Strength | Wounds Caused | Armour Save | |
---|---|---|---|
Normal hit | 3 | 1 | -1 |
Under the hole | 6 | D3 | none |
A Mortar follows the rules for war machines that are presented in the Warhammer rulebook.
Firing the Mortar
Pivot the Mortar so it is pointing in the direction you wish to fire and the crew can see the target. Declare how far you want to fire the mortar shell, without measuring, and guessing the range as accurately as you can. You must guess a distance of between 12" and 48". After guessing, place the centre of the large 5" template over the spot you have guessed. To see where the shell lands roll both the scatter dice and the artillery dice. If the scatter dice rolls a HIT then the shell lands exactly on target. If the scatter dice rolls an arrow then the shell veers off in the direction of the arrow. If you roll a number on the artillery dice, this is the distance in inches the shell veers off target as shown by the arrow on the scatter dice. Move the template the distance indicated in the direction shown by the arrow. If a HIT was rolled on the scatter dice then the numbers are ignored. If the artillery dice rolls a MISFIRE then something has gone wrong - roll a D6 and consult the Mortar misfire chart below. A misfire roll automatically cancels out the whole shot regardless of the scatter dice result.
Damage
Models hit by the shell take one Strength 3 hit with a -1 armour save modifier that causes 1 wound. Single models directly under the template's central hole are always hit, even their base is not entirely covered. A model under the hole takes a Strength 6 hit that causes D3 wounds, with no armour save allowed.
D6 | Result |
1 | Boom! The mortar shell explodes before it is fired. The Mortar and crew are destroyed. |
2-3 | Dud: The fuse fizzles and the gun fails to fire. It takes a complete turn to replace the shell, so the Mortar cannot shoot this turn or next turn. |
4-6 | Short Fuse: The shell explodes in mid air, so the shot has no effect this turn. |