From the lumbering Baneblade tanks of the Astra Militarum to the forbidding Tesseract Vault of the Necrons, all of the war engines that fall into this category are huge armour-clad constructions that each carry enough firepower to vaporise, smash or incinerate an entire army.
Super-heavy vehicles are
vehicles that have the additional rules and exceptions given below.
Regardless of their type, Super-heavy vehicles cannot use the
Jink special rule.
When a Super-heavy vehicle makes a shooting attack, it is always treated as if it had remained
stationary in the
Movement phase (even if it actually moved), and it may fire each of its weapons at different targets if desired. In addition, firing
Ordnance weapons has no effect on a Super-heavy vehicle’s ability to fire other weapons.
Super-heavy vehicles have armour plating and internal supports far superior to those of regular vehicles. This translates into a greater number of Hull Points, which makes them more difficult to destroy than your average tank.
In addition, each time a Super-heavy vehicle suffers an
Explodes! result on the
Vehicle Damage table, instead of suffering the effects listed, it loses D3 additional Hull Points as well as the Hull Point it loses for the
penetrating hit.
Furthermore, a Super-heavy vehicle is so large and has so many crew that the effects of
Crew Shaken,
Crew Stunned,
Immobilised or
Weapon Destroyed results are ignored. However, Super-heavy vehicles are still subject to losing Hull Points from
glancing and
penetrating hits as usual, just not the extra damage effects from the
Vehicle Damage table.
Catastrophic Damage Table |
D6 | Result | S | AP | 1 | Explosion | D/4/2 | 2/4/6 | 2-3 | Devastating Explosion | D/8/4 | 2/3/5 | 4-6 | Titanic Explosion! | D/10/5 | 2/3/4 |
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Immediately after a Super-heavy vehicle loses its last Hull Point, it suffers Catastrophic Damage and explodes. Instead of the usual procedure for exploding vehicles, remove the model and centre the
apocalyptic mega-blast marker over the location the destroyed model occupied; then roll for
scatter (this represents the vehicle tipping over or skidding out of control before exploding). Resolve the hits as described in the
Apocalyptic Mega-blast special rule. Roll once on the Catastrophic Damage table to see what Strength and AP values apply to all hits caused by the explosion.
If a Super-heavy vehicle has a
Transport Capacity, then it may transport any number of
Infantry units (plus any
characters that have joined the units), so long as the total number of models in the transported units do not exceed the vehicle’s Transport Capacity.
Each unit embarked within a Super-heavy vehicle that suffers
Catastrophic Damage takes a number of
Strength 10 AP2 hits equal to the number of models in that unit. These Wounds are
Randomly Allocated. Surviving passengers are placed where the vehicle used to be; any models that cannot be placed are removed as casualties. The units then take
Pinning tests.
Super-heavy vehicles have the following special rules:
Fear,
Move Through Cover.
A
Super-heavy vehicle is so large and strongly built that weapons which degrade the armour of smaller vehicles will not effect it. Because of this, any attack that says that the target model is destroyed,
Wrecked,
Explodes! or is otherwise removed from play inflicts D3 Hull Points of damage on a Super-heavy vehicle instead.
In addition, any attacks or special abilities that permanently lower the Armour Values of a target vehicle do not affect a Super-heavy vehicle. Note that attacks or abilities that count the Armour Value as being lower, but do not actually change it, work normally.
Thunderblitz Table |
D6 | Tank Shock Result | Ram Result | 1 | No Effect: Carry on with the remainder of the Tank Shock as normal. | No Effect: Carry on with the remainder of the Ram as normal. | 2-5 | Kerr-runch: The unit being Tank Shocked suffers D6 Strength 6 AP4 hits. Then, carry on with the Tank Shock as normal. | Kerr-smash: The Super-heavy vehicle adds D6 to the armour penetration roll for the Ram. Then, carry on with the Ram as normal. | 6 | Overrun: The unit being Tank Shocked suffers 2D6 Strength 10 AP2 hits. Then, carry on with the Tank Shock as normal. | Flipped: The vehicle being rammed scatters D6" and then suffers an Explodes! result from the Vehicle Damage table. |
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Super-heavy vehicles may
Tank Shock or
Ram. When they do so, roll once on the Thunderblitz table immediately before taking the
Morale check for the unit being Tank Shocked, or immediately before rolling for
armour penetration when performing a Ram.
Do not roll on the Thunderblitz table when Tank Shocking a
Gargantuan Creature or
Flying Gargantuan Creature, or when Ramming a Super-heavy vehicle or
Super-heavy Walker. Instead, simply carry out the
Tank Shock or
Ram as normal.
FAQ
Super-heavy Vehicles
Q: | Do you have to select all targets before any dice are rolled for the weapons mounted on a Super-heavy vehicle? If that is the case, are One Use Only/One Shot Only weapons used up if a previous weapon destroyed the target that the One Use Only/One Shot Only weapon was going to shoot? |
A: | Yes, to both questions. |
Q: | Do Super-heavy Walkers shoot at targets from where their weapon is modeled or from the base? |
A: | Ranges are measured from the weapon itself. Unless modelled otherwise, assume all weapons have a 45° facing from the front of the model. |
Q: | Are Super-heavy Walkers limited, like normal Walkers, to a 45° arc of fire from the facing of the model’s weapon? |
A: | Yes – they follow all the normal rules for Walkers, except when explicitly stated otherwise. |