War Mammoth

(Entry)
Type: unit
Categories: Rare, Experimental rules
EntryId: 0aeb-0d00-5181-5a23
Hidden: false
Costs: 600 pts
Options (2)
Rules (7)
MAMMOTH SPECIAL ATTACKS
MAMMOTH SPECIAL ATTACKS
Mammoths do not attack in the same way as other creatures though they select their victims as normal. They do not respond to orders and have no plans beyond violently crushing anything before them. The player controlling the Mammoth may select one of the following types of attacks each time it is the Mammoths turn to attack.


**1. Trample, Stamp, Gore…**
The Mammoth just walks right into and over the enemy, crushing them beneath its massive feet, smashing them with its trunk and tusks and generally throwing its massive weight about. This can have a devastating effected on densely packed troops, but skirmishers can more easily evade the trampling. A unit attacked by a trampling Mammoth sustains 1D6+the rank bonus of the unit being attacked (max 3) Strength 10 hits. Work out damage and saves as normal.


**2. Butt**
The Mammoth charges head first, ramming its huge weigh into the target, flattening buildings, walls, towers. This attack can only be used against stationary targets such as buildings, walls, castle gates etc. A butt attack cannot be used against enemy units or characters, they are too small.
The Mammoth automatic scores one hit against the target, causing a Strength 10 hit. If this is against a castle roll on 2D6+10 on the appropriate damage table.See Appendix Four in the Warhammer rulebook, ‘Rules of Siege’ for details.


**3. Pick up and …**
The Mammoth uses its agile trunk to grab a hapless victim that is either in base contact or touching a model in base contact (the trunk has a long reach). The target may make a single attack to fend off the trunk. If it hits and wounds the Mammoth then the attack fails, otherwise the Mammoth grabs the model and rolls a D6 to see what the Mammoth does next:

[D6|Results|
|---|---|
|1-2|**Throw back into combat**. The victim is hurled back into his own unit like a missile. This causes D3 wounds on the victim with no saves of any kind allowed, and D6 Str 4 hits (saves as normal) on the unit. If the thrown model survives place it at the back of the target unit.|
|3-4|**Hurl**. The victim is hurled into any enemy unit within 18” of the Mammoth, randomly determine which. This causes D3 wounds on the victim with no saves of any kind allowed, and D6 Str 4 hits (saves as normal) on the unit. If no enemy units are in range threat this as a Throw back into combat result. If the thrown model survives place it at the back of the target unit.|
|5|**Eat**. The Mammoth swings the victim into it’s gaping mouth and munches him down. The model is removed from the game. If the target is another large creature then even a Mammoth’s mouth is not large enough. Roll this result again for large creatures that the Mammoth picks up.|
|6|**Squash**. The Mammoths strong trunk constricts the victim until it pops! The model is a casualty and is removed from the game. Any creature or character with a basic strength of 6 or above is too strong to be squashed, in which case roll again on this table.|


**4. Bellow**
The Mammoth roars and bellows at the enemy. Deafeningly loud and terrifying neither the Mammoth nor any units in contact with it actually fight if they have not already done so this turn. The Mammoth’s side automatically wins the combat round. The enemy must make a break test with a –1 modifier.
Howdah
The Howdah on the Mammoths back must carry a single unit of up to 20 Chaos Marauders. This unit may include a champion, banner bearer and musician. This unit may be equipped with hooks and chains, for swing down at their enemies. Hooks and chains count as throwing axes and cost +1 pts per model. Up to 10 Marauders may use the hooks and chains to attack units in close combat with the Mammoth. Whilst in the howdah the Marauders count as Skirmishers for the purposes of resolving combat. If the Mammoth is killed the surviving Marauders must spend their next turn reforming.
In addition to the Marauders the howdah throne may seat a single Chaos Lord or Exalted Champion for the points costs indicated in Warhammer Armies book: Chaos. A Chaos Sorcerer may cast spells from the back of the Mammoth.
The howdah may also carry an Aspiring Champion carrying the Army Battle Standard.
Any characters or the Marauders can dismount from the Mammoth, to fight on foot as normal. The Mammoth must remain stationary for the entire turn, and those dismounting (down ropes and rope ladders) can do nothing else (including casting spells etc) in the turn they dismount. They are formed up in a single unit in base contact with the Mammoth model, as if reforming. Once dismounted they may not remount, this would take far too long.
A character may dismount to take part in a challenge, and may automatically remount or continue fighting on the ground if he survives.
The howdah can be targeted by missile fire separately from the Mammoth and counts as hard cover against missile fire for those in it. All attacks against the Mammoth and its riders must be resolved against the Mammoth, not the riders who are too high up to be hit. Attacks by flying creatures can be targeted at either the riders or the Mammoth itself.
Troops riding a Mammoth are immune to psychology and do not take panic tests, they have nowhere to run! They will be carried out of combat if the Mammoth should fail its break test.
The Mammoth is so tall that troops in the howdah can use it as a siege tower, and can exit the howdah onto castle battlements and towers as if it was a siege tower
Rampage
Once a Mammoth is badly wounded it is likely to become uncontrollably wild, and begin to rampage out of control.
At the start of the Chaos players turn roll a D6. If the score is higher than the Mammoths remaining wounds it goes berserk and begins to rampage out of control. Once the Mammoth starts rampaging do not roll again, it remains berserk until it is killed or leaves the table.

Note, do not roll until the Mammoth has 5 wounds or less remaining.

As compulsory movement the Mammoth moves 2D6 inches in a random direction as determined by the scatter dice. The Mammoth counts as charging and tramples any unit (friend or foe) it moves into. If the random movement takes the Mammoth into a wall or building then it butts the obstacle instead.
Move
So huge and heavy is the Mammoth that they step over or easily crush obstacles such as walls and fences without breaking stride.
Treat any obstacles that are not higher than the Mammoths knees as open ground. The Mammoth is a lumbering beast and cannot make a March move. It may still charge as normal
Terror
Unit causes Terror.
Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again.

If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test, too. As any unit of Troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear.

A unit must make a Terror test if charged by or wishing to charge an enemy that causes terror.

A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6".
Immune to Panic
The unit do not take Panic tests.
Large Target
Add +1 to be hit for shooting

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War Mammoth

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Used By (8)
Forces of Chaos(Catalogue)