Source: Warhammer Fantasy: 6th Edition

Ratling Gun
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RangeStrengthSpecial Rules
15"4-

To fire the gun, first you have to determine how many shots are fired. To do this, roll a D6: the result is the amount of shots fired. You can now decide whether to stop or to roll a second dice. The result of the second dice is added to the first and their total will be the amount of shots fired. You can now stop or choose to continue firing, repeating the same process. When you decide to stop, check the distance to the target and, if it is within range, all shots fired will automatically hit.

You can continue to roll dice as long as you want, but if you roll a DOUBLE (ie, you roll a duplicate of one of the numbers already rolled), the Ratling Gun suffers some kind of malfunction while firing. As soon as you roll a double consult the Misfire Chart below.

Note that Ratling Guns can stand & shoot.

Double 1 or Double 2

Jammed! The pump powering the firing mechanism loses pressure before the crew can fire. No shots are fired this turn.

Double 3 or Double 4

Whoops!!! The steam pump controls malfunction and a cloud of green steam surrounds the crew as the gun spins around wildly. Roll a Scatter dice - all the shots (including the ones rolled with the last dice, the one that has caused the Misfire) are fired in the direction shown by the arrow by the half-blinded and disoriented crew, hitting the first unit in their path within 15", friend or foe!

Double 5 or Double 6

BLAM! The weapon builds up excessive pressure and the release mechanism locks shut. No shots are fired this turn, the weapon explodes and the team is torn to shreds.

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