Doomfire is fired following the rules for a stone thrower with the following profile:
Range | Strength | Special 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. |