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
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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.
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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.
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1 "" 0 0 0 0 15 0 -1 0
Improves chances to cast a spell by 1 once per game.
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0 "" 0 0 0 0 0 0 99 0
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