Revlid:
Having been persuaded by the prettiness of the sketches, I just spent some time I really should have been spending on my Golden Hat entry cleaning this up a bit. Any changes are for the sake of tidiness, clarity, or are mistakes.
0-1 Rare Choice
Chaos Dwarf Skulltank…300pts/model
M WS BS S T W I A Ld 8 - - 8 7 5 - - 9
Special Rules: Cause Terror, Large Target, Unbreakable, Wheels of Steel, Unfeeling Metal, Tank Charge, Blackscreamer, Bound Daemon
Wheels of Steel: The Skulltank moves as a lone monster, and may ignore difficult terrain (but may not pass through impassable or very difficult terrain). The Skulltank is immune to poison �?" treat poisoned attacks as normal attacks.
Unfeeling Metal: The Skulltank may only Hold as a charge reaction. After any wounds made against the Skulltank in Combat have been resolved, the combat immediately ends �?" there is no resolution phase. Instead, move the Skulltank 1�?� backward, and treat the combat as having ended. If other units are still engaged in the fighting, the combat continues, but is resolved as though the Skulltank had not been involved �?" ignore any wounds against it.
Tank Charge: The Skulltank charges in a special way. It declares its charge as normal, moves double its movement as normal, but does not stop once it reaches its target �?" instead, move it its full charge distance in the direction of the target. If this would result in the Skulltank ending its movement within a unit, resolve it in the same way as if it had fled within a friendly unit. The target of the charge may react as normal.
During this charge, any unit the Skulltank contacts must immediately take an Initiative test. Should they fail, they suffer an immediate D6+3 Impact Hits at Strength 8. They must then take an immediate Panic test. Fleeing units do not take an Initiative test, but are automatically struck. If the Skulltank contacts a Large Target, it will cease its movement. While it still causes Impact Hits on the Large Target, the Skulltank will then take D6 S4 hits.
Blackscreamer: A heavily modified daemoncannon, Blackscreamer fires as a Stonethrower with a Strength of 5(10). The Skulltank may Move-and-Shoot with the Blackscreamer. If a Misfire is rolled, do not roll on the Misfire Table �?" instead the Blackscreamer does not fire, and the Skulltank is treated as having automatically failed the Leadership test for its Bound Daemon at the end of the turn.
After resolving any wounds caused by the Blackscreamer, roll a D6. Any units within this distance in inches from the Blackscreamer�?Ts point of impact may not march or fire missile weapons in their next Movement Phase.
Bound Daemon: At the end of any turn in which the Skulltank has Marched, Charged, Moved-And-Shot or rolled a Misfire it must take a Leadership test. If it fails, the Chaos Dwarf player must roll a D6 and consult the chart below.
1: The Skulltank loses all its remaining wounds. All units within 4D6�?� of the centre of the Skulltank immediately take 2D6 S4 hits, reduced to D6 S4 hits if they are more than half the maximum distance away from the centre of the Skulltank.2: The Skulltank loses all its remaining wounds. Do not remove the model from the table �?" it counts as a piece of difficult terrain for the rest of the game.3: Roll a Scatter Dice. The Skulltank immediately moves 16�?� in that direction, with the same effects as if it had charged. 4: The Skulltank takes an immediate wound with no armour save allowed. The Skulltank may do nothing (moving, charging or shooting) for a single turn. At the start of the turn after the next, it will be able to act as normal.5: The Skulltank takes an immediate wound with no armour save allowed. The Skulltank immediately fires the Blackscreamer at the closest unit within its Line of Sight, resolved as normal. If a Misfire is rolled, roll on this table again immediately.6: Next turn, the Skulltank will automatically pass its Bound Daemon Leadership test. If it rolls a Misfire, the test is not automatically failed or passed, but is taken as normal.