Malakai Makaisson's Goblin-Hewer

(Unit)
Type: unit-group
Category: Regiment of Renown
Categories: Regiment of Renown, Rare
EntryId: 3813-eb9a-2575-6b7e
Hidden: false
Costs: 130 pts
Options (4)
Rules (3)
Slayers (Goblin-hewer)
All Slayers have an uncanny ability which makes them particularly effective against especially tough opponents. When rolling to wound, a Slayer's Strength, including any modifiers for weapons (eg, a Great Axe), is increased until it is equal to the Toughness of his opponent, up to a maximum of Strength 6. If the opponent's Toughness is lower than the Slayer's Strength, including any modifiers for weapons, the Slayer does not receive any Strength bonus. For example, a Slayer armed with a Great Axe (S5) is fighting a Dragon (T6): normally he needs a 5+ to wound, but because of the Slayer skill his Strength is increased to 6 and he therefore wounds on a 4+. Note that the armour save modifier is calculated at the modified Strength score, in this case it is -3 for a Strength 6 hit. If the Slayer were fighting a weedy Goblin (13). he would use his normal Strength of 5 and would therefore wound the Goblin on a 2+, with an armour save modifier of -2.

Note that in a Slayer army, the Goblin-hewer ignores the "Look Snorri, Trolls!" rule.
Artillery Master
A Cannon or a Stone Thrower (but not a Flame Cannon) which has been joined by an Engineer may make two guesses when declaring the range they are firing at (one for the crew, one for the Engineer). Measure the two points you have guessed and then decide which one you want to use for that shot before rolling any dice.
A Bolt Thrower which has been joined by an Engineer may re-roll failed rolls to hit.
Note that if the Engineer uses his ability during the firing of the war machine. he will not be able to shoot with his own missile weapon in the same Shooting phase (he is too busy grumbling about the crew's poor aim). Remember that you must fire all the weapons requiring you to guess the range before any normal shooting. In addition, you must remember to fire a Bolt Thrower which an Engineer has joined before he opens fire with his own weapon. If you fired the Engineer's own weapon then you cannot use his re-roll ability in the same turn.
When ruing his own missile weapon, an Engineer can always choose a different target from the one fired upon by the machine he has joined.
Extra Crewman
An Engineer can also replace a last crew member of a machine he joins (including Flame Cannons and Organ Guns), but If he is operating the machine, the Engineer cannot fire his own missile weapon.
If a machine with an Engineer attached to it misfires and explodes, the Engineer will be killed with the rest of the crew if he replaced a crewman or used his Artillery Master ability during that turn.
Used By (3)
Dwarfs (2001)(Catalogue)
Dwarfs (2006)(Catalogue)
The Empire(Catalogue)