Steam Tank and Helblaster have been changed. 2 "" 0 0 9 1 125 1 -1 5 1 "" 0 0 8 1 80 0 2 5 0 "" 0 0 7 1 45 0 1 5 Ball of Flame, 5+, 30 cm. 3 attacks against each unit friend or foe on a 30cm long line. Weird Enchantment, 4+, 30 cm. Lasts until end of opponent's turn. All moves of target units are halfed. Except for undead the unit treats all enemies as terrifying and a unit causing terror stops doing so. Teleport, 2+. Wizard teleports anywhere on the table, even in or out of combat. Then he may try to cast a second spell (except another Teleport spell). Voice of Command, 5+, 30cm. A single unit can be moved as if it had received an order. 3 "1" 3 0 0 3 55 2 0 3 5 "" 3 0 0 3 70 0 1 3 Ignore terror. Have to charge on initiative. Cannot be driven back.Whenever possible they must pursue and advance in combat. 3 "" 3 6 0 3 45 2 0 3 3 "1" 3 0 0 3 65 0 3 3 Shots, treat enemy armour as 1 worse. 0 "" 0 0 0 0 0 0 0 0 emhaemhgemcremfl 4 "" 3 0 0 1 25 0 0 0 Stand added to a unit. Can be removed as any other stand of the unit, but is ignored for stand lost command modifiert. It's position is ignored regarding irregular formations. emhaemhgemcremfl 3 "" 3 4 0 3 110 0 0 3 3 "1" 3 5 0 3 95 0 4 3 Range 15cm. 360 degrees fire arc. 1 "2" 2 0 0 2 85 0 1 0 Range 60 cm. Treats defended targets as in the open and fortified targets as defended. Ignores armour. Ball bounces 5cm from end of first stand hit doing 1 attack per additional stand hit. Fires grape shot when charged, no penetration and target saves as normal. Cannot use initiative to charge. 1 "2:4:6" 2 0 0 1 50 0 1 0 Up to 10 cm 6 attacks, up to 20 cm 4 attacks and up to 30 cm 2 attacks. Reduces armour by 1. When shooting count number of 1s rolled: 1: Jam. Disregard the highest shooting dice. Resolve any remaining hits as normal. 2: Misfire. No Shots at all hit this turn. 3: Ka-Boom! The Helblaster stand is removed as a casualty. No hits are inflicted unless the Helblaster is shooting at charging foe, in which case 6 hits are automatically inflicted on the enemy (with -1 on armour). If shooting at charging enemy the Helblaster will shoot the shortest possible range (6 attacks). 3 "3" 4 3 0 1 130 0 1 0 Always counts as defended. Range 30 cm. 360° sight. Targets hit get -1 armour. Cannot brigade with other units not even other tanks. Cannot be driven back by shooting (but roll for confusion). Is always destroyed if forced to retreat. If a Blunder is rolled when giving a command to the Steam Tank roll a D6: 1: Destroyed. 2: Broken Down. Cannot move anymore, but still can shoot and fight if attacked. 3: Stuck. Cannot move or shoot this turn. 4: Commander Slain. Cannot move this turn. Gets -1 on command in future turns. 5: Momentary Halt. Cannot move this turn. 6: Steam Overload. Cannot move this turn but shoots double the usual attacks (6). 2 "" 0 0 0 0 80 0 1 0 Flyer. Causes terror. emgeemheemwz 1 "" 0 0 0 0 15 0 -1 0 Improves chances to cast a spell by 1 once per game. emwz 0 "" 0 0 0 0 0 0 99 0 emgeemheemwz