The Doom Diver Catapult is a stone thrower, but because the Doom Diver has the ability to 'glide and guide' into a target, it has some additional rules, detailed here. Fire the Doom Diver Catapult as a Stone Thrower. However, no template is used. Instead, place the flying Doom Diver Goblin model on the target point, and then roll for scatter as you would for a stone thrower. After doing this, you may roll a D6 and move the Doom Diver Goblin model by that many inches in any direction. If any units are touched by the Doom Diver's base, then each must take D6 Strength 5 hits which Ignores Armour Saves.
Should the artillery dice roll a misfire, roll a D6 and consult the Doom Diver Misfire table, below.
D6 | Result |
1-2 | Destroyed! With a crack, the sinew snaps, smashing the machine and slaying the Doom Divers. The war machine is destroyed. |
3-4 | Disabled. The over-anxious gobbo gets the elastic tied up in knots. The Doom Diver Catapult cannot shoot this turn or in the controlling player's next turn. |
5 | Skidmarks. The Doom Diver badly miscalculates and does not get airborne, instead ploughing a furrow in the dirt. The Doom Diver will hit the first thing along the path towards his chosen target point. If this is a piece of terrain he is removed immediately and inflicts no damage. If this is a unit (friend or foe) he will inflict D6 Strength 5 hits, before being removed. The catapult may be fired next turn as normal. |
6 | Wild Shot! The catapult slips on its mountings, spinning round and shooting the Doom Diver randomly into the air. The Doom Diver is fired D6x10" in a random direction. This roll determines the impact point for the Doom Diver – he is unable to move the impact point D6" in this case. The catapult may be fired next turn as normal. |