A Hellor and Dwarf Engineer are deployed together
at the start of the game. The Hellor counts as
a
Rare Choice.
Send in the Hellor. The Hellor creeps forward
steadily up to 8" a turn. Thus, it may never
charge or march. It may change direction by up
to 45
degrees at the
start of its move. The Hellor ignores all Difficult
Terrain penalties and plows through any obstacles
up to 2" in height, including enemy models
and units.
Ka-Boom! A Hellor may be detonated at
any point during its move, so long as there is
an Engineer
attached
to the end of the chain attached to the vehicle.
If the Engineer has been slain, then a regular
Dwarf
Character may
attempt to detonate the device by moving into contact
with the chain and rolling a 4+ on a D6. Only
enemy
Skirmishers and individual enemy Characters may
try and detonate the device prematurely by
moving into contact with the rear of the Hellor
and rolling a D6 for each Attack in their
profile. If a 6 is rolled, then the saboteur has
succeeded. Work out the blast as described below
and remove any models
in contact with the Hellor — they have been
vaporized!
When the Hellor is detonated against a fortification,
roll on the Siege Damage Chart six separate times
against the particular section targeted. To determine
the damage of the blast, roll a D6 and add 10.
If
the Hellor is detonated against any other type
of target or is destroyed, place the 5" blast
template over the Hellor and work out 6 S10
hits against
any models touched, even partially. No armor saves
of any kind are allowed.
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