The Rules‎ > ‎Vehicles‎ > ‎

Super-heavy Walkers

Super-heavy Walkers such as Ork Stompas are towering behemoths, clad in incredibly thick armour and armed with devastating weaponry. They loom above the battlefield, striking down anything that gets in their way.

Super-heavy Walkers are Walkers that have the additional rules and exceptions given below.

Super-heavy

Super-heavy Walkers are Super-heavy vehicles and use the Super-heavy vehicle rules for Shooting, Vehicle Damage, Catastrophic Damage and Transports.

Movement and Shooting

Super-heavy Walkers can move 12" in the Movement phase. If moving into or within difficult terrain, double the result of the highest dice roll when making a Difficult Terrain test - this is the maximum distance in inches that the model can move. Apart from this, they obey the movement rules for Walkers. In addition, Super-heavy Walkers cannot fire Overwatch.

Special Rules

All Super-heavy Walkers have the following special rules: Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Strikedown.

Stomp

Stomp Table
D6Non-vehicle TargetVehicle Target
1No Effect: The unit being stomped gets out of the way of its lumbering attacker. The attack has no effect.No Effect: The unit being stomped gets out of the way of its lumbering attacker. The attack has no effect.
2-5Kerr-runch: Each model from the unit being stomped that is even partially under the blast marker suffers a Strength 6 AP4 hit.

Kerr-smash: One vehicle in the unit being stomped that is at least partially under the blast marker (stomping model’s choice) suffers a penetrating hit.
6Overrun: Each model from the unit being stomped that is even partially under the blast marker is removed as a casualty.Flipped: One vehicle in the unit being stomped that is at least partially under the blast marker (stomping model’s choice) scatters D6" and then suffers an Explodes! result.
Super-heavy Walkers engaged in combat may make a special type of attack called a Stomp attack. The Stomp attack is made in addition to the Super-heavy Walker’s normal attacks. Stomp attacks are resolved during the Fight sub-phase at the Initiative 1 step. This does not grant the model an additional Pile In move at the Initiative 1 step.

A Stomp attack consists of D3 Stomps. To make the first Stomp, place a blast marker so that it is touching, but not over, the Super-heavy Walker model (or the Super-heavy Walker model’s base, if it has one). Each unit that has at least one model even partially under the marker is stomped. For each unit that is stomped, roll on the Stomp table (see right) to determine what happens to it. Each subsequent Stomp is made in the same manner as the first, except that the blast marker does not have to be placed touching the Super-heavy Walker. Instead, it must be placed so that it is at least partially within 3" of where the last blast marker was placed, and not over the Super-heavy Walker. This allows you to ‘Stomp forward’ into the enemy! Note that the Super-heavy Walker is not moved – we assume it stomps about but ends up more or less where it started.

Stomp

An Ork Stompa rampages through the Space Marine lines, crushing its power armoured foes underfoot with its Stomp attack.
Buildings, Flyers, Swooping Flying Monstrous Creatures, Gargantuan Creatures, Flying Gargantuan Creatures, Super-heavy vehicles, Super-heavy Walkers, and Super-heavy Flyers cannot be stomped; do not roll on the Stomp table for them if they fall under the blast marker. Any other units with models under the blast marker are stomped as normal.

FAQ

Stomp

 Q: Are cover saves allowed against Stomp attacks?
 A
No.
 Q: Can ‘Look Out, Sir’ attempts be made against Stomp attacks?
 A
Yes, unless an Overrun result is rolled.
 Q: Can you Stomp an Invisible unit?
 A
Yes.
 Q: When you make a Stomp attack in close combat and cause casualties outside of those in the combat, do the units outside of combat have to take Morale checks as if suffering 25% casualties, if they lose 25% or more?
 A
No.
 Q: Can Stomp attacks affect units which are not locked in combat with the Stomping model?
 A
Yes.
 Q: Can I attempt invulnerable saves or use the Eternal Warrior special rule against Stomp attacks that cause a model to be removed as a casualty?
 A
No.

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.