Goblin Rock Lobbers

ID: wh_main_grn_art_goblin_rock_lobber

Unit

Goblin Rock Lobbers
Catapult
44 600 150
Armour-Piercing Missiles
Poor Leadership
2,332
Armour 15
Leadership 40
Speed 33
Melee Attack 10
Melee Defence 6
Weapon Strength 24
Charge Bonus 5
Ammunition 22

About

Unit Description

Greenskins love chucking fings at the enemy; the rock lobber allows them to throw bigger fings further.

Historical Description

Orcs and Goblins were introduced to catapults, or “fings wot throw roks”, shortly after they encountered the Dwarfs. Greenskins are not technically minded (particularly Orcs), but they have a great appetite for destruction. Even as boulders splattered their foes, Orcs and Goblins began to wish for some catapults of their own. Since then, the Greenskins have built a plethora of what they generally refer to as “lobbers”. These are deployed either singly or in batteries to soften up enemy formations, smash defensive positions, or to toss those that offend the Warboss very, very far. A great shot, one that pulverises a large amount of the foes or sends body pieces flying particularly high, always raises a rowdy cheer. Most Rock Lobbers are counterweight devices, although some use twisted rope to generate torque. Experiments with Troll-powered devices have been tried, but such creatures tend to eat either the animation or key parts of the machine (or both). Some war engines, especially those that have launched spectacularly bloody shots, are given names, such as the legendary Skull Crusher, Fings Chucker, and Hammer of Gork. The Rock Lobber known as Da Boss’ Bane, named for its habit of landing off target and smashing the tribe’s Warboss, was burned, along with its crew, as a precautionary measure by an unusually bright new leader.

Attributes

Cannot Run

This unit cannot run and will only move at walking pace.

Expendable

Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.

Strengths & Weaknesses

Armour-Piercing Missiles

The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

Poor Leadership

This unit suffers from poor leadership and will easily rout. Keep its flanks secure and your Lord or other encouraging units nearby.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.00
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category Siege Engine
Unit Class Field Artillery
Move Action Points 2100
Melee Attack 10
Melee Defence 6
Charge Bonus 5
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 5
Morale 40
Bonus Hit Points 45
Unit Stats
Unit Caste War Machine
Unit Weight Heavy
Unit Group Catapult
Unit Group Parent Artillery & War Machines
Recruitment Turns 1
Recruitment Cost 600
Upkeep Cost 150
Unit Size 44
Melee CP 60
Missile CP 540

Equipment

Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 21
Weapon AP Damage 3
Building Damage 10
Armour
Armour Value 15
Shield
Missile Block Chance 0