Citadel Collector
Moderator
I've modified some Hellcannon rukes for the asscannon - comments welcome (apologies for the dodgy formatting as a result of pasting from MS Word):
Chaos Dwarf Crew:
M WS BS S T W I A Ld Int Cl WP
3 4 3 3 4 1 2 1 9 7 9 9
Siege Cannon:
M WS BS S T W I A Ld Int Cl WP
3 4 3 5 6 5 1 5 9 9 9 9
- Attacks count as magical, armour save of 4+, causes fear 15” +1 (under 10 foot tall) or 15” (larger), large target, immune to psychology.
- The Siege Cannon constantly strives to break free of its bonds. At the beginning of your turn, if the Siege Cannon is not in combat or intending to fire, take a Leadership test. If the test is failed, the Siege Cannon moves 2D6 towards the nearest enemy unit.
- The Siege Cannon is fired exactly like a modified stone thrower (p. 107 3rd ed) with the following profile:
Range Strength/wounds Template Save mod
12"-48" 5 (D4 wounds) 1.5” radius -2
Crew loss:
Number of crew lost Effect on firing rate
1 None
2 Fires every second turn
3 Roll a D6:
1-3: the demon inside the cannon dematerializes and the cannon remains as a useless husk
2-4: see 6 on the misfire table
6: see 1 on the misfire table
The cannon is subject to “over heating” as per the mortar (p. 111 3rd ed). Should the dice roll a 6, roll a D6 on the following table:
D6 roll Result
1 The Daemon inside the Siege Cannon violently breaks its bonds. Every unit within 3D6" takes D6 Strength 5 hits. Then remove the Siege Cannon and its crew from play.
2 The Siege Cannon sucks its own crew into its furnace and spits them out in a shower of gore and bone. Remove the crew from play.
3 The Siege Cannon fires great pulses of raw magic. All Wizards within 24" must immediately pass a Leadership test or lose a randomly determined spell.
4 The enraged Daemon inside the Siege Cannon goes berserk. Remove D3 crew.
5 The Siege Cannon breaks its chains and rushes forwards. Move the Siege Cannon 3D6"directly forward.
6 The Siege Cannon fires a devastating blast. Resolve the shot as if it were a direct hit, doubling the Strength of any hit. The Siege Cannon cannot fire for the rest of the game
Chaos Dwarf Crew:
M WS BS S T W I A Ld Int Cl WP
3 4 3 3 4 1 2 1 9 7 9 9
Siege Cannon:
M WS BS S T W I A Ld Int Cl WP
3 4 3 5 6 5 1 5 9 9 9 9
- Attacks count as magical, armour save of 4+, causes fear 15” +1 (under 10 foot tall) or 15” (larger), large target, immune to psychology.
- The Siege Cannon constantly strives to break free of its bonds. At the beginning of your turn, if the Siege Cannon is not in combat or intending to fire, take a Leadership test. If the test is failed, the Siege Cannon moves 2D6 towards the nearest enemy unit.
- The Siege Cannon is fired exactly like a modified stone thrower (p. 107 3rd ed) with the following profile:
Range Strength/wounds Template Save mod
12"-48" 5 (D4 wounds) 1.5” radius -2
Crew loss:
Number of crew lost Effect on firing rate
1 None
2 Fires every second turn
3 Roll a D6:
1-3: the demon inside the cannon dematerializes and the cannon remains as a useless husk
2-4: see 6 on the misfire table
6: see 1 on the misfire table
The cannon is subject to “over heating” as per the mortar (p. 111 3rd ed). Should the dice roll a 6, roll a D6 on the following table:
D6 roll Result
1 The Daemon inside the Siege Cannon violently breaks its bonds. Every unit within 3D6" takes D6 Strength 5 hits. Then remove the Siege Cannon and its crew from play.
2 The Siege Cannon sucks its own crew into its furnace and spits them out in a shower of gore and bone. Remove the crew from play.
3 The Siege Cannon fires great pulses of raw magic. All Wizards within 24" must immediately pass a Leadership test or lose a randomly determined spell.
4 The enraged Daemon inside the Siege Cannon goes berserk. Remove D3 crew.
5 The Siege Cannon breaks its chains and rushes forwards. Move the Siege Cannon 3D6"directly forward.
6 The Siege Cannon fires a devastating blast. Resolve the shot as if it were a direct hit, doubling the Strength of any hit. The Siege Cannon cannot fire for the rest of the game