Flame Cannon
Flame Cannons belch burning pitch across the battlefield, raining molten death upon the enemy.There are few weapons that can put fear into the heart of a foe like the Flame Cannon, one of the deadliest inventions of the Engineers' Guild. A volatile concoction of hot oil and molten tar is mixed within the Flame Cannon before air is pumped into the barrel; soon the pressure inside is tremendous and the barrel is almost ready to burst. At precisely the right moment, the Dwarfs place a burning oily wad into the nozzle and release the pressure. The mixture catches fire as it whooshes from the barrel in a leaping spurt. The burning oil arcs into the air towards the enemy ranks and, with a little bit of luck, lands in the middle of the foe, spraying boiling tar over them. For longer ranged shots, the Dwarfs simply apply more pressure, and the most experienced crew know exactly when to release the straining valve to achieve maximum distance. Those crews who misjudge this subtle balance rarely get another chance. Enemies struck by the Flame Cannons have their flesh melted off them in a slough, leaving only scorched bones and foul-smelling liquid that is best described as "goo". Even the bravest of those who survive, after seeing their comrades so gruesomely reduced, have been known to flee immediately.
Unit Name Flame Cannon |
Main Unit Key wh_main_dwf_art_flame_cannon |
Land Unit Key wh_main_dwf_art_flame_cannon |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Field Gun |
Naval Unit Group Field Gun |
Soldiers 32 |
Caste War Machine |
Category Siege Engine |
Class Field Artillery |
Custom Battle Cost 1250 |
Recruitment Cost 1400 |
Upkeep Cost 350 |
235 |
├ Engine wh_main_dwf_art_flame_cannon |
├ Missile Weapon wh_main_dwf_flame_cannon |
├ Projectile wh_dwf_flame_cannon_flame |
├ Missile Damage 160 |
├ Missile Ap Damage 75 |
└ Base Reload Time 10 |
Accuracy 10 |
Range 180 |
Reload 10 |
Shots Per Minute 6.7 |
Ammunition 25 |
Melee Attack 15 |
28 |
├ Melee Weapon wh_main_dwf_axe |
├ Melee Damage Base 23 |
├ Melee Damage Ap 5 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 2 |
17 |
├ Base Defence 17 |
├ Shield none |
└ Shield Defence 0 |
40 |
├ Armour wh_main_dwf_light |
├ Armour Defence 40 |
└ Shield Armour 0 |
67 |
├ Man Entity wh_main_dwf_inf_dwarfs_blood_dismembers |
├ Man Speed 28 |
├ Man Health 8 |
└ Bonus Hit Points 59 |
Leadership (Base Morale) 66 |
Abilities
No Ability
Attributes
- Cannot Run
This unit cannot run and will only move at walking pace.
Strengths & Weaknesses
- Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Garrison Buildings | |
---|---|
x 2 |
Karaz-a-Karak (Great Hold)
(wh_main_special_settlement_karaz_a_karak_5_dwf) Level 5 |
Faction Availability | |
---|---|
Warhammer | |
The Season of Revelation |