Goblin Rock Lobbers
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.
Unit Name Goblin Rock Lobbers |
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 |
Cost 600 |
Recruitment Cost 600 |
Upkeep Cost 150 |
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 |
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. - Expendable
Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.
Strengths & Weaknesses
- Poor Leadership
This unit suffers from poor Lord or other encouraging units nearby. - 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 | |
---|---|
Lv. 0 |
Goblin Tinkerer Bench
(wh_main_grn_workshop_2) Level 1
Goblin Workshop
(wh_main_grn_workshop_3) Level 2 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |