Blades of Khorne – Skull Cannon

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BLADES OF KHORNE WARSCROLL
Skull Cannon
8"
8
4+
2
6+
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.
BLADES OF KHORNE WARSCROLL
Skull Cannon
RANGED WEAPONS
RngAtkHitWndRndDmg
Burning Skulls [Shoot in Combat]
Burning Skulls
Shoot in Combat
15"44+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Gnashing Maw [Blood-hungry, Companion]
Gnashing Maw
Blood-hungry, Companion
14+3+1D3
Hellblades [Blood-hungry, Crit (Mortal)]
Hellblades
Blood-hungry, Crit (Mortal)
43+3+11
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 120 × 92mm
Can be reinforced: No

Passive
GRIND THEIR BONES, SEIZE THEIR SKULLS: Enemy skulls shorn by the Bloodletters atop the Skull Cannon are used as fiery munitions.

Effect: If any enemy models are slain by a FIGHT ability used by this unit, after that FIGHT ability has been resolved, this unit can immediately use a SHOOT ability as if it were your shooting phase.

Passive
GRUESOME BOMBARDMENT: Piercing laughter and growls erupt from the Skull Cannon’s jaws before its grisly missiles strike home – a salvo that can shatter the will.

Effect: If any damage points are allocated to an enemy unit by a SHOOT ability used by this unit, subtract 3 from that enemy unit’s control score for the rest of the turn.

KEYWORDS
WAR MACHINE, WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON
1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:

• Karanak
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

The MONSTER keyword is used in the following Blades of Khorne warscrolls:

Battle Traits
Once Per Battle, Any Hero Phase
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.

Declare: You can use this ability if at least half the number of units on both players’ army rosters combined (rounding up) have been destroyed. For example, if your roster had 9 units and your opponent’s roster had 4 units, then 7 units would need to have been destroyed.

Effect: The following effects apply for the rest of the battle:

Wild-eyed Brutality: Ignore positive modifiers to save rolls for friendly BLADES OF KHORNE units.

Blood Haze: Blood-hungry weapons used by friendly BLOODBOUND units have Crit (Mortal).

Weapons of Murder: Add 1 to the Rend characteristic of Blood-hungry weapons used by friendly BLADES OF KHORNE non-MONSTER DAEMON units, including Blood-hungry Companion weapons.

Bloodlords Supreme: Add 1 to the Damage characteristic of Blood-hungry weapons used by friendly BLADES OF KHORNE MONSTER units.

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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

The WAR MACHINE keyword is used in the following Blades of Khorne warscrolls:

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

© Vyacheslav Maltsev 2013-2025