Left Panel
menu
HomeHome / Total War: WARHAMMER / The Bloody Handz / Units / Goblin Rock Lobber
Goblin Rock Lobber The Bloody HandzThe Bloody Handz Field Artillery

Goblin Rock Lobber

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

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.

Goblin Rock Lobber

Unit Name

Goblin Rock Lobber

Main Unit Key

wh_main_grn_art_goblin_rock_lobber

Land Unit Key

wh_main_grn_art_goblin_rock_lobber

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Catapult

Naval Unit Group

Catapult

Soldiers

44

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Custom Battle Cost

600

Recruitment Cost

600

Upkeep Cost

150

Engine Missile Damage

170

├ Engine

wh_main_grn_art_goblin_rock_lobber

├ Missile Weapon

wh_main_grn_goblin_rock_lobber_rock

├ Projectile

wh_main_grn_goblin_rock_lobber_rock

├ Missile Damage

35

├ Missile Ap Damage

135

└ Base Reload Time

18

Accuracy

10

Range

400

Reload

10

Shots Per Minute

3.7

Ammunition

22

Melee Attack

10

Weapon Strength (Weapon Damage)

24

├ Melee Weapon

wh_main_sword_short

├ Melee Damage Base

22

├ Melee Damage Ap

2

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

5

Melee Defence

6

├ Base Defence

6

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh_main_grn_cloth

├ Armour Defence

15

└ Shield Armour

0

Health

43

├ Man Entity

wh_main_grn_inf_goblin_blood_dismembers

├ Man Speed

33

├ Man Health

8

└ Bonus Hit Points

35

Leadership (Base Morale)

40

Abilities

No Ability

Attributes

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

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.
Requires Buildings
Goblin Rock Lobber Lv. 0 Goblin Tinkerer Bench
Goblin Tinkerer Bench
(wh_main_grn_workshop_1)
Level 0
Goblin Workshop
Goblin Workshop
(wh_main_grn_workshop_2)
Level 1
Garrison Buildings
Goblin Rock Lobber x 1 Black Crag (Greenskin Camp)
Black Crag (Greenskin Camp)
(wh_main_special_settlement_black_crag_2_grn)
Level 2
Black Crag (Greenskin Encampment)
Black Crag (Greenskin Encampment)
(wh_main_special_settlement_black_crag_3_grn)
Level 3
Goblin Rock Lobber x 2 Black Crag (Greenskin Fort)
Black Crag (Greenskin Fort)
(wh_main_special_settlement_black_crag_4_grn)
Level 4