The 'Marienburg' Class Land Battle Ship

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: ae5b-c6eb-0e1b-0739
Hidden: false
Costs: 250 pts
Options (1)
Rules (10)
The Wonder of the Age
The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.

 Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.

 Full Power: The Land Ship follow the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.
Destroying the Land Ship
When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.
Grind Attack
In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.
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.
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, rather than 2D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. Whenfleeing or pursuing, they roll 3D6, and discard the lowest result.

Swiftstride has no effect on models using a M value lower than 4.

Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 3D6 (discard the lowest)

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6
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.
Random Movement (Variable)
Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the
brackets). This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.

Models with Random Movement cannot declare charges, and must always move in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then move the model after rolling the specific dice. No other pivots can be made.

There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.

If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.

If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Stomp
The model can make a Stomp in addition to its other close combat attacks. A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's S, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model.
Large Target (10)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.

Profiles:

Model MWSBSSTWIALDType
Land Ship

6

6

10

Chariot (Armour save 3+)

Land Ship Calamity Chart
1

Abandon Ship!: The Land Ship is destroyed but left on the table as an area of impassable terrain. Any unit in base contact when this happens suffers D6 S 6 hits.

02-03

Arrrrgh!: The ship moves the rolled distance and an additional D6", as well as suffering D3 wounds with no Armour save allowed.

04-05

All Hands to the Wheel!: Roll a Scatter dice and move the ship the rolled distance in the direction shown on the dice. If a ‘hit’ is rolled, the Land Ship remains stationary.

6

Boom!: Everything within D6" of the Land Ship’s hull suffers a S 6 hit and the Land Ship is destroyed and removed from play.

War Machine TypeRangeStrength
Culverin

Cannon

48"

7

Multiple Wounds (D3). The Land Ship may still move and fire the cannon. It can fire grape shot which is resolved at S 4. If the weapon is destroyed by a Misfire result, the Land Ship also immediately suffers D3 Wounds which Ignores Armour Saves.

Grapeshot

Grapeshot

12"

4

Armour Piercing (1).