Source: Warhammer Fantasy: 7th Edition

Organ Gun
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The Dwarf Engineers Guild has developed a four-barrelled cannon called an Organ Gun or Organ Cannon. Its name derives from the pipes of a musical organ, which the array of barrels resembles. The Organ Cannon's barrels are smaller and lighter than that of an ordinary cannon, which means it lacks the range and hitting power, but the gun does have the advantage of being able to fire several shots at once.

The Organ Gun has more barrels than an ordinary cannon but these are smaller and lighter. Its range and the damage it inflicts are considerably different from a cannon's.

MovementToughnessWounds
As crew73
RangeStrengthArmour Save
24"5-3

Organ Guns are stoutly made from iron and can sustain considerable damage as shown on their profile. The Organ Gun can be moved at the speed of its crew as specified for Cannons in the Warhammer rulebook. The Organ Gun cannot move and shoot in the same turn, other than to pivot on the spot to face its target.

Loss of Crew

The Organ Gun is affected by loss of crew as detailed in the main Warhammer rules.

Firing the Dwarf Organ Gun

In the Shooting phase, nominate a target unit and turn the Organ Gun so that it faces it. Roll the Artillery dice and then measure the range. If the target unit is within range it will suffer a number of hits equal to the number rolled on the Artillery dice. Hits are resolved using the profile below.

If you roll a Misfire, the cannon has misfired and may explode. Roll a D6 and consult the Organ Gun Misfire chart below to see what happens.

Whenever you fire the Organ Gun you may re-roll the Artillery dice if it didn't score a Misfire. If a Misfire results on the re-roll it automatically causes a Fzzz. Clunk result as the gun simply fails to fire.

D6

Result

1-2

Destroyed! The gun explodes with a mighty crack. Shards of metal fly in all directions leaving a hole in the ground, a cloud of black smoke and the stench of burnt beards. The gun is destroyed and its crew slain or injured. Remove the Organ Gun and its crew.

3-4

Malfunction: The gun fails to ignite and does not fire. The crew fuss around, banging it with hammers and muttering to themselves before working out what is wrong. The gun cannot fire this turn or next turn.

5-6

Fzzz... Clunk: A minor fault prevents the gun firing. Perhaps the fuse is not set properly or maybe the young crew mishandled the loading procedure. The Organ Gun does not shoot this turn. However, it is unharmed and may shoot as normal next turn.

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