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Chaos Space MarinesGreater Brass Scorpion of Khorne
32

Greater Brass Scorpion of Khorne

NAME M WS BS S T W A Ld Sv
Greater Brass Scorpion of Khorne * 3+ 3+ * 8 20 * 9 3+
A Greater Brass Scorpion of Khorne is a single model. It is equipped with hellcrusher claws, a scorpion cannon, a soulshatter bombard and twin hellmaw blasters.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
S
A
11-20+
12"
10
8
4-10
10"
8
6
1-3
8"
5
4
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Hellcrusher claws
Melee
Melee
+4
-4
6
-
0
Scorpion cannon
36"
Heavy 10
6
-2
2
-
0
Soulshatter bombard
24"
Heavy D6
12
-3
D6
Against VEHICLE, BUILDING and MONSTER units, this weapon’s attacks are Damage 2D6 rather than D6.
0
Twin hellmaw blasters
8"
Pistol 2D6
User
-2
1
This weapon automatically hits its target.
ABILITIES
Daemon Engine: The model has a 5+ invulnerable save.

Infernal Regeneration: At the beginning of each of your turns, this model heals one wound.

Titanic Daemon Engine: A Greater Brass Scorpion of Khorne can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the INFANTRY keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, the Greater Brass Scorpion of Khorne can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, the Greater Brass Scorpion of Khorne only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.

Frenzied Charge: When the Greater Brass Scorpion of Khorne makes a charge move, roll 3D6 and add the results together to determine the maximum distance up to which it may charge.

Runes of the Blood God: When a PSYKER attempts to manifest a psychic power that inflicts mortal wounds on the Greater Brass Scorpion of Khorne, the PSYKER suffers Perils of the Warp on any roll of a double; not just double 1 or double 6 as would normally be the case. Furthermore, this
model cannot be targeted by psychic powers manifested by friendly PSYKERS.

Doomsday Reactor: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 4+ it explodes and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS
CHAOS, KHORNE, HERETIC ASTARTES, <LEGION>
KEYWORDS
TITANIC, VEHICLE, DAEMON, DAEMON ENGINE, GREATER BRASS SCORPION OF KHORNE
Does not include wargear
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds as the forces of the Daemon-haunted warp claw at their mind. If the psyker is slain by Perils of the Warp, the power they were attempting to manifest automatically fails and each unit within 6" immediately suffers D3 mortal wounds, as the psyker is dragged into the warp or else detonates in a burst of empyric feedback.
Army List

The DAEMON ENGINE keyword is used in following Chaos Space Marines datasheets:

Heavy Support
• Defiler
Flyers
Lords of War
Fast Attack
Elites
© Vyacheslav Maltsev 2013-2019