Legion of Azgorh – Skullcracker War Engine

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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 that will 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
Wounds SufferedMoveHammers and PicksCrushing Bulk

Unit Size: 1      Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single


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


Skullcracker War Engine is armed with Hammers and Picks and its Crushing Bulk.


Beaten into Scrap: The war constructs of the enemy cannot withstand the relentless pounding blows of a Skullcracker’s weapons array for long.
Add 1 to wound rolls for attacks made with this unit’s Hammers 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 within 1" of this unit. If you do so, that unit can use this unit’s Move characteristic during that movement phase, as long as it is within 1" of this unit 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.
When you pick this unit to fight, you can change the Attacks characteristic of this unit’s Hammers and Picks to either 3D6 or 4D6. However, if you do so and roll 12+ when you generate the value of the characteristic, this unit suffers D3 mortal wounds after it has fought.


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

Faction Rules
• Allies

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14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
© Vyacheslav Maltsev 2013-2024