Leadbelcher Cannon

(Rule)
Description: Each Leadbelcher cannon fires a number of shots equal to the roll of an Artillery dice at Strength 4. Roll to hit as normal with the exceptions described below. If any misfires are rolled, the leadbelcher cannon malfunctions spectacularly (Ogres having been known to load the cannon the wrong way around, load it with a gnoblar for a laugh, etc). The leadbelcher unit takes xx Strength 4 hits per misfire. One a unit of leadbelchers has opened fire, it may not fire again for the rest of the game unless the Ogre unit spends an entire Ogre turn stationary and out of base contact with the enemy (a turn spent rallying also counts). If this is achieved the leadbelchers have reloaded and may use their cannons once more. This can be done multiple times during a game. Leadbelchers may both move and fire and stand and shoot with thier Leadbelcher cannon. Due to the scattershot nature of the leadbelcher cannon and the hail of leathal projectiles they launch, they do not count any penalties for moving, for long range or for multiple shots. Leadbelcher cannons can be used as ogre clubs in close combat, regardless of whether they are loaded or not