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HomeHome / Total War: WARHAMMER II / Clan Skryre / Units / Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannons)
Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannons) Clan SkryreClan Skryre Field Artillery

Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannons)

If you're facing Ikit's cannon crew, chances are you're already dead!

The Warp Lightning Cannon is a contraption built by the fiendishly clever Warlock Engineers and powered by an enormous hunk of raw Warpstone. This wonder weapon generates unearthly energy, which is directed along a rune-etched barrel forged and enchanted to channel such destructive fury. When fired, the Warp Lightning Cannon emits a sizzling ball of Warp-energy. Any near the shot are rocked in its wake, fur standing on end, with a sickly green light burnt into their mind's eye. The bolt arcs earthwards, punching through anything in its path and then erupts in a crackling cloud of pure Warp lightning. The shot flashes too quickly to follow, but its trail, once it lands on the ground, is easily marked - scorch signs follow its path and anything in the way will have a gaping hole in the exact shape of the beam.

Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannons)

Unit Name

Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannons)

Main Unit Key

wh2_dlc12_skv_art_warp_lightning_cannon_ror_0

Land Unit Key

wh2_dlc12_skv_art_warp_lightning_cannon_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Siege Artillery

Naval Unit Group

Siege Artillery

Soldiers

56

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Engine Missile Damage

340

├ Engine

wh2_dlc12_skv_art_warplightning_cannon_ror

├ Missile Weapon

wh2_dlc12_skv_warp_lightning_ror

├ Projectile

wh2_dlc12_skv_warp_lightning_ror

├ Missile Damage

80

├ Missile Ap Damage

260

└ Base Reload Time

21

Accuracy

33

Range

430

Reload

30

Shots Per Minute

4.1

Ammunition

22

Melee Attack

22

Weapon Strength (Weapon Damage)

18

├ Melee Weapon

wh2_main_skv_sword_skavenslaves

├ Melee Damage Base

14

├ Melee Damage Ap

4

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

2

Melee Defence

22

├ Base Defence

22

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh2_main_leather_30

├ Armour Defence

30

└ Shield Armour

0

Health

48

├ Man Entity

wh2_dlc16_skv_infantry_crew

├ Man Speed

42

├ Man Health

8

└ Bonus Hit Points

40

Leadership (Base Morale)

60

Abilities

No Ability

Attributes

  • Cannot Run
    This unit cannot run and will only move at walking pace.

Strengths & Weaknesses

  • Armour-Piercing Missiles
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Recuitment Requirement
Maximum Number 1
Faction Availability
The Eye of the Vortex