Steam Tank

(Entry)
Type:

model

Categories:

Heavy Chariot

EntryId:

5c37-ebcd-157a-cb0e

Hidden:

false

Costs: 265 pts

Constraints:

min: 1
max: 1
Options (3)

Profiles:

Model MWSBSSTWIALd
Steam Tank

4

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6

7

10

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Base
Base (60x100):

60x100

Special Rule
Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation.

Grinding Wheels:

Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels.

In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.

Immune To Psychology:

If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction.

Note that this special rule does not make a unit immune to any test made against Leadership not stated here.

Impact Hits:

The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by the roll of a dice.

Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them.

Large Target:

Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill.

Temperamental:

If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll orn a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following:

  • Bang! The crew ignores the building pressure which, inevitably, finds its own release.

    The Steam tank loses a single Wound.

  • Phweee! Amidst bellowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the reminder of this turn.

    However, if a natural 1 is rolled on both of the dice, the pressure is too great to be release safely. The Steam Tank loses a single Wound and halts immediately. It cannot move ahain for the reminder of this turn.

Steam Power:

A Steam Tank cannot march.

Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.

Stomp Attacks:

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that must be made last, after all other attacks have been made, including attacks made at Initiative 1. They hit automatically and use the unmodified Strength of the model making them.

Terror:

Models with this special rule cause Terror. Models that cause Terror also cause Fear:

  • When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is passed, it can declare its charge reaction normally.
  • If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does.

Unbreakable:

If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will automatically Give Ground as it is pushed back by the enemy. Characters that are not Unbreakable cannot join units that are, and vice versa.

Armour
Armour Value:

Base Armour value

Modifiers:

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