The Chariot's Machinery
All the Armored Chariot's steam equipment is powered by the same boiler. If it is destroyed, the none of this equipment can be used until the end of the game.
Each piece of steam equipment is associated with a characteristic indicated not he Reference card.
In each game phase in which this characteristic comes into play, the chariot's pilot can roll one or several D6. If more than one die must be rolled, then this number is indicated after the characteristic. This is called making a "Pressure Roll." The result on the die or dice is the bonus obtained for the characteristic associated with the weapon or armor.
If on a Pressure Roll one of the dice indicates a "1", do not apply the bonus for an incident has just happened. Immediately roll 1D6 and consult the "Table of Incidents" on the back of this card to find out what has gone wrong with the boiler.
Steam machines have a limit to the power they can develop. A "6" cannot be rolled again on a Pressure Roll.
Die Result | Incident |
---|---|
1 - Explosion | The machine and all fighters in contact with the rear of the Chariot and inside it suffer a Damage Roll of a Strength of 10. No further Pressure Rolls can be made until he end of the game. |
2 - Overheating | The machinery trembles and whistles wildly, indicating an imminent explosion / Another Overheating will cause an Explosion / see 1. |
3 - Cracked Structure | The reservoir loses rivets and cracks. One the next Pressure or Injection Rolls, an incident happens on a "1" or "2". |
4 - Damaged Valve | A leak breaks out. Ignore "5s" and "6s" on the next Pressure or Injection Rolls. |
5 - Leak | The reservoir leaks abnormally and threatens to stop any moment / Another Leak will cause the machine to stop / see 6. |
6 - Machine Stopped | A breakdown blocks the machinery. It is unusable unless you roll "4" or more on a D6 at the beginning of each game round. |