Sigmar's Hammer

(Entry)
Type: upgrade
EntryId: 9eb1-f9d2-e0ed-e8be
Hidden: false
Costs: 225 pts

Constraints:

max: 1
Options (1)
Rules (10)
Ram Attack
When charging or using its grinding attack, the Sigmar's Hammer inflicts D6 hits per Steam point spent rather than D3.
Steam Points
At the start of your turn, declare how many Steam Points your Steam Tank is generating – this can be any number between 0 and 5. After you have generated your Steam Points (if any), roll an artillery dice to see if the Steam Tank's boiler holds out. If the result is greater than the Steam Tank's current number of Wounds, or if you roll a misfire, roll a D3 and then, for each Steam Point the Steam Tank currently has, add 1 to the result and consult the Steam Boiler Mishap table.

You can expend Steam Points in three ways: through the Steam Engine, or Steam Weapons. You can expend up to 3 Steam Points in each of these categories, as long as you have enough Steam Points remaining. Any Steam Points left unused at the end of your turn are lost.
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.
Steel Behemoth
A Steam Tank, and its crew, can shoot missile weapons with Move or Fire even if it moved in its Movement phase. In addition, a Steam Tank cannot overrun or pursue a fleeing enemy – it automatically restrains and is unable to perform combat reforms.
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.
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.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Steam Engine
The more Steam Points you expend in the Steam Engine, the further the Steam Tank moves in the Movement phase. Declare how many Steam Points you will expend in the Steam Engine at the start of your Compulsory Moves sub-phase. If you choose not to expend any Steam Points in the Steam Engine, the Steam Tank's Movement will be 0 that turn and it cannot move at all. For each Steam Point you chose to expend, the Steam Tank's Random Movement increases by D6".

If the Steam Tank charges an enemy unit, it will inflict an additional D3 Impact Hits for each Steam Point expended in the Steam Engine that turn.

If the Steam Tank starts its Movement phase in base contact with an enemy unit, it cannot move, but can instead expend Steam Points in the Steam Engine to grind foes beneath its wheels. Select one enemy unit in base contact – it immediately suffers D3 Strength 6 hits for each steam point expended in this way, distributed as from shooting.
Large Target (4)
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.

Profiles:

Model MWSBSSTWIALDType
Steam Tank

6

6

10

Chariot (Armour save 1+)

Steam Boiler Mishap Table
01-04 (Steam Boiler Mishap)

Valve Locked: Roll a D6. On a 1-2, you cannot expend Steam Points in the Steam Engine this turn. On a 3-4, you cannot expend Steam Points in the Steam Gun this turn. On a 5-6, you cannot expend Steam Points in the Steam Cannon this turn.

05 (Steam Boiler Mishap)

Minor Leak: The Steam Tank immediately loses D3 Steam Points.

06 (Steam Boiler Mishap)

Emergency Vent: The Steam Tank immediately loses D6 Steam Points. The Steam Tank, and any unit in base contact, immediately suffers 2D6, S 2 hits, distributed as from shooting (roll for each unit).

07 (Steam Boiler Mishap)

Dangerous Overpressure: Roll a D6. The Steam Tank immediately gains a number of Steam Points and loses a number of Wounds equal to the result.

08 (Steam Boiler Mishap)

Kaboom: All units within 6" of the Steam Tank (Friend or foe) immediately suffer 2D6 S 4 hits, distributed as from shooting (roll for each unit). After resolving any damage, the Steam Tank is removed as a casualty.