each of your turns. Remove all
daemonic power points from each friendly unit. Then, gain 1
daemonic power point for each friendly
desolation token on the battlefield.
Then, allocate your
daemonic power points to friendly
non-HOBGROT HELSMITHS OF HASHUT units. Each unit can have a maximum of 3
daemonic power points. Then, all unallocated
daemonic power points are lost.
Designer’s Note: Non-HOBGROT units have abilities that become more powerful depending on how many daemonic power points they have. We recommend using coloured dice to track the number of points each unit has.
RESERVES OF DAEMONIC POWER: When venturing forth into the untainted reaches of the realms, the Helsmiths of Hashut draw upon reserves of daemonic power to establish a foothold.
Declare: Pick a friendly
non-HOBGROT HELSMITHS OF HASHUT unit that has no
daemonic power points to be the target.
Effect: Give 2
daemonic power points to the target.
LEAVE THE LAND IN RUIN: Both raw resources and esoteric pain are needed to fuel the Helsmiths’ forge-craft, demanding they lay lands to waste.
Declare: Pick a
terrain feature or
objective that does not have a friendly
desolation token and is
contested by a friendly
HELSMITHS OF HASHUT unit that is not
in combat to be the target.
Effect: Give the target a
desolation token.
You can pick 1 of the following battle formations for a Helsmiths of Hashut army. Each battle formation grants a different ability you can use in the battle.
Hashutite Host
AMASSED LEGIONS: The hosts of the ziggurats march to conquer and claim, advancing into verdant lands and leaving them barren.
Effect: Each time a friendly
HELSMITHS OF HASHUT INFANTRY unit with 3
daemonic power points uses the ‘
Rally’ command, you can make 3 additional rally rolls of D6.
The Bullfather’s Horns
BULLS OF THE ZIGGURAT: When unleashed, those warriors and constructs shaped in Hashut’s image are relentless.
Effect: Add 2" to the Move characteristic of friendly
HELSMITHS OF HASHUT CAVALRY and
MONSTER units while they have 3
daemonic power points.
Castigation Battery
EXPERIMENTAL MUNITIONS: In trying to control Chaos, duardin engineers have crafted all manner of eldritch ammunition for their war machines. In doing so, they have given the power of ruin even more destructive outlets.
Effect: Add 1 to the Attacks characteristic of ranged weapons used by friendly
HELSMITHS OF HASHUT WAR MACHINES while they have 3
daemonic power points.
Daemonsmith Cabal
ARCANE DOMINANCE: Despite all that its pursuit costs them, the sorcerers of the ziggurats are ever lusting for greater power.
Effect: Add 1 to
casting rolls,
unbinding rolls,
banishment rolls and
chanting rolls for friendly
HELSMITHS OF HASHUT WIZARDS and
PRIESTS while they have 3
daemonic power points.
Domination Force
DOMINION HEXES: The armour of these Helsmiths has been imbued by the Daemonsmiths with hexes of subjugation that weaken the resolve of those who seek to stand in their way.
Effect: Double the Health characteristic of friendly
non-HOBGROT HELSMITHS OF HASHUT units for the purposes of the ‘
Power Through’ command.
Designer’s Note: The effect of this ability applies both when you use ‘Power Through’ and when your opponent uses ‘Power Through’
Industrial Polluters
SMOG AND SMOKE: The heavy exhaust fumes billowing from the Helsmiths’ war machines envelops their warriors in an obscuring, pollutantladen smoke.
Effect: Subtract 1 from
hit rolls for
shooting attacks that target friendly
HELSMITHS OF HASHUT INFANTRY or
CAVALRY units while they are wholly within 9" of a friendly
HELSMITHS OF HASHUT WAR MACHINE.
Tyrants and Overseers
HERO only
|
| SERVILE AUTOMATON | 0 |
| AN EYE FOR WEAKNESS | 0 |
| ’FIRE, YOU WORMS!’ | 0 |
SERVILE AUTOMATON: This paranoid overlord shuns traditional bodyguards, instead favouring a looming daemon engine entirely bound to them through burning Zharralid carvings.
Declare: Pick a friendly
HELSMITHS OF HASHUT AUTOMATON unit within this unit’s
combat range to be the target.
Effect: For the rest of the battle, the target is this unit’s bodyguard and the following effects apply:
- While this unit is in combat and its bodyguard is within its combat range, its bodyguard has STRIKE-FIRST.
- If this unit is INFANTRY, it has WARD (5+) while its bodyguard is within its combat range.
AN EYE FOR WEAKNESS: Whether bargaining a Wage of Toil or considering the press of battle, this duardin can readily sense vulnerability.
Declare: Pick a
visible enemy unit within 18" of this unit to be the target.
Effect: Until the start of your next turn, add 1 to
wound rolls for
combat attacks made by friendly
HELSMITHS OF HASHUT units that target that enemy unit.
’FIRE, YOU WORMS!’: A pitiless enforcer of discipline, this duardin expects their underlings to keep firing even as the foe bears down on them.
Declare: Pick a friendly
HELSMITHS OF HASHUT INFANTRY unit that is not
in combat and is wholly within 12" of this unit to be the target.
Effect: The target can immediately use the ‘
Shoot’ ability as if it were your shooting phase. All attacks must target the same enemy unit, and the enemy unit picked to be the target of the attacks must have
charged this phase. If the unmodified
hit roll for any of those attacks is 1-5, the attack fails and the attack sequence ends.
Dark Gifts of Hashut
HERO only
|
| SCROLL OF PETRIFICATION | 0 |
| CRUCIBLE OF SPITE | 0 |
| GAUNTLETS OF PUNISHMENT | 0 |
SCROLL OF PETRIFICATION: Though they cannot control the stone-flesh curse, the Zharrdron still believe it can be harnessed. This scroll is the result of such a belief. One who reads from it can transform themselves or their minions into stone for a fleeting moment.
Declare: Pick a friendly
HELSMITHS OF HASHUT unit wholly within 12" of this unit to be the target.
Effect: For the rest of the turn:
- The target has WARD (2+).
- Enemy units can ignore the target’s combat range for the purposes of movement and charging.
- Enemy units can ignore the target for the purposes of setting up on the battlefield but cannot be set up on the target.
CRUCIBLE OF SPITE: This charm, a hollowed and profane statuette of Grungni, contains raging daemon essences that can be drawn on for strength. Yet such eager blasphemy does not go unpunished…
Effect: Give up to 3
daemonic power points to this unit. However, you cannot allocate or give any more
daemonic power points to this unit for the rest of the battle.
GAUNTLETS OF PUNISHMENT: Cooled in the blood of duardin who sought to betray their sworn overlords, a spiteful gesture from these gauntlets can wrack a soul with unbearable pain.
Declare: Pick a
visible enemy unit within 12" of this unit to be the target.
Effect: Roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
Dark Gifts of Hashut
HERO only
|
| GEM OF UTORAK | 0 |
| CASQUE OF BELITTLEMENT | 0 |
| HORN OF THE BULLFATHER | 0 |
GEM OF UTORAK: Utorak created many of these crystals, each of which grants a measure, albeit fleeting, of arcane power. His censure and eradication followed swiftly after
Effect: If this unit is not a
Wizard, it has
WIZARD (2) until the start of your next turn.
If this unit is a
WIZARD, until the start of your next turn:
- Add 1 to this unit’s power level.
- Add D3 to casting rolls for this unit.
CASQUE OF BELITTLEMENT: The wearer of this helm hears a constant scornful voice in their ear, one that sneers at and derides them until they explode in a fit of pique.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: Roll a number of dice equal to your
fury level. If this unit
charged this turn, add 1 to each roll. For each 3+, inflict 1
mortal damage on the target.
HORN OF THE BULLFATHER: Using this dread clarion, duardin warriors and disposable lackeys across the battlefield can be sent to outflank the enemy.
Declare: Pick a
visible friendly
HELSMITHS OF HASHUT unit to be the target. Then, you can pick a visible friendly
Hobgrot Vandalz unit to be a second target.
Effect: Remove each target from the battlefield and set them up again wholly within 7" of the battlefield edge and more than 9" from all enemy units.
Accursed Devices are a special type of enhancement for WAR MACHINES. During army composition, when you add enhancements, you can pick 1 Accursed Device and give it to a WAR MACHINE on your army roster.
Accursed Device
|
| GREED PISTONS | 0 |
| OVERDRIVE SWITCH | 0 |
| BREATH OF CONTEMPT | 0 |
GREED PISTONS: At great expense the Daemonsmiths have fitted this machine with advanced piston assemblies, enabling it to perform fearsome turns of speed.
Effect: When making
charge rolls for this unit, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.
OVERDRIVE SWITCH: Pushing this war engine beyond its normal limits will wreak devastation on the enemy but risks damaging blowbacks from the daemonfire bound within it.
Declare: For the rest of the phase:
- Add 1 to hit rolls for this unit’s attacks, including those made with Companion weapons, that target an enemy unit within 9" of it.
- Each time an unmodified hit roll for an attack made by this unit is 1, allocate 1 damage point to this unit after the ATTACK ability has been resolved (ward rolls cannot be made for those damage points).
BREATH OF CONTEMPT: This war machine has been fitted with chambers that store excess steam under pressure that can be released in scalding gouts at nearby foes.
Declare: Pick up to 3 enemy units
in combat with this unit to be the targets.
Effect: Roll a D3 for each target. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
Accursed Device
Accursed Devices are unique
enhancements that can be given to
HELSMITHS OF HASHUT WAR MACHINES. A unit can only have 1 Accursed Device.
|
| INFERNAL MOTIVATORS | 20 |
| EARTHWRACK STABILISERS | 10 |
| BULLFATHER’S SCORN | 10 |
INFERNAL MOTIVATORS: The daemonic matter that powers this machine consistently provides it with feverish animation.
Effect: Add 2" to this unit’s Move characteristic.
EARTHWRACK STABILISERS: Large metal rods embedded in this war machine’s frame plunge deep into the earth, reducing its mobility but providing incredible stability while attacking
Effect: Add 1 to the Rend characteristic of this unit’s melee weapons if it has not
charged in the same turn.
BULLFATHER’S SCORN: This war machine has been stamped with infernal runes of contempt that grant immense power on command.
Effect: You can spend 1
rage dice. If you do:
- Apply the effect below.
- If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.
Otherwise, roll a dice. On a 3+, apply the effect below.
This unit’s ranged weapons have
Crit (2 Hits) until the start of your next turn. If each of this unit’s ranged weapons already have
Crit (2 Hits), this unit’s
shooting attacks score
critical hits on unmodified
hit rolls of 5+ until the start of your next turn instead.
Lore of Infernal Power
HATEFUL FRACTURES: The sorcerer clenches a contemptuous fist, seeing firm ground beneath their foes suddenly splinter and crack.
Declare: Pick a friendly
HELSMITHS OF HASHUT WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Halve the target’s Move characteristic until the start of your next turn.
ASHEN SMOG: Clouds of choking ash seep from the sorcerer’s outstretched talon before settling across the lands as an impenetrable, blinding pall.
Declare: Pick a friendly
HELSMITHS OF HASHUT WIZARD to cast this spell, pick a
visible terrain feature within 18" of them that has a friendly desolation token to be the target, then make a
casting roll of 2D6.
Effect: That terrain feature has the ‘
Obscuring’ ability (
Terrain, 1.2) until the start of your next turn. Then, roll a D3 for each enemy unit
contesting the target terrain feature. On a 2+, inflict an amount of damage equal to the roll on that unit.
MOLTEN METAL: A wave of hellish, liquid metal that strips armour and melts flesh surges forth into the enemy line.
Declare: Pick a friendly
HELSMITHS OF HASHUT WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Roll a number of dice equal to the unmodified casting roll. Inflict 1
mortal damage on the target for each roll that equals or exceeds the target’s Save characteristic.
Prayers of the Scorched Sect
BLACK FLAMES OF HASHUT: Spitting the Bullfather’s contempt, the priest causes their enemies to be wreathed in abyssal fire – a worthy punishment for the weak.
Declare: Pick a friendly
HELSMITHS OF HASHUT PRIEST to chant this prayer, pick a
visible enemy unit within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1
mortal damage on the target. If the chanting roll was 8+, inflict 1 mortal damage on the target for each 4+ instead.
| KEYWORDS | PRAYER, UNLIMITED |
FURNACE BLESSING: The priest pours burning scorn upon the daemonic essences bound in duardin steel, seeing the weapons of the Hashutites blaze in molten outrage.
Declare: Pick a friendly
HELSMITHS OF HASHUT PRIEST to chant this prayer, pick a
visible friendly
HELSMITHS OF HASHUT unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn. If the chanting roll was 8+, that unit’s melee weapons also have
Crit (Mortal) for the rest of the turn.
STORM OF OBSIDIAN SHARDS: The sheer vitriol of this duardin priest is incarnated as a tumult of flesh-shredding stone splinters.
Declare: Pick a friendly
HELSMITHS OF HASHUT PRIEST to chant this prayer, pick a
visible enemy unit within 18" of them to be the target, then make a
chanting roll of D6.
Effect: Inflict D3
mortal damage on the target and subtract 3 from the target’s
control score for the rest of the turn. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
Army of Renown
Taar’s Grand Forgehost
When you pick the Helsmiths of Hashut faction for your army, you can choose for it to be a Taar’s Grand Forgehost
Army of Renown. If you do so, use the faction rules in this section instead of the Helsmiths of Hashut faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
GRAND FORGEHOST keyword.
| | |
| ROSTER OPTIONS - Urak Taar, the First Daemonsmith (must be included and must be your general)
- Any non-HOBGROT HELSMITHS OF HASHUT INFANTRY units
- Any non-HERO HELSMITHS OF HASHUT WAR MACHINE units
- You cannot include Regiments of Renown
| |
| | |
RISING FIRE: The hosts of Urak Taar fight with obsessive precision instead of haste – but once the furnaces are lit, victory is inevitable.
Effect: The following cumulative effects apply to friendly
GRAND FORGEHOST units in each battle round after the first.
Battle Round 2:Daemonic Weaponry: Those units’ weapons have
Crit (2 Hits).
Battle Round 3:Harnessed Sorcery: Add 1 to
casting rolls and
chanting rolls for those units.
Battle Round 4:Channelled Power: Attacks made by those units score
critical hits on unmodified
hit rolls of 5+.
Battle Round 5:Arcane Dominance: Add 1 to the
power level of those units if they are a
WIZARD or
PRIEST.
MASTERFUL DAEMONWORKS: Those engines marshalled by the First Daemonsmith are masterworks of cursed engineering.
Effect: Friendly
GRAND FORGEHOST WAR MACHINES have
WARD (6+).
DREAD RANKS UNBROKEN: Serried legions of duardin march in service to Urak Taar and the Forge Anathema.
Declare: Pick a friendly
NON-HERO GRAND FORGEHOST INFANTRY unit that has been destroyed to be the target.
Effect: Set up a
replacement unit with half the number of models from the target unit (rounding up), wholly within 6" of the battlefield edge and more than 9" from all enemy units.
(
HERO) only
RUTHLESS OVERSSER: The magnates and warlords in service to Urak Taar are hungry to distinguish themselves and demand faultless discipline.
Effect: Each time a friendly
GRAND FORGEHOST unit wholly within 12" of this unit uses the ‘
Rally’ command, you can make 3 additional rally rolls of D6.
(
HERO) only
TALISMAN OF OBSIDIAN: The obsidian jewel set within this amulet shrouds the bearer and protects them from harm.
Effect: Subtract 1 from
hit rolls for attacks that target this unit.
REINFORCE DAEMONSTEEL: At a sorcerer’s chanting, the sigils inscribed on their minions’ armour glow with protective power.
Declare: Pick a friendly
GRAND FORGEHOST WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, ignore the first damage point allocated to each friendly
HELSMITHS OF HASHUT unit in each phase while they are wholly within 12" of the caster.
SHACKLING CURSE: A daemonic hex of Urak Taar’s own devising is placed upon the foe, blunting their strikes.
Declare: Pick a friendly
GRAND FORGEHOST WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: For the rest of the turn, the target’s attacks cannot score
critical hits (treat them as regular hits instead).
GRASP OF STONE: The Drazghar have observed Urak Taar’s ability to channel his curse. They attempt to replicate this via invocations, though Taar ensures that none learn too much…
Declare: Pick a friendly
GRAND FORGEHOST PRIEST to chant this prayer, pick a
visible enemy unit within 18" of them to be the target, then make a
chanting roll of D6.
Effect: Subtract 1 from the Attacks characteristic of the target’s melee weapons until the start of your next turn. If the chanting roll was 8+, the target also has
STRIKE-LAST until the start of your next turn.
| KEYWORDS | PRAYER, UNLIMITED |
LAVA STORM: The skies above burn a polluted red as globs of black lava are called to rain onto the enemy.
Declare: Pick a friendly
GRAND FORGEHOST PRIEST to chant this prayer. Pick an enemy unit to be the target and roll 6 dice. For each 6, pick an additional enemy unit to be a target. Then make a
chanting roll of D6.
Effect: If the chanting roll was 7+, pick an additional enemy unit to be a target. Inict D3
mortal damage on each target.
Army of Renown
When you pick the Helsmiths of Hashut faction for your army, you can choose for it to be a Ziggurat Stampede
Army of Renown. If you do so, use the faction rules in this section instead of the Helsmiths of Hashut faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
ZIGGURAT STAMPEDE keyword.
LET THE REALMS TREMBLE: The onslaught of Hashutite war machines are a tide of annihilation that cannot be resisted.
Effect: Add X to
charge rolls for friendly
ZIGGURAT STAMPEDE units, where X is the number of friendly
ZIGGURAT STAMPEDE units that have already
charged this phase.
’BREAK THEM, ONE AND ALL...’: A Ziggurat Stampede is unleashed for one reason – to crush all in its path.
Effect: Any number of friendly
ZIGGURAT STAMPEDE units can use the ‘
Power Through’ command in the same turn.
RUN ROUGHSHOD: Only a fool believes they can stop Hashut’s chosen from going where they wish.
Declare: Pick a friendly
ZIGGURAT STAMPEDE unit
in combat to be the target.
Effect: For the rest of the turn:
- The target can use SHOOT and/or CHARGE abilities even if it used a RETREAT ability in the same turn.
- No mortal damage is inflicted on the target by RETREAT abilities.
HERO only
RAGING ANIMUS: Within this Taurus is bound an especially diabolical spirit – one that takes any opportunity to violently burst free.
Effect: Each time you make an unmodified
save roll of 1 for a combat attack that targets this unit, inflict D3
mortal damage on the attacking unit after the
FIGHT ability has been resolved.
HERO only
VISAGE OF THE GREAT BULL: This graven, gilded mask is wrought in the visage of a Taurus, supplanting the bearer’s will with Hashut’s crushing purpose.
Effect: In your
charge phase, add 1 to the number of dice rolled when making
charge rolls for this unit, to a maximum of 3.
SEARING DETONATION: The sorcerer grasps dark fire in their claws, crushing it into a dense and howling nova before unleashing it in a wave of devastation.
Declare: Pick a friendly
ZIGGURAT STAMPEDE WIZARD to cast this spell, pick each enemy unit
in combat with them to be the targets, then make a
casting roll of 2D6.
Effect: Roll a D3 for each target. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
FLAMING WEAPONS: At a gesture, the cuneiform-inscribed weapons of the sorcerer’s host glow white-hot and ignite.
Declare: Pick a friendly
ZIGGURAT STAMPEDE WIZARD to cast this spell, pick a
visible friendly
ZIGGURAT STAMPEDE unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Add 1 to the Rend characteristic of the target’s melee weapons until the start of your next turn.
BURN TO ASH: Twisted Zharralid cantrips ignite the land until it is blackened and withered.
Declare: Pick a friendly
ZIGGURAT STAMPEDE WIZARD to cast this spell, pick a
terrain feature within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: If the target has a Health characteristic, inflict 2D3
mortal damage on it. Then, if the target was not destroyed or does not have a Health characteristic:
- The target gains the ‘Obscuring’ terrain ability for the rest of the battle (Terrain, 1.2).
- If the target is FACTION TERRAIN, until the start of your next turn, abilities on that terrain feature’s warscroll have no effect.
Here, you will find additional rules to use with a Helsmiths ofHashut army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Helsmiths of Hashut units.
The Anvil of Apotheosis
| | |
| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
| | |
| | |
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Helsmiths of Hashut units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | |
| | |
Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Cruel Overlord | 10 | 150 | | Hashutite Tyrant | 30 | 250 | | Honoured of the Dark Conclave | 50 | 350 |
|
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| Hashutite Blade |
| | Hashutite Blade | 3 | 3+ | 4+ | 1 | 2 |
| HERO, INFANTRY |
| CHAOS, HELSMITHS OF HASHUT, DUARDIN |
Step 3 - Choose an Archetype
You must pick 1 of the following Archetypes for your hero:
| | |
| Change your hero’s Save characteristic to 3+. Replace the weapon profile of their Hashutite Blade with the one below. They gain the regiment options below.
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Hashutite Blade Crit (Mortal) | 5 | 3+ | 4+ | 1 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Hashutite Blade Crit (Mortal) | | 5 | 3+ | 4+ | 1 | 2 |
|
| Regiment Options | Any HELSMITHS OF HASHUT units |
|
| |
| | |
| | |
| Your hero gains the WIZARD (1) keyword. Replace the weapon profile of their Hashutite Blade with the one below. They gain the regiment options below.
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Hashutite Blade Crit (Mortal) | 5 | 3+ | 4+ | 1 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Hashutite Blade Crit (Mortal) | | 5 | 3+ | 4+ | 1 | 2 |
|
| Regiment Options | Any HELSMITHS OF HASHUT units |
|
| |
| | |
| | |
| Your hero gains the PRIEST (1) keyword and the ability and regiment options below.
EXTRACT POWER: The hateful chanting of Hashut's priesthood rips energy from the realms.
Effect: If this unit is contesting an objective, a Place of Power, or a terrain feature and that objective, Place of Power or terrain feature has a friendly desolation token, give this unit 1 ritual point.
| Regiment Options | Any HELSMITHS OF HASHUT units |
|
| |
| | |
Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
| | |
| OriginsPURVEYOR OF DARK MECHANISMS: This duardin's hunger for power is manifested in their carefully maintained stockpiles of war machines.
Declare: Pick a friendly WAR MACHINE within this unit’s combat range to be the target. Effect: Heal (D3) the target.
POWER THROUGH DARK PACTS: Born into a clan of low repute, this duardin has risen through the ziggurat's hierarchy at surprising speed. Their detractors whisper that they have done so through means forbidden even to Hashut's favoured...
Declare: You must use this ability in each of your hero phases. Effect: Roll a dice and apply the corresponding effect: 1-3 Sacrificial Demand: Pick another friendly unit within 12" of this unit. 1 model in that unit is slain. Otherwise, inflict D6 mortal damage on this unit. 4+ Forbidden Knowledge: Pick 1 of the following effects to apply until the start of your next turn: - If this unit is a WIZARD or PRIEST, add 1 to its power level.
- Add 1 to the Damage characteristic of this unit’s melee weapons.
- Add 3 to the control scores of friendly units while they are wholly within 12" of this unit.
RUTHLESS INDUSTRIALIST: This duardin is the overseer of a number of daemonic forges and will stop at nothing to see their fires stoked with the bounty of the realms.
Effect: During your Path to Glory campaign, keep a tally of the number of desolation tokens you give. Each time the tally reaches a multiple of 15 (e.g. 15, 30, 45 etc.), this unit gains the next rank on its Path.
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| FlawsCREEPING PETRIFICATION: Despite their efforts, the stone-flesh curse has taken much of this duardin's ageing body. In the end, Hashut always takes his due.
Effect: Subtract 2 from run rolls and charge rolls for this unit. In addition, at the end of each battle, roll a dice. On a 1, give this unit 1 stone-flesh point and note this on your Path to Glory roster. When this unit has 3 stone-flesh points, you must remove this unit from your Path to Glory roster.
CHAINED BY OBLIGATION: Whether from their ancestors or their own ill fortune, this duardin bears a debt to rival clans - one that must be fulfilled,
Declare: This unit must use this ability. Effect: Roll a dice. On a 1-3, your resources have been depleted before the battle to settle a debt. You lose 1 command point.
RIGID AND UNMOVING: Devoid of imagination, and believing even tactical retreat a sign of weakness, this duardin commands with a machine-like rigidity.
Effect: While this unit is on the battlefield, friendly units cannot use the ’ Redeploy’ command.
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Step 5 - Choose a Battle Mount
You can pick up to 1
Battle Mount for your hero.
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| INFERNAL TAURUS: These colossal statues stand sentinel atop the highest battlements of the ziggurat. In times of war, they are brought to life through the magic of Chaos and ridden to war by the most powerful members of the clan.Add the following weapon and abilities to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Horns and Hooves Charge (+1 Damage), Companion
| 6 | 4+ | 2+ | 2 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Horns and Hooves Charge (+1 Damage), Companion | | 6 | 4+ | 2+ | 2 | 3 |
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BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Horns and Hooves is 5.
DAEMONIC RESILIENCE: Spitting contempt from between their tusks, these duardin refuse to show the slightest shred of weakness.
Effect: Apply the effect below that corresponds with the number of daemonic power points (DPP) this unit has: | DPP | Effect | | 1 | This unit has WARD (6+). | | 2 | This unit has WARD (5+). | | 3 | This unit has WARD (4+) against damage inflicted by SPELLS, PRAYERS and abilities used by MANIFESTATIONS. Otherwise, it has WARD (5+). |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 12.
- Change the Control characteristic to 5.
- Change the Save characteristic to 3+.
- Replace the INFANTRY keyword with the following keywords: MONSTER, WAR MACHINE, <KY>FLY</KY>.
VENERABLE TAURUS: Carved from the most unyielding materials and animated with dire daemonic magics, this Taurus is one of the most ancient and malign of all such constructs. Only the mightiest duardin have been able to assert their dominance over it.Add the ’Daemonic Resilience’ ability from the Infernal Taurus above plus the following weapon and ability to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Crushing Horns and Hooves Charge (+1 Damage), Companion
| 6 | 4+ | 2+ | 2 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Crushing Horns and Hooves Charge (+1 Damage), Companion | | 6 | 4+ | 2+ | 2 | 3 |
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BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Crushing Horns and Hooves is 5.
DAEMONIC RESILIENCE: Spitting contempt from between their tusks, these duardin refuse to show the slightest shred of weakness.
Effect: Apply the effect below that corresponds with the number of daemonic power points (DPP) this unit has: | DPP | Effect | | 1 | This unit has WARD (6+). | | 2 | This unit has WARD (5+). | | 3 | This unit has WARD (4+) against damage inflicted by SPELLS, PRAYERS and abilities used by MANIFESTATIONS. Otherwise, it has WARD (5+). |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 14.
- Change the Control characteristic to 5.
- Change the Save characteristic to 3+.
- Replace the INFANTRY keyword with the following keywords: MONSTER, WAR MACHINE, FLY.
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Step 6 - Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Reinforcing Cuneiform -2DP | Add 1 to your hero's Health characteristic. | | Flesh-melting Aura -5DP | Add the following weapon to your hero's warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Flesh-melting Aura Shoot in Combat, Companion | 10" | D6 | 2+ | 4+ | 1 | 2 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Flesh-melting Aura Shoot in Combat, Companion | | 10" | D6 | 2+ | 4+ | 1 | 2 |
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| | Body of Hardened Obsidian -4DP | Add the following ability to your hero's warscroll:
BODY OF HARDENED OBSIDIAN: A Taurus is no natural being but a living statue whose form grows more resilient as blood cools its burning frame.
Effect: For the purposes of the ’ Daemonic Resilience’ ability, this unit always counts as having 1 more daemonic power point than the number it actually has, to a maximum of 3.
| | Immolating Presence -5DP | Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
IMMOLATING PRESENCE: With a beat of its wings and a snort of its nostrils, a Taurus unleashes a wave of infernal heat.
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain.
| | Trample and Gore -5DP | Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
IMMOLATING PRESENCE: The burning mass and infernal aggression of this construct sees it smash enemies asunder without slowing.
Declare: If this unit charged this phase, pick an enemy unit within l" of it to be the target. Effect: Inflict D3 mortal damage on the target. Then, roll 2D6. This unit can move a distance up to the value of the roll. It can pass through models in the target unit but must end that move in combat.
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Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Dominating Presence -1DP | Add 1 to your hero's Control characteristic. | | Hardy Constitution -2DP | INFANTRY only. Add 1 to your hero’s Health characteristic. | | Foe-seeking Hexes -3DP | The Hit characteristic of your hero’s Hashutite Blade is 2+. | | Malignant Brawn -3DP | The Wound characteristic of your hero’s Hashutite Blade is 3+. | | Spiteful Rivalry -3DP | Your hero’s Hashutite Blade has Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST. | | Cuneiform-etched Blade -4DP | Your hero’s Hashutite Blade has Crit (Mortal). | | Rigorously Trained -5DP | Add 2 to the Attacks characteristic of your hero’s Hashutite Blade. | | Hobgrot Advisor -4DP | INFANTRY only. Add the following ability to your hero’s warscroll:
HOBGROT ADVISOR: This duardin takes counsel from an especially devious hobgrot who knows that favour comes from offering canny advice to a powerful benefactor. To the duardin, however, a hobgrot is still a hobgrot - and hobgrots are expendable.
Effect: This unit’s Hobgrot Advisor is a token. While this unit’s Hobgrot Advisor is on the battlefield, add 3 to the control scores of friendly HELSMITHS OF HASHUT units wholly within 12" of this unit. If you make an unmodified save roll of 1 for this unit, remove this unit’s Hobgrot Advisor from the battlefield, the attack fails and the attack sequence ends.
| | Oracle of Hashut -3DP | Non-PRIEST only. Add the following ability to your hero’s warscroll:
ORACLE OF HASHUT: At times, the voice of this warrior takes on a booming cadence, as if the Father of Darkness speaks through his favoured servant.
Effect: This unit can chant prayers from the ’ Prayers of the Scorched Sect’ lore as if it had PRIEST (1) and it knows all the prayers from that lore.
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| Path of The Overlord(HELSMITHS OF HASHUT HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
UNCHAINED FIRE: Especially potent daemonstuff is bound within this duardin's blade, waiting to be unleashed.
Effect: Add D3 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.
UNYIELDING TYRANT: Such is this duardin 's arrogant self-obsession that even grievous wounds cannot stay them.
Effect: Add 2 to this unit's Health characteristic.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
UNHOLY SAVANT: This duardin's affinity for Hashutite scripture gives even the elders of the Scorched Sect pause.
Effect: Roll a dice. On a 3+, for the rest of the turn, add 1 to chanting rolls for friendly HELSMITHS OF HASHUT PRIESTS while they are wholly within 12" of this unit.
DIABOLICAL CONQUEROR: The sheer avarice of this duardin sees them drive their warhosts to seize all before them without a shred of mercy.
Effect: Add 2 to the control scores of friendly non-HERO HELSMITHS OF HASHUT units while they are contesting the same objective as this unit.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
MASTER OF BOMBARDMENT: This duardin's mastery of daemon-infused war machines sees them orchestrating a rain of death upon the foe.
Declare: Pick up to 3 friendly HELSMITHS OF HASHUT WAR MACHINES wholly within 12" of this unit to be the targets. Effect: Add 1 to the Attacks characteristic of the targets’ ranged weapons for the rest of the turn.
FEROCIOUS WARLORD: This duardin brooks no hesitation from their warriors, bellowing for them to plunge into the fray.
Declare: Pick this unit and up to 1 other friendly HELSMITHS OF HASHUT unit wholly within 12" of this unit to be the targets. Effect: For the rest of the turn, add 1 to charge rolls for the targets.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BONE-DEEP CORRUPTION: This duardin is steeped in the warping essence of Chaos.
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice. On a 3+: - Inflict an amount of mortal damage on the target equal to the roll.
- If the roll exceeds the target’s Health characteristic, it has STRIKE-LAST for the rest of the turn.
MARKED BY THE BULL: Whether through a searing brand appearing in the night or eyes that glow like embers, this warrior is clearly marked by great Hashut.
Effect: This unit has WARD (5+). In addition, each time you make an unmodified ward roll of 6 for this unit, after all damage points have been allocated, Heal (1) this unit.
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| Path of The Hashutite(non-HERO HELSMITHS OF HASHUT unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
CONTEMPTUOUS COUNTER: These warriors meet the foe with a snarl and the thrust of burning blades.
Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target. Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
DISCIPLINED MARCH: Drilled ruthlessly, these warriors maintain an unyielding pace on the march.
Effect: Instead of making a run roll as part of that RUN ability, you can use a value of 6 for the roll that cannot be modified.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PRESTIGIOUS ARMOURY: The growing renown of these warriors affords them armour from the finest furnaces of their ziggurat.
Effect: Add 1 to save rolls for this unit.
INFERNAL REACH: The guns of these duardin are powered by daemons of such rancour that their shots seem to travel further in their eagerness to slay.
Effect: Add 3" to the Range characteristic of this unit’s ranged weapons.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SMOG BOMBS: These warriors march to war wreathed in thick smoke that masks their movements.
Effect: Roll a dice. On a 2+, for the rest of the turn, if the unmodified hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.
SCORNFUL BULWARK: These warriors are renowned for standing firm before any charge and grinding the impudent foe to naught.
Effect: This unit’s melee weapons have Anti-Charge (+1 Rend).
LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:
DARKSOME ARSENAL: As the martial pride of their ziggurat, these warriors draw weapons from the arsenal of a powerful patron.
Effect: This unit’s melee weapons have Crit (Mortal)
FAVOURED RETINUE: These warriors have proven themselves worthy as sworn bodyguards.
Declare: Pick a friendly HELSMITHS OF HASHUT INFANTRY HERO to be the target. Effect: For the rest of the battle, while the target is within this unit’s combat range, this unit and the target have WARD (5+).
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To the servants of Hashut, war and conquest are matters of calculation. The masters of the ziggurats know to ensure their stockpiles remain full and that nothing is done without the goal of ultimate personal gain. Helforge Hosts embody this martial philosophy: concise but deadly assemblages of force sent to claim a particular resource or punish a chosen enemy.
Helforge Hosts are not led by sorcerers – there are few of these rarefied figures, and when they take to the field, it is for more sinister purposes. Highborn from the royal clans instead command on their behalf, seeking to accrue favour by achieving results no matter the cost. These warlords are accompanied by warriors of their own household, perhaps even their own bloodline, but the true mark of their authority are the daemon engines that growl and rumble at their side. Drawn from the forges of the patron Daemonsmith and animated by their dark magic, these hateful machines can decimate a force that outnumbers them many times over. Such is just as it should be, to properly enshrine the dominion of Hashut and his scions.
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| This Spearhead army consists of the following units:
General Units - 1 Dominator Engine
- 1 Tormentor Bombard
- 5 Infernal Cohort with Hashutite Spears
- 5 Infernal Cohort with Hashutite Spears (with Gong Carrier)
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HARNESS DAEMONIC POWER: The Helsmiths of Hashut believe themselves above the fell influence of Chaos and readily harness daemonic power to embolden their spellcraft and ensorcelled weapons.
Effect: You must use this ability at the start of each of your hero phases. Remove all
daemonic power points from each friendly unit. Then, gain a number of
daemonic power points equal to the current battle round number plus 1.
Then, allocate your
daemonic power points to friendly units. Each unit can have a maximum of 3
daemonic power points. Then, all unallocated
daemonic power points are lost.
Designer’s Note: Your units have abilities that become more powerful depending on how many daemonic power points they have. We recommend using coloured dice to track the number of points each unit has.
Pick 1 of the following regiment abilities.
GRINDING ADVANCE: The scions of Hashut do not come swiftly – but they are thorough, relentless and in time, all shall be ground to rubble before them.
Declare: Pick up to 2 friendly
Infernal Cohort units to be the targets.
Effect: Each target can immediately move up to 3" but cannot use
CHARGE abilities in the first battle round.
SUPPRESSIVE BOMBARDMENT: Shows of extreme force are a favoured tactic of the Zharrdron.
Declare: Pick an enemy
INFANTRY unit that had any
damage points allocated to it this turn as a result of
shooting attacks made by a friendly
Tormentor Bombard to be the target.
Effect: Until the start of your next turn, subtract 1 from the number of dice rolled when making
charge rolls for the target, to a minimum of 1.
Give your general 1 of the following enhancements.
SCROLL OF PETRIFICATION: Though they cannot control the stone-flesh curse, the Zharrdron still believe it can be harnesses. This scroll is the result of such a belief. One who reads from it can transform themselves into stone for a fleeting moment.
Effect: For the rest of the turn, your
general has
WARD (2+) but cannot use abilities or be picked to be the target of friendly abilities.
TALISMAN OF OBSIDIAN: Bartered in exchange for years of gruelling service, this talisman renders its wearer impervious to all but the most grievous of wounds.
Effect: Ignore the first damage point allocated to your
general in each phase.
CHALICE OF DARKNESS: Dread power spills from this vessel of ebon-black stone.
Declare: Pick a
visible enemy unit within 12" of your
general to be the target.
Effect: Inflict D3
mortal damage on the target.
AMULET OF BURNING HATE: A sacred relic of the Drazghar order, this amulet is said to contain the merest flicker of Hashut’s depthless spite.
Effect: For the rest of the turn, your
general’s attacks score
critical hits on unmodified
hit rolls of 5+.
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| 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. | |
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| Daemonflame Glaive [Crit (Mortal)] |
| | Daemonflame Glaive Crit (Mortal) | 5 | 3+ | 3+ | 1 | 2 |
BLACK-HEARTED CONQUEROR: Those sworn to serve beneath a Despot must offer them conquest and tribute or suffer the consequences…
Effect: While this unit has any
daemonic power points, friendly units with 0
daemonic power points count as having 1
daemonic power point while they are wholly within 6" of and
visible to this unit. For each
daemonic power point this unit has, add 3" to the range of this ability.
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| The black heart of the Zharrdron warhosts are formed of warrior cohorts. Drawn in the main from the stock of the royal clans, the finery and pomp these duardin clad themselves in does not detract from their pitiless martial skill. Many of their regiments take to battle wielding spears ablaze with daemonic energy, forming a wall of death that advances to the sound of arcane gongs and grinds down the foe without mercy. | |
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| Hashutite Spear [Anti-charge (+1 Rend)] |
| | Hashutite Spear Anti-charge (+1 Rend) | 2 | 3+ | 4+ | - | 1 |
STRIKE THE GONGS: Borne by straining hobgrots, these gongs are holy relics to the servants of Hashut.
Effect: This unit’s
Gong Carrier (if any) is a
token. You can remove its Gong Carrier from the battlefield and return D3
slain models to this unit.
DAEMONIC RESILIENCE: Spitting contempt from between their tusks, these duardin refuse to show the slightest shred of weakness.
Effect: Apply the effect below that corresponds with the number of
daemonic power points (DPP) this unit has:
| DPP | Effect | | 1 | This unit has WARD (6+). | | 2 | This unit has WARD (5+). | | 3 | This unit has WARD (5+) and you ignore the first damage point allocated to this unit in each phase. |
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| Dark rumour swirls around the Dominator Engines, those mechanised constructs wrought in the image of almighty Hashut. Within these beasts of iron burns an inferno of tormented daemon-matter, and the malice of those entities leaks from their eyes in hateful waves. The purpose of these engines is to destroy the enemies of the Zharrdron and the Father of Darkness in the most total and extreme fashion possible. In pursuit of these ends, many Dominators have their arms replaced by great Immolation Cannons, barrel-mouthed weapons that spit forth torrents of blazing death across the field. | |
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| Immolation Cannons [Shoot in Combat] |
| | Immolation Cannons Shoot in Combat | 8" | 5 | 2+ | 4+ | 1 | D3 |
| Horns and Pummelling Strikes |
| | Horns and Pummelling Strikes | | 3 | 4+ | 3+ | 1 | D3 |
DAEMONIC STRENGTH: When empowered with a surplus of daemonic energy, Dominator Engines are made faster and deadlier still.
Effect: For each
daemonic power point this unit has:
- Add 1" to its Move characteristic.
- Add 1 to the Attacks characteristic of its weapons.
| WAR MACHINE, REINFORCEMENTS |
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| 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. | |
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| 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" | 4 | 3+ | 3+ | 1 | D3 |
| Artillerist Weapons |
| | Artillerist Weapons | | 3 | 4+ | 4+ | - | 1 |
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.
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.