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Super-heavy Vehicles

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.

Movement

Regardless of their type, Super-heavy vehicles cannot use the Jink special rule.

Shooting

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.

Vehicle Damage

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

Catastrophic Damage Table
D6ResultSAP
1ExplosionD/4/22/4/6
2-3Devastating ExplosionD/8/42/3/5
4-6Titanic Explosion!D/10/52/3/4
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.

Super-heavy Transports

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.

Special Rules

Super-heavy vehicles have the following special rules: Fear, Move Through Cover.

Invincible Behemoth

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

Thunderblitz Table
D6Tank Shock ResultRam Result
1No Effect: Carry on with the remainder of the Tank Shock as normal.No Effect: Carry on with the remainder of the Ram as normal.
2-5Kerr-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.
6Overrun: 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.
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: Can Super-heavy Walkers (e.g. Imperial Knights) disengage from combat?
 A
No.
 Q: Do units embarked on a Super-heavy vehicle fire Snap Shots if it moves more than 6"?
 A
Yes.
 Q: Can a Super-heavy Flyer that has a Hover mode Thunderblitz?
 A
No.
 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: Can Super-heavy Walkers Thunderblitz?
 A
No.
 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.
 Q: Can Super-heavy Flyers Jink?
 A
No.