Legion of AzgorhSkullcracker War Engine
11
3+
7
WARSCROLL

Skullcracker War Engine

Designed for crushing fortifications and walls, the Skullcracker is a hissing and grinding arcane-mechanical conglomeration of iron hammers, hacking blades, and brutal picks designed to pulverise and shred anything unfortunate to be caught in its path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hammers and Picks
Hammers and Picks3"2D63+-1D3
Crushing Bulk
Crushing Bulk1"4+4+-2
DAMAGE
Wounds SufferedMoveHammers and PicksCrushing Bulk
0-210"3+6
3-49"3+5
5-68"4+4
7-97"4+3
10+6"5+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Behemoth

DESCRIPTION

A Skullcracker War Engine is a single model armed with Hammers and Picks and Crushing Bulk.

ABILITIES

Beaten into Scrap: The war constructs of the enemy cannot withstand the relentless pounding blows of a Skullcracker’s weapons array for long.
You can re-roll wound rolls for attacks made with this model’s Hammer and Picks that target a WAR MACHINE.

Carriage Hauler: Such is the size and power of this war engine that it can be used to haul the carriages of other artillery pieces into battle.
At the start of your movement phase, you can pick 1 friendly DEATHSHRIEKER ROCKET LAUNCHER, MAGMA CANNON, or DREADQUAKE MORTAR unit within 1" of this model. If you do so, that unit can use this model’s Move characteristic during that movement phase, as long as it is within 1" of this model at the end of that movement phase.

More Power!: If needed, the Skullcracker’s crew can goad the half-possessed machine to even greater heights of power from its fire-spewing boiler, though doing so is not without risk of retaliation.
In your combat phase, you can change the Attacks characteristic of this model’s Hammers and Picks from 2D6 to either 3D6 or 4D6. However, if you do so and the roll is 12+, this model suffers D3 mortal wounds after all of its attacks have been resolved.

KEYWORDS
CHAOS, DAWI ZHARR, LEGION OF AZGORH, WAR MACHINE, SKULLCRACKER WAR ENGINE
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.

The WAR MACHINE keyword is used in following Legion of Azgorh warscrolls:

Artillery
Behemoth

The DEATHSHRIEKER ROCKET LAUNCHER keyword is used in following Legion of Azgorh warscrolls:

Artillery

The MAGMA CANNON keyword is used in following Legion of Azgorh warscrolls:

Artillery

The DREADQUAKE MORTAR keyword is used in following Legion of Azgorh warscrolls:

Artillery
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.
© Vyacheslav Maltsev 2013-2020