Blades of Khorne – Skull Cannon

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BLADES OF KHORNE WARSCROLL
Skull Cannon
8"
8
4+
2
Though Khorne favours close combat, he also approves of mechanised death. The Skull Cannons are the manifestation of this belief. Crafted in the forges that burn within the god’s Brass Citadel, these sentient artillery pieces are as thirsty for carnage as any of their fellow daemons. Skull Cannons rumble forwards while revving and snarling, protruding jaws snapping wildly. Bloodletters – often those who forged the abomination – cling to the weapon’s spiked ridges, helping to direct the long brass barrel that emerges from its ‘neck’. From here is shot the cannon’s payload: the skulls of the foe, covered in pitch of boiling blood before being set alight. Upon striking their target, they explode with terrible force, reducing foes to smears of gore. Typical of Khorne’s single-minded fixation, Skull Cannons reload by inflicting death. As their spiked wheels crush enemies and their mouths tear flesh apart, the foe’s skulls are sucked into the device’s innards, ready to be fired. Each impact from such a projectile echoes like the roar of the Blood God, and when massed in cohorts, Skull Cannons have the power to level fortress walls, the engines roaring through the breach to join the slaughter.
BLADES OF KHORNE WARSCROLL
Skull Cannon
RANGED WEAPONS
RngAtkHitWndRndDmg
Burning Skulls [Shoot in Combat]
Burning Skulls
Shoot in Combat
15"44+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Gnashing Maw [Companion]
Gnashing Maw
Companion
14+3+1D3
Hellblades [Crit (Mortal)]
Hellblades
Crit (Mortal)
43+3+11
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No

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.

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.

KEYWORDS
WAR MACHINE, WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON
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).

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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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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 2013-2024