Doom Diver Catapults
Fired from a catapult with crude wings strapped to his arms, the cackling Goblin pilot guides himself to a messy, pointy-hatted impact.The height of the Doom Diver can reach is largely dependent on the quality of his hand-stitched leather wings and, perhaps even more importantly, how far back his crew can pull him on the sinew. It has been known for over zealous types to pull the entire device from its mounts - but more often than not the Doom Diver is stretched back to the limits of the crew's strength and let go with a loud TWANG! Ripping skywards like a bullet, the Doom Diver reaches cloud level before beginning his dive. Using his wings, the gobbo spirals and guides himself towards the chosen target. As the downward descent gains speed, most Goblins emit a high-pitched scream that grows louder and more irritating as it plummets earthwards. With worrying rapidity, the black speck in the sky expands into the plunging Doom Diver. When the Goblin finally impacts, the Greenskin himself might splatter altogether or, if he has effectively applied his wings as brakes and is a bit lucky, he might bounce. Either way a Doom Diver is likely to cause considerable damage to any foe he lands upon.
Unit Name Doom Diver Catapults |
Main Unit Key wh_main_grn_art_doom_diver_catapult |
Land Unit Key wh_main_grn_art_doom_diver_catapult |
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 |
Cost 1000 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
240 |
├ Engine wh_main_grn_art_doom_diver_catapult |
├ Missile Weapon wh_main_grn_doom_diver_catapult |
├ Projectile wh_grn_doomdiver_goblin |
├ Missile Damage 70 |
├ Missile Ap Damage 170 |
└ Base Reload Time 18 |
Accuracy 10 |
Range 400 |
Reload 10 |
Shots Per Minute 3.7 |
Ammunition 22 |
Melee Attack 10 |
24 |
├ Melee Weapon wh_main_sword_short |
├ Melee Damage Base 21 |
├ Melee Damage Ap 3 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 5 |
6 |
├ Base Defence 6 |
├ Shield none |
└ Shield Defence 0 |
15 |
├ Armour wh2_main_leather_15 |
├ Armour Defence 15 |
└ Shield Armour 0 |
53 |
├ Man Entity wh2_dlc16_grn_inf_goblin_crew_blood_dismembers |
├ Man Speed 33 |
├ Man Health 8 |
└ Bonus Hit Points 45 |
Leadership (Base Morale) 40 |
Abilities
No Ability
Attributes
- Cannot Run
This unit cannot run and will only move at walking pace.
Strengths & Weaknesses
- Guided Projectile
The projectile fired by this unit can home in on its target. - 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.
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |