WARMACHINES:
Stone Throwers:
Small Stone Thrower .......................... 74 points
Large Stone Thrower ......................... 104 points
Each Rock Lobber has three crew.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Stone Thrower | - | - | - | - | 7 | 3 | - | - | - |
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Range | Strength | Save | Wounds per Hit | |
---|---|---|---|---|
Small Stone Thrower | 48" | 7 | none | D3 |
Big Stone Thrower | 60" | 10 | none | D6 |
Equipment: Crew armed with hand weapons.
Save: None
Options: Crew may wear light armour +2 per model.
Stone throwers are powerful and destructive weapons that lob large boulders high into the air, sending them crashing through enemy ranks crushing limbs and armour alike. Work out results of stone throwing in the shooting phase. To work out damage you will need the round missile template with the hole in the center. The stone is not as big as the template of course, but shatters on impact sending shards of sharp stone over a wide area.
Pivot the stone thrower on the spot so that it is pointing in the direction you wish to shoot. Now declare how far you wish to fire the rock. You must do this without measuring the distance to your target, so you must guess the range as accurately as you can. Once you have made your guess place the missile template directly over the spot where you have guessed.
To decide if the missile lands where you have aimed it roll both the scatter dice and the artillery dice.
The scatter dice is marked with arrows on four sides and the word HIT on two sides. If you roll a HIT then the missile lands exactly where you have aimed it. If you roll an arrow the missile veers in the direction shown by the arrow.
The artillery dice is marked 2, 4, 6, 8, 10 and MISFIRE. If you roll a misfire then somethine has gone wrong - roll a D6 and consult the Misfire Table below. A misfire roll autmatically cancels out the whole shot regardless of the scatter dice result. If you roll a number on the artillery dice then this is the distance in inches the missile veers off target as shown by the arrow on the scatter dice. Move the template the distance indicated in the direction shown by the arrow. If you roll a HIT then the numbers are ingored: a number simply indicates that the shot has not misfired.
MISFIRE CHART FOR STONE THROWERS
1-2 DESTROYED! The engine cannot stand the strain placed upon it and breaks under tension as it is fired. Bits of wood and metal fly all around, the stone tumbles to the ground splintering the engine and throwing debris into the air. The engine is destroyed and its crew slain or injured. Remove the engine and its crew.
3-4 DISABLED! The normal smooth running of the machine and its crew is disrupted by some accident or freak occurence. A rope snaps and lashes about wildly, a crewman sets the machine up wrongly so that it pulls itself apart, etc. The engine does not shoot this turn and cannot fire next turn either while the damage is repaired. To help you remember it is a good idea to turn the machine round to face away from the enemy. In addition, one of the crew is slain - caught by a snapping rope, entangled in the machinery, or thrown high in the air in lieu of the stone!
5-6 MAY NOT SHOOT. A minor fault prevents the machine shooting this turn. A crewman drops the stone as he lifts it into position, maybe a ratchet jams or rope loosens. The machine is unharmed and may shoot as normal next turn.
Damage: Once you have established where the stone lands damage can be worked out. Any model that lies directly under the hole is hit automatically - note that only one model can lie within the hold and if there is any doubt it is the model which is under the exact center which is hit. Models whose bases lie under the rest of the template are hit on a D6 roll of 4+. You will have to use your judgement and common sense to decide exactly which models lie under the template - sometimes it is not easy to judge precisely. As a rule of thumb a model can be consindered as a potential hit if at least half of its base area lies under the template, while models whose bases are only touched or grazed can be ignored.
Once you have worked out which models are struck by your missile work out damage in the usual way. Roll for each target to see if you cause damage.
Loss of Crew: A stone thrower requires a full crew of three to work it properly. If one crewman is slain then the other two can just about get by without slowing up the machine noticeably. If two crewmen are slain then the remaining Dwarf will be unable to cope, and the stone thrower will have to miss a whole turn before it can shoot again. This is in addition to any penalty imposed by a misfire result. Obviously the engine requires at least one crewman to work it, and should all the crew be slain the machine is useless.
Gyrocopter .......................... 100 points
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Gyrocopter | 24 | - | - | 6 | 7 | 3 | - | - | - |
Pilot | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Range | Strength | Save | Wounds per Hit | |
---|---|---|---|---|
Steam Cannon | Flame Template | 4 | none | 1 |
Gattling Cannon | 12" | 4 | -2 | Artillery Dice |
Bombs | 3" diameter | 4 | -1 | 1 |
Options: Gyrocopters may replace its Steam Cannon with a Gatling cannon at no extra cost. The Cannon is breach loaded and fires a canister of pellets in a similar way to the Imperial Volley Gun. As the Pilot has to both load the cannon, and fly the Gyrocopter, the Gyrocopter is restricted to half movement in any turn the player wishes to fly.
Equipment: The pilot is armed with a hand weapon. The gyrocopter is armed with a steam-powered cannon and bombs made by filling iron castings with gunpowder.
Save: None
Gyrocopters are flying machines whose rotor blades are propelled by an ingenious lightweight steam engine.
Flying: The gyrocopter is a flying maching and it uses the same rules for flying and aerial combat as other flyers. However, it lacks the power and stability to fly high, and may not do so.
The gyrocopter may move up to 24" over the table in the movement phase. It can hop over intervening terrain and troops in the same way as flying creatures. As with flying creatures it moves without penalty for changing direction or any other reason. The model is simply moved as the player wishes up to the maximum distance allowed. It can end its movement facing in any direction the player likes. Gyrocopters always end their move hovering at very low altitude, and may be charged by enemy troops in the same way as flying creatures.
Steam Cannon: The gyrocopter is armed with a steam cannon that unleashes a jet of scalding, superhot steam from the engine. The cannon can only be used once per turn in the player's shooting phase. It can only be used while the gyrocopter is hovering within range and pointing straight at its target. The gyrocopter may not drop bombs and fire the steam cannon in the same turn.
To represent the blast of the steam cannon use the flame template. Place the template with the broad end over the target and the narrow end touching the muzzle of the cannon. Any model lying under the template area is hit on a D6 score of 4+. Because damage is done by the sheer heat of the blast armour provides no protection and no saving throw is allowed.
Because the steam cannon requires the release of steam from the boiler this reduces airspeed, so the gyrocopter may only move 12" if it is going to use its steam cannon. If the gyrocopter moves more than 12" you may not shoot the steam cannon that turn.
Gattling Cannon: The cannon has a range of 12", and will hit the first target in a direct line from the front of the Gyrocopter. (Note: the Gatling Cannon does not have a 90 degree fire arc.) Each shot causes a variable number of S4 hits. To determine how many hits, roll an artillery dice. As with most gunpowder weapons, the save modifier is reduced by a further -1 ( -2 rather than -1 for S4 hit). A Misfire indicates a jam which the pilot must clear. The pilot must remove the canister, and reload - which takes another turn. The Gyrocopter is restricted to half movement while the pilot reloads. The player can always ignore the jammed Gatling Cannon, and make use of the other weapons as normal.
Bombing Rules: The bombs carried by a gyrocopter consist of metal spheres filled with gunpowder, and the gyrocopter is equipped with enough to last for the entire battle. Before he drops a bomb the Dwarf pilot must light the fuse. Obviously, flying a gyrocopter one-handed while lighting and throwing a hissing, spluttering bomb with the other puts some constraints on the pilot's ability to guide the machine.
First, the pilot must line up his run. At the start of his move the player turns the gyrocopter to indicate the direction in which it is going to fly. The gyrocopter must then move in this direction in a straight line for its entire move that turn. You may choose to drop a bomb at any point along this line. Only one bomb can be dropped per turn. Mark the point where the bomb is dropped with the bomb template - use the larger 3" diamter template.
The bomb is supposed to hit the ground and bounce towards its target, but things don't always go according to plan - the bomb may detonate at the wrong time, fail to ignite, etc. The Dwarf player rolls an artillery dice to indicate the distance in inches the bomb bounces. The bounce follows the same path as the gyrocopter itself, which can be unnerving for the pilot! If the Dwarf player is unlucky the bouncing bomb may end up directly below the gyrocopter!
Once the bomb has bounced it will explode. Reposition the template accordingly. If one model lies directly under the center of the template it is automatically hit. Any models covered by the rest of the template are hit on a 4+. As with all template attacks, models only partially covered by the template are considered to be potential hits if at least 50% of their base lies under the template.
If the Dwarf player rolls a misfire on the artiller dice when dropping his bomb he rolls a D6 and consults the table below.
GYROCOPTER BOMB MISFIRE CHART
1-2 The bomb explodes prematurely, killing the pilot. The gyrocopter plunges out of control and crashes. Roll a scatter dice to establish the direction the gyrocopter takes and roll 4D6 to see how many inches the gyrocopter moves before it hits the ground. See the rules for crashes below.
3-4 The pilot drops the bomb in the cockpit. He frantically scabbles round and throws the bomb at the last second. Randomly position the bomb blast template within 2D6" of the gyrocopter, using the scatter dice to establish a random direction. Work out damage from the bomb blast as normal. While the pilot is struggling to throw out the bomb the gyrocopter spins round wildly. To represent this, start with the gyrocopter at the position where the bomb was dropped. Roll the scatter dice to determine a random direction, and move the gyrocopter in the diretion indicated so that it completes a full normal move of 24".
5-6 The bomb's detonator is a dud. It fails to explode and no damage is done.
Hand-to-Hand Combat: The gyrocopter can fight in hand-to-hand combat but is not especially good at it. It can make a flying charge into combat in the same way as a flying creature. Place the gyrocopter beside the front, rear, or flank of the target unit depending on which direction it charges from. The pilot can strike blows in any direction. The gyrocopter itself has no hand-to-hand attack, and bombs and steam cannon cannot be used in hand-to-hand combat.
Hand-to-hand combat is conducted as normal with a few exceptions. If a gyrocopter is beaten in hand-to-hand combat then it will automatically crash. See below for rules of crashing. If the gyrocopter wins the combat, or if the result is a draw, then the gyrocopter always has the option to withdraw from combat assuming it is not pursuing or fleeing.
The gyrocopter pilot flies straight up, above the heads of his enemies, and brings the machine down somewhere within a normal move of 24". This does not prevent the gyrocopter moving normally in its following turn, the extra movement is just that, a burst of speed as the pilot pushes his machine to the limit. When avoiding combat in this way, the gyrocopter must be placed in the open, not over other troops.
Damage to the Gyrocopter: Any hits on the gyrocopter, whether in hand-to-hand or shooting, may strike either the machine or the pilot. Roll a D6 for each hit.
D6 Hit
1-4 Gyrocopter
5-6 Pilot
Crashes: Gyrocopters crash when the pilot is killed, the machine is destroyed, or if the machine is beaten in hand-to-hand combat. It may also crash if the pilot loses control after certain bomb misfire results. When the gyrocopter crashes roll the scatter dice to determine a random direction in which it moves. Now roll 4D6. This is the distance in inches the gyrocopter moves before it crashes. When it hits the ground the machine explodes, killing the pilot if he is still alive. Bits of gyrocopter and spinning blade chop up anthing within reach.
To represent this place a large 3" diamter blast template where the gyrocopter hits the ground. All targets within the template suffer an automatic Strength 10 hit due to the exploding engine, bombs and debris. Targets hit sustain D3 wounds. Any war machines in the impact zone are destroyed outright, their machanisms blasted to smithereens by the fury of the impact.
Gyrocopter pilots may not crash deliberately!
Bolt Throwers ......................... 54 points
Each Bolt Thrower has three crew.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Bolt Thrower | - | - | - | - | 7 | 3 | - | - | - |
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Range | Strength | Save | Wounds per Hit | |
---|---|---|---|---|
Bolt Thrower | 48" | 5 (-1 per rank) | none | D4 |
Equipment: Crew armed with hand weapons.
Save: None
Options: Crew may wear light armour +2 per model.
Bolt throwers are large crossbows which shoot a spear-sized missile. Bolt throwers are fired in the shooting pase along with other missile weapons. To shoot your bolt thrower first turn it on the spot so that it points towards your intended victim. The bolt travels straight forward and (hopefully) hits the first target in its path. To determine if the bolt strikes its target roll a D6 to hit using the crew's BS in the same way as bow shots, crossbows, and other missile weapons. The usual modifiers apply.
If you score a hit work out damage as described below. If you miss then the bolt hits the ground or sails into the air and comes down harmlessley somewhere else.
MISSILE FIRE CHART
BS 1 2 3 4 5 6 7 8 9 10
D6 Score to Hit 6 5 4 3 2 1 0 -1 -1 -3
Working Out Damage From Hits: A bolt thrower can hurl its bolts through several ranks of troops, piercing each warrior in turn. If you hit then resolve damage against the target using the bolt thrower's full Strength of 5. If the model is slain then the bolt hits the trooper in the second rank directly behind: resolve damage on the second model with a Strength 4. If the second rank troops is slain then a model in the third rank is hit: resolve damage with a Strength of 3. Continue to work out damage as the bolt pierces and slays a model in each rank, deducting -1 from the Strength for each rank pierced.
A model damaged by a bolt thrower sustains D4 wounds, which means that large monsters can be hurt or even slain by a hit from a bolt thrower. Armour saves are not allowed for hits from a bolt thrower. Because saves are not taken, a target with only one wound will be slain automatically if it takes damage, so there is not need to rolla D4 to decide the number of wounds.
The move rate is the speed the bolt thrower can be moved by its full complement of three Dwarf crew. If any of the crew is slain the bolt thrower's speed is reduced proportionately. A bolt thrower cannot move and shoot in the same turn except to turn to face its target.
A bolt thrower has a crew or three and if one crewman is slain then the other two can just about get by without slowing up the machine noticeably. If two crewmen crewman have been slain, the remaining Dwarf can only manage to fire the bolt thrower once every other turn.
Flame Cannon ......................... 119 points
Each Flame Cannon has three crew.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Flame Cannon | - | - | - | - | 7 | 3 | - | - | - |
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Range | Strength | Save | Wounds per Hit | |
---|---|---|---|---|
Flame Cannon | 24" | 5 | -2 | D3 |
Equipment: Crew armed with hand weapons.
Save: None
Options: Crew may wear light armour +2 per model.
A volatile concoction of hot oil and molten tar is mixed in the barrel of the flame cannon. Air is pumped into the barrel until the pressure inside is so great the barrel is almost ready to burst. At precisely the right moment the Dwarfs place a burning oily wad into the nozzle and release the pressure inside. The mixture catches fire as it spurts into the air towards the enemy ranks.
Flame cannons shoot in a similar way to cannons, but instead of firing cannonballs they shoot a gout of flame - use the teardrop-shaped fire template.
To fire the cannon, first turn it on the spot so that it points at your intended target. Now declare how far you wish to shoot, up to a maximum of 12". This represents the gunners elevating the barrel to get the required trajectory. They are guessing the range, and so are you! The jet of imflammable liquid will travel the distance yo uhave nominated plus the score of an artillery dice.
Roll the artillery dice and add the score to the distance you have nominated. The jet will travel to the total distance and will landshort, hit the target, or pass straight over it depending on how accurately you have guessed the range and what effect the dice roll has.
When you have established where the jet of flaming liquid hits the ground place a marker on the spot. The jet sprays out from this point and scorches a line through any targets in its way. To determine the swathe cut by the burning liquid place the flame template with the narrow end on the point where the jet hit the graound and the wide end pointing directly away from the cannon so that the flame continues in a straight line. Any models under the template are automatically hit and scorched by flaming liquid. Any models struck by the flames take a Strength 5 hit and any model wounded by the the flame takes D3 wounds. Saving throws apply as normal. If in doubt as to which model are hit, apply the usual rule regarding templates: any model whose base is at least 50% under the template may be considered as hit.
A unit which suffers casualties from the flame cannong must take an immediate panic test to represent the horrific effects of this weapon.
If you do not wish to fire the flame cannon that turn then you must test to see if the pressure can be contained. Roll a D6 at the beginning of the shooting pase. If the score is a 1 the pressure cannot be contained and the cannon fires straight ahead at a target point 2D6 inches away plus one roll on the artillery dice as normal.
If you roll a misfire on the artillery dice the flame cannon has malfunctioned with potentially devastating consequences. Roll D6 and check the following chart to see what happens.
FLAME CANNON MISFIRE CHART (D6 Result)
1-2 Destroyed! The weapon explodes in a sheet of flame. The flame cannon is destroyed and the crew slain.
3-4 Malfunction! The volatile mixture fails to ignite and the cannon squirts smelly hot oil and tar into the air. Although unpleasant, this is not deadly, and has no effect on the target. The crew must carefully prepare the cannon for firing again properly. The flame cannon will take one full turn to build up pressure again.
5-6 The Dwarf crew can tell from the dials and the hiss of excaping gas that the pressure is not high enough for the cannon to fire. The flame cannon may not fire this turn.
For each wound suffered by the flame cannon deduct -1 on the Misfire Chart for all misfire rolls. This means a flame cannon with two wounds left would deduct -1 from a roll on the Misfire Chart, and any roll of a 1-3 would therefore destroy it. Note that suffering wounds does not increase the likelihood of a misfire, but it does make misfires more dangerous when they happen.
You can move the flame cannon at the same rate as its crew (3") assuming they are all alive. If crew are slain the move rate is reduced proportionately. The flame cannon may be turned on the spot to face its target, but otherwise it may not move and fire in the same turn.
The flame cannon requires a full crew of three Dwarfs to work it properly. If one crewman is slain the remaining pair can just about cope without slowing up the rate of work. No penalty is therefore imposed for the loss of one crewman. If two crewman are slain the remaining crewman won't be able to prepare the weapon properly, ie the flame cannon can only be fired every other turn. Should all the crew be slain the flame cannon is useless.
Organ Gun ......................... 65 points
Each Organ Gun has three crew.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Organ Gun | - | - | - | - | 7 | 3 | - | - | - |
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Range | Strength | Save | Wounds per Hit | |
---|---|---|---|---|
Organ Gun | 24" | 10 | none | D3 |
Equipment: Crew armed with hand weapons.
Save: None
Options: Crew may wear light armour +2 per model.
The organ cannon shoots like an ordinary cannon. In the shooting phase turn the cannon so that it faces your target. Now declare how far you wish to shoot without measuring the range. Note that the maximum distance you may declare is 24", whereas with larger cannons this is either 48" or 60". The ball travels the distance you have nominated plus the score of an artillery dice. The ball travels the distance indicated and may land short, strike the target, or overshoot depending on how well you estimated the range. Remember that the dice always adds at least 2", so you should deliberately aim a bit short of your target.
Once you have established where the cannonball hits place a marker over the sport. The cannonball does not stop where it hits the ground but bounces, cutting a line straight through any targets in the way. To determine how far the ball bounces roll the artillery dice once more and mark the place where the ball comes to rest. Any models between the two points where the ball strikes the ground and where it stops are hit by the flying projectile. Any model struck by the cannonball takes a Strength 10 hit resolved in the normal way. If a cannonball wounds then it causes D3 wounds. No saving throws are allowed.
Misfires: Every time you fire the organ cannon you roll the artillery dice twice: once to see where the ball lands and once for bounce. If you roll a misfire when rolling the first cide the cannon has misfired and may explode. Roll a D6 and consult the Misfire Chart. If you roll a misfire on your bounce roll then this indicates the ball has stuck in the ground and does not bounce. In this event the shot will hit any model it lands on, but there is no further damage from the bouncing ball.
Mutltiple Shots: The organ cannon can fire several shots in one turn, up to a maximum of one for each barrel. All shots during the turn must be in the same direction, you cannot swivel the gun around in between shots. The organ cannon cannot be reloaded until all the barrels have been fired, so you need to keep a record of how many remain. Once all the barrels have been fired it takes an entire turn to reload all the barrels.
MISFIRE CHART (D6 roll)
1-2 DESTROYED! The cannon explodes with a mighty crack. Shards of metal and wood fly in all directions leaving a hole in the ground and a cloud of black smoke. The cannon is destroyed and its crew slain or injured. Remove the cannon and its crew.
3-4 MALFUNCTION! The cannon fails to ignite and the cannon does not fire. The weapon must be reloaded from scratch before any more shots can be fired. This takes one entire turn. Until reloaded the cannon may not fire. Once reloaded all barrels are ready to fire.
5-6 MAY NOT SHOOT. A minor fault prevents the cannon firing. Perhaps the fuse is not set properly or maybe the crew mishandled the loading procedure. The barrel does not shoot and no further shots may be fired that turn. The cannon is unharmed and may shoot as normal next turn.
Profiles: The organ cannon has more barrels than an ordinary cannon but these are smaller and lighter. Its range and the amount of damage it inflicts is slightly less than a cannon.
An organ cannon can be moved by its Dwarf crew at 3" per turn. If crew are slain the move rate is reduced proportionally. The organ cannon cannot shoot and move in the same turn, other than to pivot on the spot to face its target.
Loss of Crew: An organ cannon requires a full crew of three Dwarfs to work it properly. If one crew member is slain the other two can just about get by and the cannon may fire as normal. If two crew are slain the remaining crewman can still operate the weapon, but it will take twice as long to reload; two turns instead of one. If all crew are slain the cannon is useless.
Cannon ......................... 110 points
Each Cannon has three crew.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Cannon | - | - | - | - | 7 | 3 | - | - | - |
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Range | Strength | Save | Wounds per Hit | |
---|---|---|---|---|
Cannon | 48" | 10 | none | D4 |
Equipment: Crew armed with hand weapons.
Save: None
Options: Crew may wear light armour +2 per model.
Cannons are fired in the shooting phase along with other missile weapons. To shoot your cannon first turn it on the spot so that it points towards your intended target. Now declare how far you wish to shoot. The balls travels the distance you have nominated, plus the score of the artillery dice. Roll the artillery dice, and add the score to the distance you have declared. The ball travels the total distance towards the target, and will land short, pass straight over, or hit depending on how accurately you have guessed the range and what effect the dice has. Remember that the dice will always add at least 2" to your estimate, and can add up to 10", so you should aim a few inches short of your target.
Once you have established where the cannonball hits place a marker over the sport. The cannonball does not stop where it hits the ground but bounces straight forward and cuts a line through any targets in the way. To determine how far the ball bounces roll the artillery dice again and mark the place where the ball comes to rest. Any models between the two points where the ball strikes the ground and where it stops are hit by the flying cannonball.
Any model struck by the cannonball takes a Strength 10 hit resolved in the normal way. If a cannonball wounds then it causes D4 wounds. No saving throws are allowed.
Misfires: You roll the artillery dice twice when a cannon is fired, so you have two chances of rolling a Misfire result. However, the two results will be different. If you roll a misfire when you roll the first dice the cannon has literally misfired and may explode. If you roll a misfire on your bounce roll then this merely indicates the ball has stuck in the ground and does not bounce. If you roll a misfire as you shoot the cannon then consult the chart below.
CANNON MISFIRE CHART (D6 roll)
1-2 DESTROYED! The cannon explodes with a mighty crack. Shards of metal and wood fly in all directions leaving a hole in the ground and a cloud of black smoke. The cannon is destroyed and its crew slain or injured. Remove the cannon and its crew.
3-4 MALFUNCTION! The powder fails to ignite and the cannon does not fire. The weapon must remove the ball and powder before the cannon can be shot again - which takes another turn. The cannon therefore cannot fire either this turn or the next turn. It is a good idea to turn the cannon round to indicate this.
5-6 MAY NOT SHOOT. A minor fault prevents the cannon firing this turn. Perhaps the fuse is not set properly or maybe the crew mishandled the loading procedure. The cannon is unharmed and may shoot as normal next turn.
If you roll a misfire on your bounce roll then the cannon is unharmed, the Misfire result merely indicates that the cannonball sticks in the ground where it hits. If the shot lands on top of a moddel then that particular model is hit as normal, but there is no further bounce damage.
Profiles: A cannon cannot move and shoot in the same turn except to turn to face its target.
Loss of Crew: A cannon requires a full crew of three to work it properly. If one crewman is slain then the rest can just about get by without reducing the rate of fire. If two crewmen are slain then the remaining Dwarf won't be able to cope so well by himself, so when it shoots the cannon must miss a whole turn before it can shoot again. This is in addition to any penalty imposed by a Misfire result. Should all the crew be slain the machine becomes useless.
Goblobber......................104 points per model
+ 20 points for goblin ammunition
Then true disaster struck. For a hundred yards around the catapult, there was not a rock to be seen - all had been prised out of the ground and fired at the approaching Goblins. Despite the enthusiastic offers of young Gorm Foambeard to be fired instead of a rock, the situation looked hopeless. Then Gottri Flatnose had an idea. Before anyone could stop him, Gottri had picked up one of the large mallets used to fire the catapult, and was running towards the advancing Goblins. A group of three or four Goblins had left their fellows behind, and Gottri felled two in as many blows of the mallet. By the time the others caught up, only one Goblin remained to be quelled with a swift kick to the lower body. 'Quick!' roared Gottri, 'Truss 'em up before they come round! Here's our ammunition!' The insensible Goblins were soon securley tied and carried back to the machine. 'Don't look so upset, greeny,' chuckled Gottri as the first Goblin was loaded, 'You're going back to your mates.' The arm snapped upright, and the netted Goblin hurtled through the air. 'BHAAAZZAAAAADDZ.....' howled as it flew. The Dwarfes looked at each other with an air of injured innocence, then loaded the second. The effect of these missiles was remarkable.The Goblin front rank faltered. Gottri, emboldened by his first success, stood some way in front of the machine with his mallet in one hand, grinning and beckoning. The Goblin charge broke- clearly no-one wanted to be next in the catapult- and despite the curses and shouting of their officers, they stopped dead. The next shot flew with unerring accuracy into the middle of the Goblin command group, scattering the assembled chieftains and turning the whole army to flight. Cheering Dwarfs crowded round the catapult crew as the last of the Goblins dwindled on the horizon. A great feast was held to celebrate the invention of the GOB-LOBBER, as it came to be known, and had the Goblin hordes returned during the next few days,they would have had difficulty finding a single Dwarf capable of fighting.
Goblobber is a Big Stone thrower as described in the Dwarf Army Book and follows all the rules given. However Goblobber has the special option of being able to fire goblin ammunition. Before a battle the Goblobber crew scours the surrounding countryside trying to find goblins to use and as goblins infest the whole of the old world they are normally successful. The Goblins that they capture are tied up and then placed in a big net ready for the battle. When the battle gets underway the crew take a goblin out of the net and then fire him kicking and screaming into the enemy ranks.
Goblin ammunition halves the strength of any hits that are inflicted by the shot (ie Strength 5 instead of Strength 10) but any Goblin Unit hit must make a Panic test at -2. If they fail they flee as normal.
The Dwarf War Balloon ............................175pts
The Dwarf War Balloon was first seen supporting the Dwarven fleets in the Sea of Claws but it is now making appearances on the battlefield in an attempt to provide the dwarfs with air superiority.
The Dwarf War Balloon consists of a small armoured hull or 'gondola' suspended below a huge gasbag filled with hydrogen. Unfortunately this makes the gasbag very inflammable so - like the gyrocopter - a War Balloon tends to be crewed by reckless volunteers.
The balloon is powered by a steam driven propeller mounted on the gondola with smoke being emitted from an exhaust funnel, leaving a smudgy trail behind it. The War Balloon can ascend or descend by altering the amount of gas in the gasbag and it is steered by means of large rudder flaps.
Offensive weaponry consists of a rack of bombs mounted under the gondola whilst defensive armament is provided by turret mounted gattling cannon.
SPECIAL RULES:
Movement: The War Balloon can move up to 12" a round and can make 1 45 degree turn. The War Balloon is always considered to be flying high. Unlike normal flyers a War Balloon starts high.
Firing Bombs: The War Balloon may drop a bomb anywhere along its flight path. Place the large stonethrower template where you want the bomb to land and then roll a scatter dice and an artillery dice. If you roll a hit then everything under the template is hit automatically (this is a big explosion!!!). If you roll an arrow then move the template the number of inches shown on the artillery dice in the direction by the arrow and then work out hits. If the artillery dice shows a misfire then something has gone wrong. Roll a D6 and consult the following chart.
Bomb Misfire Chart: d6Result
1-2 The bomb explodes on the rack igniting all the other bombs. The gondola takes d6 Strength 7 hits.
3-4 he bomb is stuck in the bomb rack. The War Balloon cannot fire next turn as the crew panic about whether the bomb will explode or not.
5-6 The bomb is a dud and has no effect.
Gattling Cannon: The gattling cannon consists of a number of musket barrels joined together in a rotating drum. This arangement enables the cannon to fire several shots in rapid succsession giving it the ability to destroy enemy units in an instant. The gattling cannon is fired in the shooting phase just like a skaven jezzail. As it is mounted in a war balloon it is allowed to stand and fire. To determine if the shot from the gattling cannon hits the target roll to hit as normal. If you score a hit roll an artillery dice and half it. This is the number of shots that the cannon actually fired. If you roll a misfire then the rotating mechanism has jammed and the cannon didn't fire this turn. However it can fire normally next turn.
Attacking the War Balloon
Shooting: Shooting hits on the War Balloon are randomised as follows;
Location | D6 Roll | T | W |
---|---|---|---|
Gondola | 1-4 | 7 | 4 |
Gasbag | 5-6 | 4 | 2 |
If the gasbag is destroyed then the balloon crashes to the ground and explodes. Roll a scatter and two artillery dice and move the balloon in the indicated direction the correct number of inches. Reroll any misfires on the artillery dice. Place a large stone thrower template where the balloon lands and work out damage as if a bomb had landed. If the gondola is destroyed the crew plummet to the ground and are killed (No parachutes). Remove the war balloon model and award the full victory points for it to your opponent.
Hand to Hand: In hand to hand you can choose to attack either the gasbag or the gondola. Remember that the gattling cannons can stand and fire as you wheel in to attack.
Crew: Due to the insane nature of the War Balloon crew they are immune to psychology and do not have to take break tests.