Range | Strength | Special Rules |
---|---|---|
Artillery Dice | 5 | - |
Place the flame template with its narrow end touching the Warpfire Thrower and the large part aimed at the target. The target must be in line of sight to shoot at it. Roll the Artillery dice and move the template the amount of inches shown by the dice towards the target to see where the warpflame lands. The template can overshoot a target - the team squirts the warpflame in too high an arc. Determine which models are hit as per a breath weapon. A unit suffering any casualties must take a Panic test. If you roll a Misfire, the weapon doesn't fire, roll a D6 on the misfire chart below.
Note that this model can stand & shoot - fire the weapon as soon as the charge is declared, before the enemy moves.
D6 | Result |
1-2 | Kaboom! Place the iarge circular template centred on the barrel and resolve the hit as normal. After this, the team is automatically removed. |
3-4 | The barrel catches fire! The team runs desperately 2D6" in a random direction (the model with the barrel in front), stopping if it comes in contact with anything, then explodes. Place the small circular template over the barrel and resolve the hit as normal. After this, the team is automatically removed. |
5-6 | The weapon's nozzle blocks and squirts burning fuel over its crew. Work out the effect as if the team had been hit by their own weapon. |