Gunners' Pride Dwarfs crewing a war machine are Stubborn as long as the machine they are crewing has not been destroyed. They will be unwilling to leave them unguarded, however, and can never choose to Flee as a charge response or pursue a Fleeing enemy.
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.|
Organ Gun 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.
|Movement|Toughness|Wounds|
|---|---|---|
|As crew|7|3|
|Range|Strength|Armour|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.|