TILEA ARMY LIST:
War Machines

Stone Throwers
The War Machines of Count Leo Vincenza Logging Engines
War Balloon
Water Cannon
Portable Bridge
Windfinder War Machines Harpoon Thrower
Fell Fire Thrower

STONE THROWERS

Trebuchet95 points per model
Catapult60 points per model
The great siege engines also make devastating weapons in regular battle. The trebuchet works much like the Orc Rock Lobber, relying on a counterweight to throw the stone a longer distance. The catapult relies on simple tension, reducing it's strength and range. The trebuchet requires 3 crew. The catapult has a crew of 2 men.

ProfileMWSBSSTWIALD
Catapult / Trebuchet----73---
Crew433331317
War MachineRangeStrengthSaveWounds to Hit
Trebuchet60"10Noned6
Catapult48"7noned3
Equipment The crew are armed with hand weapons
SaveNone
OptionsThe crew may be equipped with light armor for +2 points per model.


THE WAR MACHINES OF COUNT LEO DA VINCENZA

Special RulesThere must be at least one unit of Reasoners to include any of the following war machines in your army.

0-5 LOGGING ENGINES (115 points)

Making a distinctive whistling sound when operating, the logging engine is operated by two crew, rapidly turning 2 large handcranks. Inside the machine, these handcranks spin a bewildering array of gears and widgets, powering the wheels and a great circular fan whose spokes end in large axe blades. These axe blades extend in front of the engine, cutting down anything in its path. The crew themselves stand on a small chariot-like platform behind the machine, protected from the whirling blades.

ProfileMWSBSSTWIALD
Logging Engine*--774-*-
Crew433431317
* special (see below)
War MachineRangeStrengthSaveWounds to Hit
Logging EngineSpecial7Noned3
Equipment The crew are armed with hand weapons and wear light armor
Save5+
Special Rules MoveDepending 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
AttacksAny 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
DamageHits to the War Engine should be worked out on the table below.
Dice RollLocation Hit
1-5Logging Engine
6Crew


0-1 WAR BALLOON 100 points

Composed of hundreds of spans of well-sewn silk, the War Balloon floats high above the battlefield raining destruction on those below. A hand-operated propeller system and a small rudder direct the War Balloons movement. The War Balloon is highly susceptible to damage, should a flying opponent attack it, or should it drift close enough to the ground to enable ground units to fire. It's two wounds are really a result of it's size - one gash or arrow hole in the silk fabric generally will not bring it down.

The balloon is operated by two crewmen

ProfileMWSBSSTWIALD
War Balloon8--432-*-
Crew433431317
War MachineRangeStrengthSaveWounds to Hit
War Balloon Bombs6"7Noned3
Equipment The crew wear light armor and are armed with hand weapons
Save5+
Special RulesCapacityThere is room in the balloon for 2 other models.

Flying HighOn 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 AttackThe 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.
MoveThe 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.
RollConsequence
1-4The air is calm, and the burner is operating perfectly.
Nothing happens.
5Hot gas leak!
Air has been leaking from the balloon without the pilot noticing. The War Balloon drops to the ground as the pilot frantically cranks up the fire. Any model underneath the balloon suffers a single S 4 hit. The crew is unaffected. At the beginning of the next turn, the balloon may rise again, but may not move.
6Fire!
The War Balloon is kept aloft on a cushion of hot air. The flames that keep the air hot often produce sparks which can quickly burn the light silk to ash. The balloon plummets to the ground, killing all aboard. Any underneath the balloon are killed, no saving throw allowed.
The War Balloon may be landed. To do so, the controlling player declares it will land during the charge phase. The War Balloon may move as usual during its descent. When it alights, any models in the balloon may exit at the beginning of the next turn. Note that during it's descent it may not be considered charging. In addition, it will be susceptible to ground fire.

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.


0-5 WATER CANNON (90 points)

Originally developed by Count Vincenza after his research tower and university in Remas were razed by the Sword of Glory, Leo quickly realized that this "firestopper" had military uses as well. The pump works by pneumatic pressure. Air pressure is built up inside the main cannon barrel (literally a large, steel-wrapped barrel of water) by the crew using billows. This pressure also provides enough power to move the cannon, albeit at a very slow pace.

ProfileMWSBSSTWIALD
Water Cannon4---73---
Crew433331317
War MachineRangeStrengthSaveWounds to Hit
Water CannonSpecial10NoneSpecial
Equipment The crew is armed with hand weapons
SaveNone
Special RulesUse 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.


PORTABLE BRIDGE (25 points)

The portable bridge is composed of well-reinforced wood planks, folded in sections so that it can be borne by a single horse. Thanks to Leo's addition of a series of locks and springs, when place on once side of a river bank (or chaos, or small marsh - whatever wishes to be crossed), two men can assemble the bridge quickly and easily.

ProfileMWSBSSTWIALD
Portable Bridge----73---
Crew433331317
Equipment The crew is armed with hand weapons
SaveNone
OptionsThe 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.

RollConsequence
1-2The bridge shakes but holds.
The bridge is merely settling into the ground. Nothing happens.
3-4The bridge is collapsing!
The models on the bridge may complete their crossing. At the end of the movement phase, the bridge collapses. Any model still on the bridge suffers whatever fate was beneath them (drowning, a long fall, etc.) At the end of the movement phase, the bridge is removed from play.
5-6The bridge collapses!
All models in the front rank must roll under their I on a d6 or suffer the consequences. The bridge is removed from play.


WINDFINDER WAR MACHINES

Special RulesThere must be at least one unit of Windfinders before you may include any of the following war machines in your army.

HARPOON THROWER (65 points)

Harpoon Throwers are usually found on the great trawlers that ply the oceans hunting Leviathans. The harpoon thrower operates much like the common battlefield bolt thrower, but with a special winch attachment which connects a rope to the harpoon. Two crew man the bolt thrower.

ProfileMWSBSSTWIALD
Harpoon Thrower----73---
Crew433331317
War MachineRangeStrengthSaveWounds to Hit
Harpoon Thrower48"6
(-1 per rank)
Noned6
Equipment The crew wield a hand weapon and wear light armor
Save6
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.


FELL FIRE THROWER (95 points)

Similar to the Trebuchet and Catapult in design, the Fell Fire Throwers (when converted from their usual ship-born form) lob Fell Fireballs of Fell Fire upon the enemy.

ProfileMWSBSSTWIALD
Fell Fire Thrower----73---
Crew433331317
War MachineRangeStrengthSaveWounds to Hit
Fell Fire Thrower60"specialspecialspecial
Equipment The crew are armed with hand weapons.
SaveNone
Special RulesFell 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
11 February 1999fixed HTML bug
21 June 1996reorganized
23 April 1996reformatted
Written by David Rauscher
(drausche@nab.org)
Comments or corrections?