Exorcist

(Unit)
Type: unit
Category: Heavy Support
Categories: Heavy Support
LinkId: f1fb-6fca-ae4e-1484
Hidden: false
Costs: 135 Points
Options (2)
Rules (1)
Tank
Tanks follow the normal rules for vehicles, with the additions and exceptions given below.


Tank shock: When moving a tank, the player can declare that the vehicle is going to attempt to make a tank shock attack instead of moving normally. This is an exception to the rule that enemy models cannot be moved through.


Remember, though, that friendly models still cannot be moved through, so a tank shock cannot be attempted if friendly models are in the way. Also, tank shock cannot be attempted against enemy units that are locked in combat.


To make this kind of attack, first turn the vehicle on the spot in the direction you intend to move it and declare how many inches the vehicle is going to move. The vehicle must move at least at combat speed. Note that because pivoting on the spot does not count as moving, this is not enough for a tank shock. 


Once the vehicle has been ‘aimed’ and the speed declared, move the vehicle straight forward until it comes into contact with an enemy unit or it reaches the distance declared – no other changes of direction are allowed during a tank shock. If no enemy unit is reached, just move the vehicle straight ahead for the distance declared and no special attack takes place. 


If an enemy unit other than another vehicle is reached (including any model in an artillery unit), the unit must take a Morale check and will immediately fall back if it fails it. If the test is passed the unit will simply let the tank move through, as if it was not there. Regardless of the result of the test, the vehicle keeps moving straight on, possibly tank shocking more enemy units until it reaches its final position. If the tank accidentally moves into contact with a friendly model or comes to within 1" of an enemy vehicle, it immediately stops moving. 


If some enemy models in the enemy unit would end up underneath the vehicle when it reaches its final position (it makes no difference whether the unit is falling back or not), these models must be moved out of the way by the shortest distance, leaving at least 1" between them and the vehicle and maintaining unit coherency.


If the tank moved slowly enough during the tank shock attack, it may fire as normal in the Shooting phase.


Death or Glory!: If a unit that has been attacked by tank shock passes its Morale test, one of its models in the vehicle’s path can stand and attempt to destroy it rather than move out of the way. The model nominated for this heroic duty makes a single attack against the incoming tank. Even if the weapon used is assault 3, for example, or the model is normally allowed more than one attack, only one attack is ever resolved in this case. The attack can be either a shot from a weapon carried by the model, or a single close combat attack using any weapon carried, including grenades. Whatever form it takes, the attack hits automatically, so resolve the hit against the vehicle’s front armour (using the front armour even if the model uses a close combat attack), and immediately apply any damage results. 


If the model successfully managed to stun, destroy or immobilise it, the vehicle grinds to a halt directly in front of the heroic individual (or blows up there!). 


If the attack fails to stop the vehicle, then the tank shock continues as normal, except that the brave (but perhaps rather foolish) glory seeker is crushed by the vehicle grinding over him – the model is removed, regardless of Wounds, saves (invulnerable or not), or any other clever way of staying alive they can think of.


Artillery units may attempt a Death or Glory! as well, with either a crewman (resolved as above) or a gun model. If a gun model does this and fails to stop the tank, both the gun and one crewman are removed.


Ramming: Ramming is a rather desperate manoeuvre and means that the tank must concentrate on moving at top speed towards one enemy vehicle. This means that it may not shoot in that turn’s Shooting phase, making it an attractive choice for vehicles that have no armament left, or are shaken.


Ramming is a special type of tank shock move and is executed the same way, except that the tank must always move at the highest speed it is capable of. Units other than vehicles in the way of a ramming tank are tank shocked as normal. However, if the ramming tank comes into contact with an enemy vehicle, the collision is resolved as follows.


Each vehicle immediately suffers a hit against the armour facing where the other vehicle has impacted (so the rammer always uses its front armour). The Strength of the hits will often be different for different vehicles, and is calculated as follows for each vehicle:


• Armour. Each point of armour above 10 on the point of impact: +1


• Speed. Each full 3" moved that turn by the rammer before impact: +1


• Mass. If the vehicle is a tank: +1

Profiles:

Vehicle BSFSR
Exorcist

4

13

11

10

Weapons RangeStr.APTypeNotes
Exorcist Missile

48"

8

1

Heavy D6

Used By (1)
Witch Hunters(Catalogue)