A volatile concoction of hot oil and molten tar is mixed in the barrel of the Flame Cannon. Air is pumped into the barrel until the pressure inside is very great and the barrel is almost ready to burst. At precisely the right moment the Dwarfs place a burning oily wad into the nozzle and release the pressure inside. The mixture catches fire as it spurts from the barrel and burning oil arcs into the air towards the enemy ranks. With a bit of luck, the flaming oil lands right in the middle of an enemy unit, spraying fire and boiling tar over the target.
Source: Warhammer Fantasy: 7th Edition
Flame CannonURL Copied!
Movement | Toughness | Wounds |
---|---|---|
As crew | 7 | 3 |
The Flame Cannon can be moved at the speed of its crew as specified for Cannons in the Warhammer rulebook. The Flame Cannon may be turned on the spot to face its target, but cannot otherwise move and fire in the same turn.
Loss of Crew
The Flame Cannon is affected by loss of crew as detailed in the main Warhammer rules.
Firing the Flame Cannon
Flame Cannons shoot in a similar way to cannons, but instead of firing a cannon ball they shoot a gout of flame - use the Flame template to represent this.
Range | Strength | Wounds | Armour Save |
---|---|---|---|
12" | 5 | D3 | -2 |
To fire the cannon, first turn it on the spot so that it points at your intended target. Now declare how far you wish to shoot, up to a maximum of 12", eg, 12", 10", 7", etc. This represents the gunners elevating the barrel to get the required trajectory. The jet of inflammable liquid will travel the distance you have nominated plus the score of an Artillery dice (marked 2, 4, 6, 8, 10 and Misfire).
Roll the Artillery dice and add the score to the distance you have nominated. The jet travels the total distance and will land short, hit the target, or pass over it depending on how accurately you have guessed the range and what effect the dice roll has.
When you have established where the jet of flaming liquid hits the ground, place the Flame template on that spot. The jet sprays out from this point and scorches a line through any targets in its way. To determine the swathe cut by the burning liquid, place the Flame template with the narrow end on the point where the jet hit the ground and the wide end pointing directly away from the cannon so that the flame continues in a straight line. Any models completely under the template are automatically hit and models partially covered are hit on the roll of a 4+. Any model struck by the flame takes a Strength 5 hit and any model wounded by the flame takes D3 wounds. Saving throws apply as normal (ie, -2 Armour Save).
A unit that suffers casualties from the Flame Cannon, must take an immediate Panic test to represent the horrific effects of this weapon.
If you roll a Misfire on the Artillery dice then the Flame Cannon has malfunctioned. Roll a D6 and check the Flame Cannon Misfire chart below to see what happens.
D6 | Result |
1 | Destroyed! Smoke begins to pour from the barrel in a worrying fashion and a few seconds later it explodes into a fireball, engulfing everyone nearby. The Flame Cannon is destroyed and its crew slain. |
2-3 | Malfunction: The mixture fails to ignite and the cannon squirts smelly hot oil and tar into the air. Although unpleasant, this is not deadly, and has no effect on the target. The crew must prepare the cannon for firing again, so the Flame Cannon may not shoot this turn or next turn. |
4-6 | Phut: The pressure is not high enough, so the Flame Cannon may not fire this turn. |