Cannons

Cannons are devastating but sometimes unpredictable weapons, limited to a handful of races -- capable of shattering the toughest formation when they work, but prone to misfiring from a failed charge, premature explosion, or a flawed casting. There are two cannon profiles, reflecting their different sizes and power.

NameRangeStrengthSpecial Rules
Cannon12-48"10Multiple Wounds (D6/D3)
Great Cannon12-60"10Multiple Wounds (D6)
Firing a Cannon

A cannon doesn't use its crew's Ballistic Skill -- instead it relies on their skill at judging distance, elevation, and the right amount of black powder.

Choose Target

Pivot to face the target as with any war machine, then nominate a model or building within line of sight, outside minimum range and within maximum range. Place a small marker where the shot is meant to land -- it can never be placed over a friendly model, or an enemy model already in combat, since the crew won't deliberately target their own side (though a wayward shot might still hit them by accident).

Fire!

Once the marker is placed, roll a scatter die and an artillery die. Barring a misfire, a Hit! result on the scatter die means the shot lands exactly on target (ignore the artillery die's number entirely); an arrow result means it scatters instead -- move the marker a number of inches equal to half the artillery die's result, in the direction shown. Extend a straight "shot" line with your tape measure from the cannon's barrel through the marker -- that's the path the cannonball travels. A misfire means something's gone wrong -- roll on the Black Powder War Machine Misfire chart; whatever the result, the cannon doesn't fire this turn.

Diagram showing a cannon's target marked with a dot before the artillery and scatter dice are rolled.
The cannon targets the model, as marked by the dot. After that, the player rolls the artillery and scatter dice to find out whether or not the shot lands on target.
Diagram showing a cannonball scattering half the artillery dice result in the direction shown by the scatter dice.
The artillery dice did not roll a "Hit"; and as such the cannonball scatters the distance (divided by half) shown on the artillery dice -- in this case, 2" in the direction of the scatter dice. The dot shows the position after scatter.
Bounce

Assuming no misfire, roll the artillery die again to see how far the cannonball bounces onward. A misfire on this roll means it simply thuds into the ground where it landed, hitting only whatever model is directly underneath. Otherwise, extend the shot line the distance rolled -- the ball stops immediately if it bounces into impassable terrain that would genuinely block it, like a sheer cliff.

Who's Been Hit?

The cannonball's bounce is treated like a special template roughly the width of the ball itself -- any model whose base lies between where it first struck and where it comes to rest is hit automatically, with two exceptions: only one model per rank struck can be hit (using files as ranks if the cannon is in the target's flank), and a monster or monstrous infantry/beast/cavalry model that's hit but not slain absorbs the ball's remaining momentum entirely, stopping the shot from travelling any further.

Diagram showing a cannonball landing on target and bouncing through three ranks of a unit, scoring three hits.
The cannonball lands right on target. The following bounce goes through all three ranks of the unit, scoring 3 hits.
Diagram showing a cannonball striking a large model without killing it, stopping the shot from continuing into the unit behind.
The cannonball strikes the large model, but does not kill it, so the shot does not go through the unit behind.
Direct Hit

Damage differs depending on whether the ball strikes directly or during its bounce. A normal Cannon has both Multiple Wounds (D6) and (D3): a direct hit (on the model at the original marker position) inflicts D6 Wounds, while a hit from the bounce only inflicts D3. A Great Cannon inflicts D6 Wounds on both a direct hit and the bounce alike.

Grapeshot

Cannon crew can load rusty nails, handgun bullets, and other scrap instead of a normal shot, firing it like a huge blunderbuss.

RangeStrengthSpecial Rules
12"5Armour Piercing (1)

Choose a target as normal, then roll an artillery die and a D6 to determine the number of shots fired. A misfire on the artillery die sends you to the Black Powder War Machine Misfire chart instead; otherwise, roll to hit with a number of shots equal to the artillery die plus the D6, resolving successful hits against the grapeshot profile above.

Black Powder Misfire Chart

Roll a D6 on the table below whenever a black powder weapon misfires.

D6Result
1-2Destroyed! The gun explodes, and the war machine is destroyed.
3-4Malfunction. The charge fails to ignite -- the war machine can't fire this turn or the controlling player's next turn while the barrel is cleared.
5-6May Not Shoot. A minor error occurs -- the war machine is unharmed and can fire normally again next turn.

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