Whenever the Hellcannon misfires, roll on the following chart:
D6 | Result |
1 | Free at last! The Daemon inside the Hellcannon violently breaks its bonds. Every unit within 3D6" takes D6 Strength 5 hits. Then remove the Hellcannon and its crew from play. |
2 | Chomp: The Hellcannon sucks its own crew into its furnace and spits them out in a shower of gore and bone. Remove the crew from play. |
3 | Thzzzz: The Hellcannon fires great pulses of raw magic. All Wizards immediately suffer a Miscast. |
4 | Grrr: The enraged Daemon inside the Hellcannon goes berserk. Remove D3 crew. |
5 | Raaargh! The Hellcannon breaks its chains and rushes forwards. Move the Hellcannon unit 3D6" as described in the Rampage rule above. |
6 | Boom! The Hellcannon fires a spectacularly devastating blast. Resolve the shot as if it were a direct hit, using a Strength of 10 instead of 5. The Hellcannon cannot fire for the rest of the game. |