Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Doom Diver Catapult
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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.

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