![Hammer of Gork (Goblin Rock Lobbers)](gen_images/unit_icon/warhammer3/wh_main_grn_greenskins/wh_dlc06_grn_art_hammer_of_gork_0.png)
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Hammer of Gork (Goblin Rock Lobbers)
These crude machines hurl rocks with such fury, their targets feel as if Gork himself was assaulting them.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.
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Unit Name Hammer of Gork (Goblin Rock Lobbers) |
Main Unit Key wh_dlc06_grn_art_hammer_of_gork_0 |
Land Unit Key wh_dlc06_grn_art_hammer_of_gork_0 |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste War Machine |
Category Siege Engine |
Class Field Artillery |
Custom Battle Cost 800 |
Recruitment Cost 800 |
Upkeep Cost 200 |
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├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu5_goblin_sword |
├ Engines of War wh_dlc06_grn_art_goblin_rock_lobber_gork |
├ Engine Entity wh_main_grn_art_goblin_rock_lobber |
├ Engine Hit Points 425 |
├ Num Engines 4 |
├ Man Entity wh2_dlc16_grn_inf_goblin_crew_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 44 |
└ Bonus Hit Points 45 |
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├ Engine Mass 3000.0000 |
└ Man Mass 90.0000 |
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├ Armour wh2_main_leather_15 |
├ Shield none |
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├ Engine Speed 20 |
└ Man Speed 33 |
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├ Melee Weapon wh_main_sword_short |
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├ Engines of War wh_dlc06_grn_art_goblin_rock_lobber_gork |
├ Missile Weapon wh_dlc06_grn_goblin_rock_lobber_rock_gork |
├ Projectile wh_dlc06_grn_goblin_rock_lobber_rock_blinded |
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├ Number of Projectiles 1 |
├ Shots per volley 1 |
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Abilities
No Ability
Attributes
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Cannot Run
This unit cannot run and will only move at walking pace.
Strengths & Weaknesses
- Da Great Green Wallop
As if smote by mighty Gork himself, this unit’s projectile blinds its target on impact, reducing accuracy, melee attack and melee defence capabilities - Armour-Piercing Missiles
The damage ofarmour-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.
Recuitment Requirement | |
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Maximum Number | 1 |
Faction Availability | |
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Immortal Empires |