Thunderbarge

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: 1efb-1bda-2859-a7da
Hidden: false
Costs: 275 pts
Options (1)
Rules (8)
Disaster!
If the Thunderbarge is destroyed it scatters 3D6" in a random direction and then crashes to the ground. Place the large template with the hole under its final position. Any model touched by the template suffers a S 6 hit.
Thunderbarge Cannon
The Thunderbarge is armed with a cannon, which cannot fire grapeshot. The cannon can be fired even if the Thunderbarge marches. If the cannon misfires and roll a "Destroyed!" result, then the Thunderarge suffers D3 Wounds with no saves allowed, and the weapon may no longer be used for the remainder of the game. Other misfires are resolved as normal.
Bombing Run
During the Remaining Moves sub-phase, models with this rule may drop a bomb unless they are fleeing or have declared a charge that turn. To make a Bombing Run, select one unengaged enemy unit that the Gyrobomber moved over in that turn and place the large 5" template anywhere over the target unit (but note that it cannot cover friendly models) and roll for scatter and damage as for a stone thrower. If a misfire is rolled, use the Bomb Misfire chart.

After resolving the damage caused by a grudge buster bomb, roll a D6. On a 4+, the bomb scatters D6" from where it first landed (a Hit! result remains in place). Place the small round (3") template on the new location and resolve damage using the profile above. It cannot bounce a third time.
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
Large Target (5)
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.
Fly (6)
Flying units consisting of more than one model have Skirmishers.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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).
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
Thunderbarge

6

6

8

Chariot (Armour save 4+)

Bomb Misfire Chart
1

Premature Detonation: The model suffers a S 6 hit with Multiple Wounds (D3).

02-03

Jammed Release: Centre the 3" template over the model before scattering it and resolving damage as normal. This bomb does not bounce.

04-06

Dud: Only the model under the template's central hole is hit, suffering a single S 4 hit.

Weapon RangeStrength
Bombing Run

3(6)

Armour Piercing (1). Multiple Wounds (D3).

War Machine TypeRangeStrengthSpecial Rules
Cannon

Cannon

48"

10

Multiple Wounds (D6/D3).