Legion of Azgorh – Deathshrieker Rocket Launcher

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3"
6
4+
6
WARSCROLL

Deathshrieker Rocket Launcher

The Deathshrieker is one of the more diabolic examples of the Legion of Azgorh’s mastery of blackpowder weapons. Bound within its munitions are howling, malevolent fire-spirits which are unleashed as the multiple warheads detonate over the battlefield.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deathshrieker Rockets
Deathshrieker Rockets36"34+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Artillery Tools
Artillery Tools1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Hashut’s Wrath Artillery Train

DESCRIPTION

A Deathshrieker Rocket Launcher is armed with Deathshrieker Rockets.

CREW: A Deathshrieker Rocket Launcher has 3 Duardin Crew, who are armed with Artillery Tools. The crew must remain within 1" of the Deathshrieker Rocket Launcher. For rules purposes, the Deathshrieker Rocket Launcher and its crew are treated as a single model.

ABILITIES

Death From On High: A Deathshrieker’s rockets can be launched high overhead to rain their fiery payload down upon distant or obscured targets.
Add 1 to hit rolls for attacks made with Deathshrieker Rockets if the target unit has 5 or more models.

Infernal Engineers: Daemonsmiths are masters in the art of directing the fell artillery they forge.
Add 1 to the Attacks characteristic of this unit’s Deathshrieker Rockets while this unit is within 3" of any friendly DAEMONSMITHS.

Siege Artillery: This war machine is a heavily armoured and ponderous device.
This unit cannot run or attempt a charge. In addition, add 1 to save rolls for attacks made with missile weapons that target this model.

KEYWORDS
CHAOS, LEGION OF AZGORH, DUARDIN, WAR MACHINE, DEATHSHRIEKER ROCKET LAUNCHER
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Behemoth
Artillery
Faction Rules
• Allies

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