Source: Warhammer Fantasy: 8th Edition

Doomfire
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Doomfire is fired following the rules for a stone thrower with the following profile:

RangeStrengthSpecial Rules
12-60"5(10)-

The Doomfire’s Multiple Wounds (D6) special rule applies only to the high-Strength hit caused against the model under the template’s central hole. Any unit that suffers one or more casualties from Doomfire must take a Panic test as if it had taken 25% casualties, with a -1 penalty to their Leadership. Should the artillery dice roll a misfire, roll a D6 on the following table:

D6

Result

1

Free at Last! Every unit within 3D6" takes D6 Strength 5 hits. Then, remove the Hellcannon and its Chaos Dwarf Handlers from play as casualties.

2

Schlurp: Remove all the Hellcannon's remaining Chaos Dwarf Handlers from play as casualties.

3

Thzzzz: All Wizards (friend or foe!) within 24" must immediately pass a Leadership test or suffer a miscast. Ignore any instructions to lose dice from the pool. Any spells lost are determined randomly.

4

Grrraaagh: Remove D3 of the Hellcannon's Chaos Dwarf Handlers as casualties.

5

Blooood! Move the Hellcannon 3D6" directly forwards as if it were subject to the Random Movement special rule and it was the Compulsory Moves sub-phase.

6

Boom! Resolve the Doomfire shot as if a Hit! Had been rolled, doubling the Strength of any hits (to a maximum of 10). The Hellcannon cannot fire for the rest of the game.