I'm not kidding, these empire "war machines" now have rules.
Pigeon Bombers- (special choice, empire only, 0-1 per engineer)
35 pts.
M1 WS0 BS0 S0 T2 W5 I1 A0 Ld6
Pigeons, Flyer, "Stop Those Pigeons!," Pigeon Bombs
Pigeons: Pigeons aren't to bright. This means they're unlikelly to run just because the other humans do, but they might drop the bomb on someone else. Pigeons never use any leadership besides their own. They don't panic when another unit panics, flees, breaks, or is wiped out, and no unit panics when they flee, panic, break, or are wiped out. If they ever fly over another unit (yours too), even when fleeing, they count as charging and drop their bombs.
Stop those Pigeons: Everyone knows what will happen if the pigeons reach your troops... KABOOM! To stop this, every archer will do their uptmost to hit them. Units Shooting at pigeon bombers will not suffer a penalty for shooting at a single model. In addition, all shooters in the army will get +1 to hit the pigeons. When firing guess range weapons, re-roll the artillery and scatter die. If the second result hits the pigeon bombers, that result stands. Otherwise, use the first result. This allows you to re-roll a re-roll with certian war machines, such as Doom Divers and Helcannons.
Pidgeon Bombs: On the round in which Pidgeon bombs charge into combat or are charged, they automatically detonate their bombs. Every model in every unit in base-to-base contact with the pidgeons takes one s5 hit dealing 1d3 wounds. Characters take a hit too- no Look Out Sir! rolls are allowed. Chariots and swarms take one s5 hit dealing 1d3 wounds for each wound currently on their profile. This destroys the pigeons, but your opponent gets no victory points for having destroyed them. All units damaged in this way make an immediate panic test.
Questions, Comments, Complaints, Critisisms? (yes, I know they're pidgeon bombs. You don't have to mention that.)