Artillery Witch

(Unit)
Type: model
Category: Troop
Categories: Heretic, Troop, Artificial, Limited Potential, Negate Fear, Negate Gas
EntryId: f2d9-0f99-61a1-fce5
Hidden: false
Costs: 100 Ducats

Constraints:

max(roster): 1
Options (7)
Advancement:
Skills:
Rules (6)
Gas
After making the Injury Roll for a Weapon with this Keyword, place 1 extra BLOOD MARKER next to the target model even if the result is No Effect.
Shrapnel
After making the Injury Roll for a Weapon with this Keyword, place 1 extra BLOOD MARKER next to the target model (even if the Injury Roll has No Effect).
Blast
A Ranged Weapon with BLAST (X”) has a blast radius in inches equal to X (including vertically). When you make an attack with the Weapon, you must pick a target for the attack. The target can either be an enemy model or a visible point on the battlefield or on a terrain piece; whichever you choose must be within the attacking model’s Line of Sight and the Weapon’s range. If the Success Roll for the attack is a Failure, the attack misses and nothing happens unless the weapon also has the SCATTER Keyword (> see SCATTER). If the Success Roll for the attack is a Success or Critical Success, every model that has a Line of Sight to the target of the attack and which is within the Weapon’s blast radius is hit. In addition, friendly models that are within 1” of an enemy model that was hit by the blast radius are also hit. Measure the blast radius from the centre of the target model’s base, or the centre of the visible point you picked, to the closest point on the other model’s base. Make an Injury Roll for every model that was hit. If you roll a Critical Success, only add the extra INJURY DICE to the roll for a model if it was chosen as the target of the attack
Ignore Armour
Ignore -INJURY DICE and -INJURY MODIFIERS for a target’s Armour Characteristic, and for any Armour or Shield pieces of Battlekit that it has, for attacks that have this Keyword.
Deadly
When you make an Injury Roll for an attack made with a weapon with this Keyword, roll 3D6 and add all 3 dice together. Any +INJURY DICE or INJURY DICE are added to the roll normally, except that you pick the 3 highest or lowest dice in the roll instead of the 2 highest or lowest.
Ignore [Modifier]
Ignore the Success Roll or Injury Roll modifier that is specified. For example, the Success Roll for an attack made with a Ranged Weapon that had the IGNORE COVER Keyword would not be affected by the -1 DICE modifier for a target that is in Cover.

Profiles:

Unit MovementRangedMeleeArmourBase
Artillery Witch

6"/Infantry

+0 Dice

-1 Dice

0

32mm

Weapon TypeRange
Infernal Bomb

1-Handed

36"

Keywords:

BLAST 3", IGNORE COVER, IGNORE ELEVATED POSITION, IGNORE LONG RANGE, RELOAD, SCATTER SHRAPNEL

Rules:
  • Duck: Add -1 INJURY DICE to the roll for a model that is hit by an Infernal Bomb if it is in contact with a terrain piece that is at least ½" tall and that lies in between it and the target point. 

  • Infernal Strike: If the Success Roll for a Ranged Attack with an Infernal Bomb that targets an enemy model is a Success or a Critical Success, or if the attack is a Failure and the target point scatters onto a model's base, apply the effect of the DEADLY Keyword to the Injury Roll for that model. Injury Rolls for other models caught in the Infernal Bomb’s BLAST are made normally.

  • Mighty Explosion:  If a model that has been hit by an Infernal Bomb is not taken Out of Action by the Injury Roll, it is blown away D3” in a straight line by the explosion, even if the model has been taken Down by the Injury Roll. Roll separately for each model to see how far it is blown away by an Infernal Bomb. If the model was the target of the attack, it is blown directly away from the Artillery Witch. If the model was caught in the Blast of the weapon, it is blown directly away from the target point. The model stops if it is blown into another model, Impassable terrain, or terrain it cannot cross without having to Climb.

Gas Bomb

1-Handed

36"

Keywords:

-1 INJURY DICE, BLAST 3", GAS, IGNORES ARMOUR, IGNORE COVER, IGNORE ELEVATED POSITION, IGNORE LONG RANGE, RELOAD, SCATTER

Rules:

Choking Gas: If a model that has been hit by a Gas Bomb is not taken Out of Action by the Injury Roll, it staggers D3” in a straight line trying to get away from the gas cloud. Roll separately for each model to see how far it staggers. If the model was the target of the attack, it staggers in a direction chosen by the player making the attack. If the model was caught in the Blast of the weapon, it staggers directly away from the target point. The model stops if it staggers into another model, Impassable terrain, or a terrain piece it cannot cross without having to Climb.

Phosphor Bomb

1-Handed

18"

Keywords:

BLAST 3", FIRE, IGNORE COVER, IGNORE ELEVATED POSITION, IGNORE LONG RANGE, RELOAD, SCATTER

Rules:
  • Duck: Add -1 INJURY DICE to the roll for a model that is hit by a Phosphor Bomb if it is in contact with a terrain piece that is at least ½" tall and that lies in between it and the target point. 

  • Phosphorous Strike: If a model was the target for a Phosphor Bomb and hit by it, or if a Phosphor Bomb scatters and the target point lands on a model's base, when you make the Injury Roll for that model, roll 3D6 and add all 3 dice together. Any +INJURY DICE or -INJURY DICE that applied to the Injury Roll will apply normally, except that you pick the 3 highest or lowest dice in the roll instead of the 2 highest or lowest. Additionally, it applies an additional +1 BLOOD MARKER to that model. Injury Rolls for other models caught in the Phosphor Bomb’s BLAST are made normally. 

  • Mighty Explosion: If a model that has been hit by a Phosphor Bomb is not taken Out of Action by the Injury Roll, it is blown away D3" in a straight line by the explosion. Roll separately for each model to see how far it is blown away by a Phosphor Bomb. If the model was the target of the attack, it is blown directly away from the Artillery Witch. If the model was caught in the Blast of the weapon, it is blown directly away from the target point. The model stops if it is blown into another model, Impassable terrain, or terrain it cannot cross without having to Climb.

Ability
Creator's Shadow:

Due to rubbing shoulders with their makers every day, Phosphor Witches cannot be promoted to ELITE, as their creators would never allow the indignity.

Abiotic Life:

Add -1 INJURY DICE to rolls for an Artillery Witch that has been hit by an attack with the GAS Keyword.

Levitate:

You do not have to take a Risky Success Roll for an Artillery Witch when they Climb or Jump, or an Injury Roll if they Fall.

Modifiers:

increment max(roster) 1
and
0 selections of Trench Ghosts in roster (recursive)
0 selections of Heretic Naval Raiders in roster (recursive)
or
1000+ limit::8d43-33fd-332d-17a6 of any in roster
1000+ Ducats of any in roster
increment max(roster) 1
1+ selections of Cadaver Corps in roster (recursive)
set Ducats 95
1+ selections of Cadaver Corps in roster (recursive)
set hidden true
1+ selections of Trench Ghosts in roster (recursive)
set name Phosphor Witch
1+ selections of Cadaver Corps in roster (recursive)
set name Phosphor Witch in profiles.Unit
1+ selections of Cadaver Corps in roster (recursive)