Altar of Hashut

(Entry)
Type: mount
EntryId: b9c9-d565-fbc7-1792
Hidden: false
Costs: 120 pts

Constraints:

max: 1
Options (1)
Rules (5)
Sacrifices to Hashut
In the Magic phase, the Daemonsmith may sacrifice one of the slaves chained to the Altar to Hashut. Roll a D6 and add the result to the casting result of any spell cast by the Altar of Hashut (but not the Daemonsmith himself) this phase. However, if a 1 is rolled, the Daemonsmith instead suffers a Wound with no saves of any kind possible as Hashut is displeased with the pitiful sacrifice.
Altar of Hashut
A Daemonsmith with an Altar of Hashut gains Ward Save (4+) and Unbreakable. In addition, his troop type changes to War Machine and he counts as being part of the crew. Randomise any missile hits between the Daemonsmith and the crew. The Daemonsmith can never choose to leave the Altar during the game. If the Daemonsmith is killed, the whole Altar is also removed as a casualty.
Ward Save (4+)
The value of a ward save will always be shown in a model's entry. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source; single Ward saves with a better value than 4+ are always specified as such.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Unbreakable
Unbrekable Models have Immunity (Psychology) and passes Break tests automatically. Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character was to become temporarily Unbreakable for some reason).
Terror
Models that cause Terror also cause Fear. In addition,
the following rules apply. Fear-causing models or
models with Immunity (Fear) treat Terror-causing
monsters as causing Fear, rather than Terror – this is an
exception to the rule that makes Fear-causing creatures
immune to Fear. Terror-causing models have the
Immunity (Fear/Terror) special rule.

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.

Profiles:

Model MWSBSSTWIALDType
Altar of Hashut

7

3

War Machine

Spell Spell LevelTypeCasting ValueRange
Fists of Fire

Innate Bound Spell

Augment

7+

36"

Until the start of your next Magic phase, the target unit may re-roll failed rolls To Wound and gains Magical Attacks and Flaming Attacks in close combat.

Flaming Hide

Innate Bound Spell

Augment

7+

36"

Until the start of your next Magic phase, the target unit gains a Ward Save (6+), and any enemy model in base contact with this unit suffers a S 3 Hit with Flaming Attacks at the start of the close combat phase.

Shadows of Hashut

Innate Bound Spell

Direct Damage

8+

36"

Draw a line from the base of the Altar. Every model crossed by the line suffers a S 4 hit.