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===War Engines=== *'''Battle Driller:''' A melee weapon team in all but name, it doesn't really work on it's own on account of low Nerve, but can stack on extra attacks and lower the enemy nerve in combined charges. Useful to quickly swing Horde-on-Horde combat in your favor or get a good flank in, but overall you get more bang for your buck elsewhere. For the price, it's not a bad choice to guard your gun line while the main units are throwing down elsewhere. *'''Flame Belcher:''' Breath Attack 18! Very handy against light units. Short range but useful as a defensive machine to protect other war machines. Gets Elite when near a Warsmith. Don't underestimate these guys. Remember, they have no reload and can move and shoot. One of the best chaff-clearers around. . *'''Ironbelcher Cannon:''' A war machine with Blast (D6+2) and Piercing (4). This thing hits really hard, although it only gets one shot with the Blast per turn. Like many dwarf war machines, if it sits within 6" of a friendly Warsmith it gains a special bonus; this one has you add +1 to your Blast attack. *'''Ironbelcher Organ Gun:''' A 15 shot, 24" range gun platform! Incredible firepower for the price. The shots only hit on a 5+, but with Piercing (2) they punch through even the highest defense. If they are within 6" of a Warsmith they gain Elite. That makes a big difference. Consider taking two with a warsmith as a powerful battery in the center of your line (or even better, on a hill behind your infantry). They can knock out expensive, high defense, hard hitting units. *'''Jarrun Bombard:''' An alternate version of the Ironbelcher Cannon. This one is always Blast (D6+3), but drops to Piercing (2) in return for the ability to use the Indirect Fire rule if it wishes at a range of 12" to 60" for it's shot.
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