Deathroller

(Unit)
Type: model
Category: Special
Categories: Special
EntryId: 6372-b5b3-c16c-0bd9
Hidden: false
Costs: 80 pts
Options (1)
Rules (6)
The Best Defence
The Deathroller has an armour save of 3+ against all models attacking from the front. The Deathroller has only a 5+ armour save against attacks from the flank or rear.
Over-Pressured Boiler
If two or more 1's are rolled when rolling for its movement, you need to roll another D6 and consult the Boiler Incident Table. The driver can take the risk and increase the pressure of the steam boiler before choosing to move the Deathroller. This gives the Deathroller Random Movement (3D6) rule.
Grinding Attack
In addition to its normal Impact Hits when charging, the Deathroller inflicts D6 Impact Hits at the start of each close combat round. If you roll a 6 when determining the number of Impact Hits, the driver has pushed the boiler beyond his limits. Roll a D6 and consult the Boiler Incident Table.
Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. 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 are always moved 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.
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

Profiles:

Model MWSBSSTWIALDType
Deathroller

5

4

3

Chariot

Boiler Incident Table
1

Remove the Deathroller as a casualty. All units in base contact with the Deathroller suffer D6 S 4 Hits with Armour Piercing (1).

02-04

The Deathroller may not move this turn or use its Grinding Attack. If it breaks from combat this round, it is automatically destroyed.

05-06

The Deathroller may only roll one D6 for each of its Movements this turn (including fleeing and pursuit).