Source: Warhammer Fantasy: 6th Edition

Warp-lightning Cannon
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The Warp-lightning Cannon is crewed by two slaves, who provide the muscular power needed to move the gun around, and by a Skryre adept who orders the slaves around and fires the gun. The magical energy of the warpstone powering the gun is also used by the Skryre adept to strengthen the slaves, giving them enough muscle to move and spin around the heavy machine with ease. The unfortunate side effects of this exposure to raw warpstone energy mean that the slaves normally survive for less than a day. Just long enough...

RangeStrengthDamageSave
8D6"Artillery DiceD6Normal

Moving the Cannon

Warp-lightning Cannons follow all the movement rules for chariots. In addition, because of the unnatural strength of the slaves moving it, the Warp-lightning Cannon is allowed to march. The Warp-lightning Cannon can never charge into combat and, if charged, must always, declare a flee reaction, even when pursued or overrun into (the warpstone gives strong foretelling powers to the Skryre adept, allowing him to perceive the enemy. attack in advance, and it bestows enough strength to the slaves for them to quickly carry out his orders to retreat).

Attacking the Cannon

The Warp-lightning Cannon has a single stat-line, like a chariot. An unsaved wound caused by a Strength 7 hit or greater destroys the cannon automatically.

The Skryre adept uses the energy of the warpstone to create a shimmering magical shield, protecting himself and the gun from incoming missiles and spells. The warpstone confers a 4+ Ward save to the Warp-lightning Cannon. This save does not protect it from any of the effects of the Misfire chart.

Firing the Cannon

The Warp-lightning Cannon is a Move-or-Fire weapon, like all other war machines.

To fire the Cannon, first point it in the direction you wish to fire. Note that the special warpstone-powered aiming sight allows the Skryre adept to see through terrain and troops, so you don't need a clear line of sight to the target. The Cannon can be fired in any direction, even through your own troops no restriction applies whatsoever. For convenience, it's better if you indicate a model as a target, and line up the barrel towards it.

When the machine is fired, a bolt of lethal warpstone lightning is released in a straight line from the Cannon's muzzle. Roll 8D6 and total the score to determine what the range in inches the lightning projected from the gun is going to be that turn. Determine which models are hit in the same way as you would do for the bounce of a cannon ball, except that all models (friends and foes) lying along the entire line's length are hit. There is no need to randomise hits if the line goes through models engaged in close combat with the enemy, all the models lying under the line are hit, as simple as that (note that this is an exception to the normal rules for shooting in close combat).

Roll an Artillery dice. Models hit by the lightning suffer an automatic hit at the Strength rolled by the Artillery dice. Armour saving throws apply as normal, modified by the Strength of the Cannon. If you roll a Misfire, refer to the Misfire chart.

The Warp-lightning Cannon is a Warpstone Weapon.

Effects of Terrain

Linear obstacles do not stop the bolt, nor do woods or wooden buildings. Only hills, high stone walls, such as castle walls, and rock formations can stop it. It is a good idea to agree with your opponent which terrain features on your table will block the lightning before starting to deploy your troops.

If the Cannon and its targets are on a different level, for example if the target is on a hill, some amount of abstract thinking is required. Before firing the gun you must declare whether it is firing up or flat. If firing up, the beam hits only targets that are on hills, castle walls or other positions that put them higher up than the tabletop level. If firing flat, only models on the table will be hit and a hill/castle wall would block the beam. If the Cannon itself is on a hill/castle wall, it can either fire flat, hitting all models in similar positions, or fire down, hitting all models in front of it on the same hill first and then all models on the tabletop level (the bolt being stopped by other hills, castle walls, etc).

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