| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Bolt Thrower | - | - | - | - | 7 | 3 | - | - | - | Hobgoblins | 4 | 3 | 3 | 3 | 3 | 1 | 2 | 1 | 6 |
| Maximum Range You May Guess | Strength | Wounds | Save | |
|---|---|---|---|---|
| Bolt Thrower | 48" | 5-1 per rank | D4 | None |
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Launcher | - | - | - | - | 7 | 3 | - | - | - | Chaos Dwarf | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
| Maximum Range You May Guess | Strength | Wounds | Save |
|---|---|---|---|
| 48" | 5 | D3 | -2 Modifier |
| Death Rocket Misfire Chart | ||
|---|---|---|
| D6 | Roll | |
| 1-2 | Boom! The rocket explodes as it is being loaded. The machine is destroyed and the crew slain. | |
| 3-4 | The fuse fizzles out and the rocket fails to fire. It takes a complete turn to replace the rocket and prepare to fire, so you not only fail to shoot this turn but you cannot shoot again next turn either. | |
| 5-6 | The rocket goes out of control and lands 4D6" in the direction you have aimed it. Place a small token, dice, or other marker on the spot and roll a D6. | |
| 1, 2 or 3 | The rocket explodes. Place the template where the rocket lands and work out damage as normal. | |
| 4, 5 or 6 | The rocket strikes the ground and spins like crazy before relaunching itself into the air. The rocket lurches a further 4D6" through the air in a random direction (use scatter dice). Mark where the rocket lands and roll another D6 on this chart (1-3 explodes, 4-6 spins off). Continue rolling until the rocket explodes. | |
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Cannon | - | - | - | - | 7 | 3 | - | - | - | Chaos Dwarf | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
| Maximum Range You May Guess | Strength | Wounds | Save | |
|---|---|---|---|---|
| Earthshaker | 12-48" | 7 | D3 | -4 |
| Earthshaker Misfire Chart | |
|---|---|
| D6 | Roll |
| 1-2 | Boom! The shell explodes as it is being loaded. The cannon is destroyed and the crew slain. Any troops within 2D6" are thrown to the ground as described in the text. |
| 3-4 | The fuse fizzles and the cannon fails to fire. It takes a complete turn to replace the shell and prepare to fire, so you not only fail to shoot this turn but you cannot shoot again next turn. |
| 5-6 | The shells explodes in mid-air causing no damage. Your shot has not effect this turn. |
| 1 | QUAKE! Troops are thrown to the ground and may neither move, shoot, fight or do anything at all in their following turn. |
| 2-5 | RATTLE! Although severely rattles by the shaking ground the troops stay on their feet. In the following turn movement is at half rate and troops may not shoot. Troops may fight normally in hand-to-hand combat. War machines such as cannons and stone throwers may shoot on a 4+. |
| 6 | WOAH! Bracing themselves against the shock waves the troops suffer no ill effects and are ready to move and fight as normal. |