Skull Cannon

(Entry)
Type: unit
EntryId: 4cc4-e447-a2ae-7a50
Hidden: false
Costs: 125 pts
Options (2)
Rules (4)
Bloodletter crew
This unit makes an additional 2 Strength 4 AP3 at Weapon Skill 5. These attacks are made during the assault phase only, and are resolved at the Initiative 4 step. These attacks are upgraded to Strength 5 when it charges.
Gorefeast
Whenever a unsaved wound is inflicted from this units Hammer of Wrath attacks, roll a D6. On a 4+ the unit regains a single lost Hull Point.
Blood for the Blood God!
A Khorne Daemonkin army generates Blood Tithe points that the player keeps track of (up to a max of 8 Tithes). These Blood Tithes are earned by:

1. A unit containing this rule either being completely destroyed, or completely destroying an enemy unit.
2. A Character with this rule is either slain, or slays an enemy character in a challenge.

At the start of the player turn, the player may choose to spend the Blood Tithes (Blood Tithe chart is found in Codex: Khorne Daemonkin). The remaining Blood Tithes are then lost as part of the purchase. The player may still continue to harvest Tithe after all purchases.
Deep Strike
Deep Strike Mishap Table: D6 Roll

1: Terrible Accident! - The entire unit is destroyed!

2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal.

4-6: Delayed - The unit is placed in Ongoing Reserves.

Profiles:

Vehicle BSFrontSideRearHP
Skull Cannon

5

12

12

10

3

Vehicle (Chariot, Open topped)

Used By (3)