Hellcannon

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: aed7-8179-3bd1-e6ec
Hidden: false
Costs: 190 pts
Options (1)
Rules (10)
Caged Fury
At the beginning of your turn, if the Hellcannon is not in combat, take a LD test. If the test is failed, pivot the Hellcannon to face the closest enemy unit. It is then subject to Random Movement (3D6) until the beginning of the next turn, except that it can only move forward. If the Hellcannon would get destroyed as a result of it being Unstable, treat this as rolling a 1 on the Hellcannon misfire table.
Spew Ichor
The Hellcannon has a S 5 Breath Weapon. Any unit that suffers one or more casualties from Spew Ichor must take a Panic test with a -1 penalty to their LD.
Stomp
The model can make a Stomp in addition to its other close combat attacks. A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's S, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model.
Terror
Models that cause Terror also cause Fear. In addition,
the following rules apply. Fear-causing models or
models with Immunity (Fear) treat Terror-causing
monsters as causing Fear, rather than Terror – this is an
exception to the rule that makes Fear-causing creatures
immune to Fear. Terror-causing models have the
Immunity (Fear/Terror) special rule.

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, rather than 2D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. Whenfleeing or pursuing, they roll 3D6, and discard the lowest result.

Swiftstride has no effect on models using a M value lower than 4.

Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 3D6 (discard the lowest)

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6
Unbreakable
Unbrekable Models have Immunity (Psychology) and passes Break tests automatically. Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character was to become temporarily Unbreakable for some reason).
Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) may be deployed in the rear rank of the unit. Mixed Units cannot be joined by characters, unless specified.

If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any rules that the unit might have do not apply to the Handlers unless specified – ignore the handlers completely in those cases.

As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
Magical Attacks
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.

Note that spells are not physical attacks unless clearly specified.
Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Ward Save (5+)
The value of a ward save will always be shown in a model's entry. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source; single Ward saves with a better value than 4+ are always specified as such.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

Profiles:

Model MWSBSSTWIALDType
Hellcannon

3

4

3

5

6

5

1

5

4

Monster

War Machine TypeRangeStrength
Doomfire

Stone Thrower

12-60"

5(10)

Move or Fire. Multiple Wounds (D6). Slow to Fire. Any unit that suffers one or more casualties from Doomfire must take a Panic test with a -1 penalty to their LD. Should the artillery dice roll a misfire, roll a D6 on the Hellcannon Misfire Table.

Hellcannon Misfire Table
1

Free at last!: Every unit within 3D6" takes D6 S 5 hits. Then remove the Hellcannon and its crew from play.

2

Schlurp: Remove the crew from play.

3

Thzzzz: All Wizards within 24" must immediately pass a LD test or suffer a Miscast. Roll a D6 for each Wizard to determine the number of Power dice "used", and then roll a D6 to determine to the Miscast result as normal.

4

Grrr: Remove D3 crew.

5

Blooood!: Move the Hellcannon 3D6" directly forward as if it was subject to Random Movement and it was the Compulsory Movement sub-phase.

6

Boom!: Resolve the Doomfire shot as if it were a direct hit, doubling the S of any hit. The Hellcannon cannot fire for the rest of the game.