Steam Tank
| M | WS | BS | S | T | W | I | A | Ld |
| Steam Tank |
0 |
0 |
0 |
6 |
6 |
10 |
0 |
0 |
0 |
Rules:
Animated Construct, Impact Hits, Large Target, Random Movement, Swiftstride, Terror
Steel Behemoth:
A Steam Tank, and its crew, can shoot missile weapons with the Move or Fire special rule even if it moved in its Movement phase. In addition, it cannot overrun or pursue a fleeing enemy -- it automatically restrains and is unable to perform combat reforms.
Steam Points:
At the start of your turn, declare how many Steam Points your Steam Tank is generating (0-5). Then roll an artillery dice to see if the boiler holds out -- if the result is greater than the Steam Tank's current Wounds, or a misfire is rolled, roll a D3, add 1 for each Steam Point currently held, and consult the Steam Boiler Mishap table: 1-4 Valve Locked -- roll a D6: 1-2 no Steam Engine this turn, 3-4 no Steam Gun this turn, 5-6 no Steam Cannon this turn. 5 Minor Leak -- immediately lose D3 Steam Points. 6 Emergency Vent -- immediately lose D6 Steam Points; the Tank and any unit in base contact suffer 2D6 Strength 2 hits (distributed as shooting, rolled per unit). 7 Dangerous Overpressure -- roll a D6, immediately gain that many Steam Points and lose that many Wounds. 8 Kaboom -- all units within 6" (friend or foe) suffer 2D6 Strength 4 hits (as shooting, rolled per unit), then the Steam Tank is removed as a casualty. Up to 3 Steam Points may be spent in each of the Steam Engine/Steam Gun/Steam Cannon; unused points are lost at the end of the turn. Steam Engine: declared at the start of the Compulsory Moves sub-phase -- 0 spent means 0 Movement this turn; each point spent adds D6" to Random Movement, and an additional D3 Impact Hits per point if it charges. If already in base contact with an enemy unit at the start of the Movement phase, it cannot move but may instead expend points to grind foes beneath its wheels -- the target unit suffers D3 Strength 6 hits per point spent this way (as shooting). Steam Gun: declared at the start of the Shooting phase (or Close Combat phase if engaged) -- 0 spent means it cannot fire; 1 point is a Strength 2 Breath Weapon (using the Engineer Commander's Initiative), +1 Strength per additional point (e.g. 3 points = Strength 4), 360-degree arc, usable once per turn (unlike other Breath Weapons). Steam Cannon: 0 spent, or in base contact with an enemy, means it cannot fire that turn; 1 point spent gives a 12" range, +12" per additional point spent, firing directly ahead only, cannot fire grapeshot -- if the first artillery dice is a misfire, it does not fire and the Steam Tank immediately loses D3 Wounds with no armour saves. Profile (Steam Cannon, a Cannon) -- Range: 12"/24"/36", Strength: 10, Rules: Multiple Wounds (D6).
250 pts/model · 1 model
Rare · Chariot