| Explosion | Dice roll | Distance | Mortal wounds |
|---|---|---|---|
| Crash and Burn | 6 | 6" | D3 |
| Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 |
|---|---|---|---|---|
| Caestus Assault Ram | M | BS | A | |
| Caestus Assault Ram 1 | 8-14+ | 20"-50" | 3+ | 4 |
| Caestus Assault Ram 2 | 4-7 | 20"-30" | 4+ | 2 |
| Caestus Assault Ram 3 | 1-3 | 20" | 5+ | 1 |
| Transport |
|---|
| Transport:
The Caestus Assault Ram's unique transport bays can transport 10 |
| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Caestus Assault Ram | * | 5+ | * | 8 | 7 | 14 | * | 9 | 2+ |
| Abilities |
|---|
| Airborne Ram:
This model can only declare charges in the Charge phase against units that can FLY, and may only attack or be attacked in the Fight phase by units that can FLY. |
| Hard to Hit:
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. |
| Supersonic:
Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves) and then move the model straight forwards. Not that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. |
| Power of the Machine Spirit:
This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. |
| Hover Jet:
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. |