Stone Throwers | |
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The War Machines of Count Leo Vincenza | Logging Engines |
War Balloon | |
Water Cannon | |
Portable Bridge | |
Windfinder War Machines | Harpoon Thrower |
Fell Fire Thrower |
Trebuchet | 95 points per model |
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Catapult | 60 points per model |
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Catapult / Trebuchet | - | - | - | - | 7 | 3 | - | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
War Machine | Range | Strength | Save | Wounds to Hit |
---|---|---|---|---|
Trebuchet | 60" | 10 | None | d6 |
Catapult | 48" | 7 | none | d3 |
Equipment | The crew are armed with hand weapons |
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Save | None |
Options | The crew may be equipped with light armor for +2 points per model. |
Special Rules | There must be at least one unit of Reasoners to include any of the following war machines in your army. |
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Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Logging Engine | * | - | - | 7 | 7 | 4 | - | * | - |
Crew | 4 | 3 | 3 | 4 | 3 | 1 | 3 | 1 | 7 |
* special (see below) |
War Machine | Range | Strength | Save | Wounds to Hit |
---|---|---|---|---|
Logging Engine | Special | 7 | None | d3 |
Equipment | The crew are armed with hand weapons and wear light armor | |
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Save | 5+ | |
Special Rules | Move | Depending on how fast the crew spins the blades, the Logging Engine can move from 0- 6" during the movement phase. However, for the blades to spin fast enough to cause damage, the crew must keep the engine moving at a speed of at least 2". The engine may make a 90-degree turn by using 1" of its movement |
Attacks | Any model along the 3" front (that's width) of the engine may try to jump out of the way by rolling under their I on d6. Those that do not get out of the way suffer d3 S 7 hits. Any model in its path as it moves forward is run over, suffering a single S 6 hit | |
Damage | Hits to the War Engine should be worked out on the table below. |
Dice Roll | Location Hit |
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1-5 | Logging Engine |
6 | Crew |
The balloon is operated by two crewmen
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
War Balloon | 8 | - | - | 4 | 3 | 2 | - | * | - |
Crew | 4 | 3 | 3 | 4 | 3 | 1 | 3 | 1 | 7 |
War Machine | Range | Strength | Save | Wounds to Hit |
---|---|---|---|---|
War Balloon Bombs | 6" | 7 | None | d3 |
Equipment | The crew wear light armor and are armed with hand weapons | ||||||||
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Save | 5+ | ||||||||
Special Rules | Capacity | There is room in the balloon for 2 other models.
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Flying High | On the first turn, the War Balloon's sand bags are thrown overboard, sending the it speeding into the sky. The War Balloon is considered Flying High while aloft. Unlike the normal rules for Flying High, however, the War Balloon is not removed from the table. It is flying high enough to be out-of-range of ground missile fire, but it is also close enough to allow for it's deadly bomb attack. | ||||||||
Bomb Attack | The bomb may be thrown within 6" of the War Balloon. Place the 2" template and roll the scatter dice. On a miss, the bomb moves d3" in the scatter dice direction. Any unit under the template takes a S 7 hit causing d3 wounds. | ||||||||
Move | The propellers grant the War Balloon a limited degree of movement. However, the
winds present at such high altitudes make its movement somewhat erratic. Before it moves, roll a scatter
dice and move the balloon d6" in that direction. If a HIT is rolled, examine the chart below.
Storms, those caused by some of the more mind-numbing spells, will ravage a War Balloon. If a storm is unleashed, the War Balloon immediately suffers d3 S 3 wounds, and is blown 2d6" in a random direction. While the storm is in progress, the crew loses all control of the War Balloon. On it's next turn, it must land or be blown off the table. It will land randomly 2d6" from its starting position. |
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Water Cannon | 4 | - | - | - | 7 | 3 | - | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
War Machine | Range | Strength | Save | Wounds to Hit |
---|---|---|---|---|
Water Cannon | Special | 10 | None | Special |
Equipment | The crew is armed with hand weapons |
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Save | None |
Special Rules | Use the Dragon Breath template. Set the template in front of the Water Cannon. All models which are covered by the template are automatically hit, and must roll to wound vs. a S 10 hit. Instead of taking a wound, however, a model is knocked to its feet by the force of the blast. Any unit hit by the cannon may only defend, they may not attack or move. During their next movement phase, they may make only half their normal move/charge. In addition, all fires or fire-throwing weapons are extinguished. Weapons that are fire based must take time to dry out (usually with a frantic crew draining water from all its parts). Such a weapon cannot fire again until it rolls a 4, 5, or 6 on a d6. Test at the beginning of each firing phase for the weapon / unit. |
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Portable Bridge | - | - | - | - | 7 | 3 | - | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment | The crew is armed with hand weapons | ||||||||
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Save | None | ||||||||
Options | The crew may be equipped with light armor for +2 points and shields for +1 point. Extra crewmen may be included in the unit for +5 points per model, plus the cost of any additional equipment. They may be mounted on horses for twice their normal price | ||||||||
Special Rules | A Bridge Builder "unit" normally consists of two crew, walking on foot and leading a horse. Note that this limits the unit's move to 4. The portable bridge, while strapped to the back of the horse, encumbers the horse's move as if it were carrying a rider with heavy armor and shield (a -1 penalty). The bridge takes one complete turn to construct, and requires that at least 2 crew be present. At the beginning of the next turn, prior to the movement phase, place the bridge starting from within 1" of the crew. The bridge may not exceed 6" in length, and it measures 2" in width. Any units may use the bridge after it is in place, starting with this turns movement phase. While the bridge can be destroyed, it cannot be dismantled once assembled. At the same time, however, malfunctions in its construction have been known to occur. The first time a unit or figure crosses the bridge, roll a d6. On a d6 roll of 6, something has happened to the bridge: roll on the Faulty Construction Chart, below.
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Special Rules | There must be at least one unit of Windfinders before you may include any of the following war machines in your army. |
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Profile | M | WS | BS | S | T | W | I | A | LD |
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Harpoon Thrower | - | - | - | - | 7 | 3 | - | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
War Machine | Range | Strength | Save | Wounds to Hit |
---|---|---|---|---|
Harpoon Thrower | 48" | 6 (-1 per rank) | None | d6 |
Equipment | The crew wield a hand weapon and wear light armor |
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Save | 6 |
Special Rules | In general, the standard rules for bolt throwers apply. However, the barbs on the harpoon are designed so that it will become stuck in the flesh of any monster-sized creatures (anything smaller, such as humans, it simply goes straight through...). With the rope attached, a monster hit by the harpoon is limited. During your turn, the monster may be pulled 4" closer to the harpoon crew, moving in a straight line. While the winch is in use, the harpoon thrower may still be fired, but no rope may be attached, such that it will function exactly like a bolt thrower. So long as the monster is being wheeled in, all shots from the Harpoon Thrower are at +2 to hit. At the beginning of each turn, if the harpooned creature rolls under its S on d6 (exception: a 6 is always a failure), it is free. So long as it is attached to the winch, the creature cannot move in any direction except toward the harpoon gun. In addition, at the beginning of each combat round there is 1 automatic hit against it (roll to wound as normal, but against the S of the creature itself. In other words, there is a wound on a roll of 4, 5 or 6.) This represents possible further damage by the hunters trying to push the harpoon in further and the creature injuring itself as it tries to break free. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Fell Fire Thrower | - | - | - | - | 7 | 3 | - | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
War Machine | Range | Strength | Save | Wounds to Hit |
---|---|---|---|---|
Fell Fire Thrower | 60" | special | special | special |
Equipment | The crew are armed with hand weapons. | |
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Save | None | |
Special Rules | Fell Fire | The firing rules for stone throwers apply. However, instead of rolling to wound, Fell Fire will kill all those under the template who don't roll a 4 or more on a d6. Any models not killed outright (creatures with more than one wound) suffer 1 wound each turn thereafter unless they move within 1" of a source of water. Leave the template in place (I would suggest cutting out a couple of spare templates before play) - Fell Fire will keep burning until extinguished. (Certain Magic Spells will take care of that...) Any model stepping through the area where Fell Fire is still burning suffers a single S4 hit, with no save. Fell Fire causes damage to buildings as under the Fire rules in the Warhammer Rule Book. Also note that this will have the normal fire attack against creatures which are susceptible to fire (such as Treemen). |
Last Updates | |
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11 February 1999 | fixed HTML bug |
21 June 1996 | reorganized |
23 April 1996 | reformatted |
Written by David Rauscher (drausche@nab.org) | |
Comments or corrections? |