Source: Warhammer Fantasy: 6th Edition

Stone Throwers
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These are powerful and destructive weapons that lob large boulders into the air, sending them crashing through enemy ranks. Many races in Warhammer use these devices. Not all are built in the same way: some use a massive counterweight to catapult their missile into the air while others use torsion power Like a giant crossbow. The bigger the engine, the larger the rock it can throw and the more damage it can do. The very largest stone throwers can hurl a projectile big enough to knock down buildings and even city walls!

Work out the results of stone throwing in the Shooting phase. To work out damage you will need the small 3" round template. The stone is not as big as the template of course (that would require a very large engine indeed) but it shatter on impact sending shards of sharp stone over a wide area.

Pivot the stone thrower on the spot so that it is pointing in the direction it is going to shoot. The crew do not need to be able to see their target, but they must see that there are enemy in the direction they are firing. Then declare how far the rock is to be fired. Do this without measuring the distance to that target, so try to guess the range as accurately as possible. Once you have made your guess, place the template directly over that spot where you have guessed.

For example: A stone thrower is firing at a unit of Bretonnian Knights that are in front of the player. He makes his guess and declares that the stone thrower is firing 28" directly towards the centre of the Knights. He then measures 28" towards the target. If he has made a good guess the template will lie over its intended target. If not, there's still a chance the stone may veer off course and hit something.

To decide whether the missile lands where it was aimed roll the Scatter dice and the Artillery dice.

The Scatter dice is the dice marked with arrows on four sides and the HIT symbol on two sides. If a HIT is rolled then the missile lands exactly where it was aimed. If an arrow is rolled then the missile veers off in the direction shown by the arrow.

The Artillery dice is marked 2, 4, 6, 8, 10 and MISFIRE. If a Misfire has been rolled then something has gone wrong — roll a D6 and consult the Misfire Chart. A Misfire roll automatically cancels out the whole shot regardless of the Scatter dice result. If a number on the Artillery dice is rolled then this is the distance in inches the missile veers off target as shown by the arrow on the Scatter dice. Move the template the distance indicated in the direction shown by the arrow. If a HIT has been rolled then the numbers are ignored; a number simply indicates that the shot has not misfired.

For example: The player guesses bang on and the template lies directly in the middle of the chosen target. He then rolls both dice. The Scatter dice shows a HIT! It has landed right on target. The Artillery dice score is 4 - the number indicates that nothing is amiss and the shot Lands exactly where it was aimed. If the Artillery dice had been a MISFIRE then the whole shot would have been messed up as described on the Misfire Chart.

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