Juggernaut Siege Tower

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: cc0a-62c3-239e-9c81
Hidden: false
Costs: 230 pts
Options (2)
Rules (4)
Siege Tower
The Juggernaut may never march. When charging, the Juggernaut can only do so in a straight line forward, with no wheeling allowed, and it does not use Swiftstride. Juggernauts cannot overrun or pursue in combat if they destroy or rout their foes.

The crew of the Juggernaut do not suffer penalties for moving and shooting. The Bull Centaur may only fight if the Juggernaut is engaged to its flank or rear. All enemy attacks are directed against the Juggernaut itself, and automatically hit in close combat.
Unbreakable
Unbrekable Models have Immunity (Psychology) and passes Break tests automatically. Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character was to become temporarily Unbreakable for some reason).
Terror
Models that cause Terror also cause Fear. In addition,
the following rules apply. Fear-causing models or
models with Immunity (Fear) treat Terror-causing
monsters as causing Fear, rather than Terror – this is an
exception to the rule that makes Fear-causing creatures
immune to Fear. Terror-causing models have the
Immunity (Fear/Terror) special rule.

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. 

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Profiles:

Model MWSBSSTWIALDType
Juggernaut

5

6

10

Chariot (Armour Save 6+)

Weapon RangeStrength
Siege Cannons

36"

7

Multiple Shots (2). Multiple Wounds (D3). Slow to Fire. Siege Cannons can only fire from the Juggernaut's front and do not suffer any penalties To Hit for firing Multiple Shots or moving and shooting. If you roll a double on the Hit Roll when firing them, the Juggernaut suffers D3 Wounds with no saves allowed.