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===Rare Units=== *'''Helblaster Volley Gun:''' Oh man. The Helblaster does three artillery dice worth of Strength 5 shots with Armor Piercing. If you roll a misfire, you lose half your shots. If you roll two misfires, you roll on the Black Powder misfire chart. If you roll three misfires, it goes out in a blaze of glory, giving you 30 shots before being taken off the table. Often when taking helblasters it is a no brainer to take an engineer to sit beside it. Makes for a low chance of error and high chance for lots of shots, plus a welcome BS boost. **''Extra Note'' It can be used as a defensive threat because it is rare a player will go within its 24" range, so it is good for protecting a flank, I would like to point out that in my opinion unless you've filled your rare with steam tanks then you should always take this. *'''Helstorm Rocket Battery:''' The gun is named "Helstorm" not for its attack, but from the outburst of profanity from the Elector Count of Middenheim at the engineer that almost accidentally killed him; that should tell you something about its accuracy. The Helstorm fires d3 small blast templates and then scatters them like a stone thrower, always firing indirectly. It could be hilarious against hordes. *'''Steam Tank:''' The Steam Tank is awesome. A 1+ armor save with T6, 10W, and up to 3 D6 random movement makes this guy look very scary to your opponent. The more wounds you take the more likely you are to hurt yourself, but if done right it can still be effective with 1 wound. Though at that point I'd rather just blow myself and everyone around me to smithereens. At only 250 pts. this guy can hold up double its worth. Oh, did I mention the extra cannon? Just don't hurt yourself too much, or you'll be inching across the table. Steam tank is better overall and safer to use in 8th Ed. **''Note'': When in melee combat, do not forget the attacks from the engineer. Is it a reliable source of damage? Heck no! But driving closer to those Chaos Warriors to hit them with your scepter will earn respect knuckles from your opponent. Plus, that one time you bash in their skull will be hilarious. Take THAT, meathead! **''Extra note'': This player has noticed that a Life wizard close to the steam tank multiplies it's strength. The lore rule of life can heal wounds to any miniature at 12´´ including the steam tank, and the Resurrection spell also recovers wounds to it. Having empire you're going to take a Life wizard anyway; so if the steam tank has cracks, just move close (12´´, not THAT close anyway)the medic to him and start [[Ork|roll over and crush them]] once again. ***''Extra extra note'': ''Regrowth'' "recovers D3+1 Wounds' '''worth of models slain earlier in the battle'''" ( this has been changed to wounds in the BRB FAQ) ****''Counter-Point'' When it talks about models with multiple wounds, first you heal the wounded model, then it involves the stuff about that many wounds worth of models. *'''Luminark of Hysh:''' Gives a 6+ ward save in a 6" bubble, adds a dispel die, and fires a Strength 8 multiple-wound magic missile that goes through units like a bolt thrower. Can be used as a mount by a Wizard Lord using the Lore of Light. *'''Celestial Hurricanum:''' Gives a +1 bonus to hit in close combat in a 6" bubble, adds a power die, and dumps a random storm on an enemy using the small blast template. Can be used as a mount by a Wizard Lord using the Lore of Heavens. Random storm isn't that great and is a low level bound spell so often easily dispelled, bought more for its +1 to hit bubble and free power dice. For an expensive but potentially fun combo, try fielding one alongside a War Altar, and stick them right around your main battle units to benefit from Hatred and +1 to hit (plus the arch lector's spells).
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