# \[TOW\] The Big Chaos Dwarf Tactics Compendium

**URL:** https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477
**Category:** Chaos Dwarf Tactics
**Created:** [18 March 2024 12:49 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477 "2024-03-18T12:49:18Z")
**Posts on this page:** 1
**Showing post:** 20

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### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [18 March 2024 13:10 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/20 "2024-03-18T13:10:27Z")

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Hellcannon

The Hellcannon is quite a special unit, combining elements of a stone thrower with a monster. First of all, it follows the rules for Monster Handlers and is a serious fighter with WS4 S5 T6 W5 A5 AP-1 _Armour Bane (1)_, Armour Save 4+, _Regeneration (6+)_ (with _Warp-Spawned_) and _Impact Hits (D6)_. Curiously it does not have any _Stomp Attacks_. It is also _Unbreakable_, _Immune to Psychology_ and causes _Terror_. As if that were not enough, you can fire a mighty stone thrower with the 3" template and S5 AP-2 _Armour Bane (1)_ - S10 AP-5 under the central hole! - and even one casualty causes a panic test. Even more, [arguably](https://discourse.chaos-dwarfs.com/t/tow-faq-errata-for-chaos-dwarfs/26488) all hits cause _Multiple Wounds (D3)_, not just the one under the central hole!  
All this power comes at a (small) price, and at the start of your turn you need to pass a LD test or roll on the misfire table. Luckily the Chaos Dwarf handlers have LD9.  
Remember that a Hellcannon is not a war machine so it does not benefit from your sorcerers’ _[Infernal Engineer](https://discourse.chaos-dwarfs.com/t/tow-chaos-dwarf-tactics/26477/3)_ special rule.

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