Hellcannon

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: 670b-dfca-1cbd-356a
Hidden: false
Costs: 190 pts
Options (1)
Rules (8)
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 is rolling a 1 on the Hellcannon misfire table.
Spew Ichor
The Hell Cannon has a Strength 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
Daemonic
Models with this rule have Fear and Magical Attacks. In addition, models that are not mounts also have Immunity (Poisoned Attacks), Ward save (5+) (except mounts) and Unstable.
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.
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.

Profiles:

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. Any spells lost are determined randomly.

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.

Model MWSBSSTWIALDType
Hellcannon

3

4

3

5

6

5

1

5

4

Monster