MORE DWARF WAR MACHINES --------------------------------------------------------------------------- Return to Previous War Machines or Return to All Armies List or Return to Dwarfs list or Return to Main Page or Go to Warhammer Fantasy Battle Page --------------------------------------------------------------------------- Organ Gun..... 65 points Your army may include any number of organ guns. Each machine has three crew to operate and defend it. Profile M WS BS S T W I A LD Organ Gun - - - - 7 3 - - - Crew 3 4 3 3 4 1 2 1 9 Equipment: The crew are armed with a hand weapons. Save: None Options: Organ gun crew may wear light armour (+2 points per model). Artillery Piece Maximum Range You May Strength SaveWounds Guess Organ Cannon 24" 10 None D3 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 Result DESTROYED! The cannon explodes with a mighty crack. Shards of 1-2 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. MALFUNCTION! The cannon fails to ignite and the cannon does not 3-4 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. MAY NOT SHOOT. A minor fault prevents the cannon firing. Perhaps the fuse is not set properly or maybe the crew mishandled the 5-6 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 Your army may include any number of cannons. Each machine has three crew to operate and defend it. Profile M WS BS S T W I A LD Cannon - - - - 7 3 - - - Crew 3 4 3 3 4 1 2 1 9 Equipment: The crew are armed with hand weapons. Save: None Options: Cannon crew may wear light armour (+2 points per model). Maximum Range You May Guess Strength Wounds Save Cannon 48" 10 D4 None 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 Result DESTROYED! The cannon explodes with a mighty crack. Shards of 1-2 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. MALFUNCTION! The powder fails to ignite and the cannon does not fire. The weapon must remove the ball and powder before the cannon 3-4 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. MAY NOT SHOOT. A minor fault prevents the cannon firing this turn. 5-6 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. --------------------------------------------------------------------------- The Throne of Power..... 140 points Profile M WS BS S T W I A LD High King 3 7 6 4 5 3 5 4 10 Bearer 3 5 4 4 4 1 3 2 9 Characteristics: The Throne of Power may only be used by a Dwarf High King. The characteristics given above are those for a Dwarf Lord (ie the maximum), which would be typical for a Dwarf king. Alternatively, a High King character from the army lists may be chosen. The current High King is Throgrim Grudgebearer. The Throne is borne aloft by four strapping Dwarfs called the throne bearers. The Throne itself cannot be harmed by anything - it is all enduring and any hits against it are ineffective. In addition, the Throne's unique rune protects the High King and throne bearers. The first four wounds sustained by the High King or the throne bearers are ignored - the power of the Thronw immediately nullifies the hurt sustained. You will need to note down on a scrap of paper the number of wounds nullified in this way. Note that it is the first four wounds sustained by any of the five Dwarfs which are ignored, regarless of whether they are suffered by the throne bearers or the High King. Once all four wounds have been nullified further wounds are sustained as normal. Shooting: The Throne, Dwarf High King, and four bearers are consindered as a single entity for the purposes of shooting in a similar way to a chariot. The Throne counts as a large target for shooting purposes and any hits scored against it are randomized between the Throne, the High King, and the bearers. For each hit scored roll a D6 and consult the following chart. Note that any hits against the Throne of Power are immediately discounted - they just bounce off regardless... even cannonballs! D6 Roll Hits 1 The High King 2-3 The Bearers 4-6 The Throne (discount hit) If the Throne group is hit by a cannonball, a bolt thrower, or similar war machine, roll to determine whether the High King, Throne or bearers are hit as described above. If hit by a war machine with a template, such as a stone thrower, the usual rules apply. Ie, any part of the Throne group which lies under the template is hit. Note that the usual guidelines apply when deciding if a model lies under the template - it is considered to have been hit if at least half the base area is covered by the template. Hand-to-Hand Combat: The Throne fights in hand-to-hand combat in a simular way to a chariot. Unlike a chariot, any of the five Dwarf models may direct their attacks to the front, sides, or rear of the Throne. This enables them to direct all their attacks against a single enemy if they should so wish, or to divide their attacks between several enemy models - this is entirely up the the player. When the Throne charges into hand-to-hand combat it does not inflict extra hits in the same way as a chariot, but the individual Dwarfs do recieve the usual prerogative of striking first. AS the Throne does not travel particuarly quickly, pursuit and fleeing is at the usual Dwarf rate of 2D6-1". Enemy models attacking the Throne in hand-to-hand combat may choose to direct their attacks against either the High King or the bearers. Movement and Bearer Casualties: The Throne has a normal move of 3". It may not make a march move, but doubles its normal move to 6" when charging. The Throne is always moved without penalty for turning, and can be pivoted on the spot several times as it moves if you wish. The Throne cannot move over obstacles or difficult terrain except to cross a river at a bridge or a ford. If one of the throne bearers is slain the Throne can continue to move normally. If two or more are slain the Throne can no longer move and the remaining Dwarfs must defend it where they are. Weapons/Armour: The High King is chosen in the usual way from the army lists and may be equipped as you wish. The bearers are amred with hand weapons in the form or axes and wer heavy armour enscribed with the Rune of Stone. --------------------------------------------------------------------------- The Dwarf Anvil of Doom..... 200 points The Anvil in Battle: A Dwarf Runesmith may bring an anvil to battle. The anvil is mounted on its own wheeled platform and the Runesmith stands proudly on top. The anvil is protected by Dwarf guards who have sworn to defend it to the death. The Dwarf army can use the anvil to draw energy from the Winds of Magic. Wizards draw upon the Winds of Magic to power their spells, and the anvil absorbs and stores magical energy in a similar way. During the magic phase the Dwarf player is dealt magic cards from the power deck according to the normal rules. Dwarf armies are not normally able to use these cards except for Dispels and Drain Magic. However, if the Dwarf army includes an anvil all the magic cards can be used as described below. When the Dwarf player is dealt his magic cards he may choose any four and 'store' them in the anvil, which 'absorbs' the energy of these cards within itself. The Dwarf player may hold onto these cards and play them in any subsequent magic phases. Note that cards can only be used if they have already been stored in a previous magic phase - it is not possible to store and use the same card in one phase. The anvil can hold no more than four cards and is considered fully charged when this limit is reached. During any subsequent magic phase the Dwarf player can choose to play or discard any cards he has stored in order to make space for more. If the Drain Magic card is played in the magic phase by either player then all the cards currently stored in the anvil are removed and discarded. Cards stored in the anvil are played on behalf of the Runesmith himself. Rebound and Destroy cards which have been stored in the anvil may be played against any enemy spell targeted at either the anvil, the Runesmith, or the anvil guards. When using the Destroy Spell card the Runesmith may add any power cards already stored in the anvil to his total score, but may not add other power cards as can wizards. The Escape card applies only to the Runesmith himself. If the Runesmith fights a Mental Duel and loses, then any cards stored in the anvil are discarded. Lightning: The anvil may also be used to unleash raw power in the form of a Lightning Bolt spell. In effect the Runesmith casts a spell in the same way as a wizard, and all the normal rules for spell casting apply unless specified otherwise. In order to unleash lightning the Runesmith must have at least one power card already stored in the anvil. During his turn of the magic phase the Dwarf player may unleash the lightning just as other players may cast a spell. One lightning bolt is unleashed for every power card expended from the anvil. All lightning bolts are cast at once, but they can be directed against separate targets if you wish. Any power cards used to cast the lightning bolts are removed from the anvil and placed on the magic card discard pile as normal for cast spells. Each lightning strike is worked out separately. Each bolt has a range of 24" and strikes the first target in its path. Each bolt inflicts a Strength 6 hit and causes D3 wounds. Chariots, war machines, and comparable constructions suffer D3 Strength 10 hits. No saving throw is allowed, not even for magical armour. All lightning bolts can be dispelled or rebounded by the enemy by use of the appropriate magic cards. Note that a Dispel card will dispel all lightning bolts from the anvil that turn, while a successful Rebound will also dispel any bolts not already cast. Enemy dispels always work on a 4+, regardless of the magic level of the enemy wizard. Total Power: The Total Power card represents energies so cataclysmic and difficult to control that they are potentially disastrous, even to the Anvil of Doom. If you choose to store the Total Power card in the anvil the following rules apply. When the Total Power card is stored in the anvil the Dwarf play must announce the fact to his opponent. At the start of any magic phase the Dwarf player must make a test if the Total Power card is in the anvil. Roll a D6. If the result is a 1 then roll another D6 and consult the following table. DISASTER. The power is so great that the anvil shatter apart in a gout of flame. The Runesmith is slain. Shrapnel from the exploding anvil 1-2strikes every model within 3" causing a single Strength 6 hit. For every additional magic card stored within the anvil increase the Strength of the hit by 1. So if the player had one extra card in the anvil it would be S7; two extra power cards would make it S8, etc. Unable to control the roiling power in the anvil the Runesmith is forced to discharge all the energy in a random, uncontrolled fashion. A storm of lightning rages about the anvil as lightning bolts fly inall directions. Roll a D6 to determine the number of lightning strikes that are unleashed. Each bolt is exactly the same as a normal 3-4lightning bolt unleashed by a stored power card. Roll a scatter dice to establish the direction taken by each lightning bolt. Each bolt strikes the first target in its path. Resolve the effects of the bolts one at a time, they cannot be dispelled or rebounded. All stored cards are discarded and the anvil may not be used to store more cards this battle. Wrestling with the magical energies the Runesmith is forced to invoke 5-6Grungni to earth the writhing power of the anvil. All cards contained within the anvil are discarded and the anvil may not be used to store more cards until the next magic phase. Assuming the Total Power card has been successfully store dit may be used during the magic phase to unleash more lightning bolts. The number of bolts unleashed is D6+1 for each additional stored power card. Each bolt is exactly the same as already described and can be fired in any direction the player wishes. AS the lightning bolts are powered by the Total Power card they cannot be dispelled or rebounded. Once all lightning strikes have been resolved any remaining cards in the anvil are discarded. Finally, roll a D6: 1 The anvil is temporarily exhausted and its powers are now gone. No more cards may be stored this battle. 2-6 The anvil cannot be used to store more power cards until the next magic phase. Guards: The anvil is accompanied by two guards whose job is to protect the anvil and the Runesmith. The anvil guards are individual Champions. They must remain within 4" of the anvil and are exempt from the normal pursuit rules to allow them to do this. The anvil Guard are immune to the psychology rules while the Runesmith is alive, and cannot be broken either. Movement: The Anvil of Doom moves under its own magical power at the normal movement rate of the Runesmith. Combat and Damage: The Anvil of Doom is impossible to damage - all attacks against it are directed against the Runesmith. The anvil does not attack and has no effect on hand-to-hand fighting. If the Runesmith is forced to flee he does so with the anvil; if pursued and destroyed the anvil is removed from play. Shooting: The anvil, Runesmith and Champions are considered to be a single entity for the purposes of shooting, in a a similar way to a chariot. The anvil counts as a large target for shooting purposes and any hits scored against it are randomised between the anvil, the Runesmith, and the Champions. For each hit scored roll a D6 and consult the following chart. Note that any hits scored against the anvil are immediately discounted - the anvil cannot be harmed. D6 Roll Hits 1 The Runesmith 2-3 The Guards 4-6 Anvil (discount hit) If the anvil is hit by a cannonball, a bolt thrower, or similar war machine, roll to determine whether the Runesmiht, anvil, or guards are hit as described above. If hit by a war machine with a template, such as a stone thrower, the usual rules apply. Ie, any part of the anvil group which lies under the template is hit. Note that the usual guidelines apply when deciding if a model lies under the template - it is considered to have been hit if at least half the base area is covered by the template. --------------------------------------------------------------------------- Return to All Armies List or Return to Dwarfs list or Return to Main Page or Go to Warhammer Fantasy Battle Page --------------------------------------------------------------------------- [Click to see more great pages on Health and Fitness.]