KhorneSkull Cannons
8"
7
4+
10
WARSCROLL

Skull Cannons

The hideous war machines known as Skull Cannons vomit forth barrages of skulls amidst blasts of sulphurous smoke and flame, their macabre ordnance screaming through the skies before exploding with murderous fury amongst the enemy ranks.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Burning Skulls
Burning Skulls30"13+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hellblades
Hellblades1"24+3+-11
Gnashing Maw
Gnashing Maw1"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1 - 3      Points: 130
Battlefield Role: Artillery

DESCRIPTION

A unit of Skull Cannons has any number of models, each armed with Burning Skulls and a Gnashing Maw.

CREW: This model has a Bloodletter crew that attack with their Hellblades. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Burning Skulls: Foes massed together offer an easy target for a Skull Cannon’s flaming projectiles.
Add 1 to hit rolls for attacks made with this unit’s Burning Skulls if the target unit contains 10 or more models.

Grind their Bones, Seize their Skulls: Enemies seized by a Skull Cannon’s jaws are used to power the infernal machine, their skulls taken and used as fiery munitions.
After this unit attacks for the first time in each combat phase, if any enemy models were slain by this unit’s attacks, this unit can attack with all of the missile weapons it is armed with.

Decapitating Blow: There are few weapons so feared as the hellforged blades of the Bloodletters.
If the unmodified hit roll for an attack made with Hellblades is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

KEYWORDS
CHAOS, DAEMON, BLOODLETTER, KHORNE, SKULL CANNONS
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Mortal Wounds
Some attacks, spells and abilities inflict 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 suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The BLOODLETTER keyword is used in following Khorne warscrolls:

None
Artillery
Battleline
Leader
© Vyacheslav Maltsev 2013-2020