BilboBaggins:
My idea (to keep it closer to a traditional warmachine, which is what you seem to be going for, as opposed to an "Evil Anvil") would be to use the (Light?) Cannon rules (with a different Misfire chart). Wherever the "cannonball" lands, apply a certain spell effect - Wall of Fire, Pit of Shades, Doom & Darkness/Drain Life, or Spirit of the Forge.
Revlid
So you mean something like this.
If is doesn't misfire than roll a D6 for the effect on the spot where it lands
1. Wall of Fire: (Based on Lore of Fire: Wall of Fire Spell) Each model (including characters) in the unit�?Ts front rank suffers one automatic Strength 4 hit. As long as the spell is in play, if the target unit moves for any reason, every model in the unit suffers a further Strength 4 hit, and then the spell is automatically dispelled. If hits unit with a 360º line of sight, such as skirmishers, the Wall of Fire does not form and the spell causes 2D6 S4 hits. Ca be dispelled on a 12+ during opponents casting phase. This is a flaming attack
2. Distillation of Molten Gold: (Based on Lore of Metal: Distillation of Molten Silver) A squall of molten gold hits the target and causes 3D6 Strength 4 hits. This is a flaming attack.
3. Cavern of Shades: (Based on Lore of Shadows: Pit of Shades Spell) The ground falls away beneath the unit�?Ts feet.
All models in the target unit are automatically hit. Models hit must immediately take an Initiative test to avoid falling into the pit. If the test is passed, the model is not affected, but models failing this test are swallowed up by the ground and removed as casualties, regardless of any magical protection or special rules they may have. After this, the ground seals up and closes the pit, leaving no trace.
4. Starstorm of Hashut: (Based on Lore of Heavens: Comet of Cassandora Spell) This spell can be cast upon any fixed point on the tabletop. If successfully cast, place a suitable marker over the exact spot affected �?" a small coin is ideal for this.
For as long as the spell lasts, the player rolls a D6 at the start of each player�?Ts turn (i.e. at the start of his turn and at the start of his opponent�?Ts turn). On a score of 1-3 nothing happens, but place another marker on the first. On the score of a 4-6 the spot is struck by the comet. All units from either side that are within D6" multiplied by the number of markers already placed are struck by the comet. Each unit struck by the comet takes 2D6 Strength 5 hits. For example, if there are two markers in place and the D6 roll is a 4, all units within 4 x 2 = 8" are struck. A successful dispel neutralizes the spell completely and all counters are removed.
5. Drain Life: (Based on Lore of Death: Drain Life Spell) Each unit takes 2D6 Strength 3 hits. No Armour saves are allowed against a Drain Life. These hits are distributed exactly like hits from shooting.
6. Ground Swell: (Based on Lore of Life: Master of Stone spell) Shards of stone erupt from the ground and fly against the unit, inflicting 2D6 Strength 5 hits on the unit.
Other choices of effects could be:
Horror of Hashut: (Based on Lore of Dark Magic: Black Horror spell) All models in unit must pass a Strength test or suffer a wound, no armour saves allowed. Any unit that suffers one or more Wounds must immediately test for panic.
Glacial Barrier: (Based on the Lore of Ice: Glacial Barrier spell) A wall of Ice forms in from of the affected unit. Each model (including characters) in the unit�?Ts front rank suffers one automatic Strength 4 hit. This is treated as impassible terrain on blocks line of sight. The Glacial Barrier can be charged or targeted as if were as Unbreakable enemy model, and is automatically hit in close combat. It is automatically destroyed if it is hit by any attack of Strength 7 or greater (or by flaming attack). Otherwise it has 10 wounds at a toughness of 5.
I'm bginning to think a mortar/stone thrower rules might be better than cannon.