Source: Warhammer Fantasy: 7th Edition

Poisoned Wind Mortar
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RangeStrengthDamageSave
6-24"See below1None

The Poisoned Wind Mortar may move and fire. The Poisoned Wind Mortar fires like a stone thrower with the following exceptions:

The Poisoned Wind Mortar can fire at any visible target or, if the Weapon Team is within 3" of its parent unit, it can use their line of sight to fire. If the target is not visible to the Poisoned Wind Mortar, then the shot will scatter double the distance rolled on the artillery dice unless a hit is rolled. This means that shots may drift wildly off target, but this is rarely a worry to the crew. Should a misfire be rolled, consult the Poisoned Wind Mortar Misfire chart (below).

The Poisoned Wind Mortar is a Warpstone Weapon and uses the small round template. Any single model that lies under the direct centre of the template takes a wound on a dice roll of 4+ with no armour saves allowed. All other models touched by the template take a wound on a roll of 5+ with no armour saves. The mortar crew and Poisoned Wind Globadiers have protective gear and only suffer a wound on a roll of 5+ when touched by any part of the template.

Poisoned Wind Mortar Misfire

D6

Result

1-2

Foomph! The bomb explodes prematurely in the tube, enshrouding the area in an instant green fog.

Place the large round template centred on the Weapon Team. Models touched by the blast are wounded on a 4+ with no armour saves allowed. The Poisoned Wind Mortar is then removed.

3-5

Wildly off Target: Either the temperamental aiming mechanism has gone haywire or the fume-addled crew have made a major mistake.

The opponent can place the template anywhere he likes within 3D6" of the intended position. Resolve hits as normal.

6

Clogged: The firing mechanism is clogged with grime, filth, or even a crew member's errant tail.

No firing may take place this turn while the device is cleared.

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