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Super heavy tanks and terrain


noigrim

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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.
 
Games Workshop Ltd. Warhammer 40,000 (Kindle Locations 8489-8496). 

Basic Rule Book 

Found it: vehicles that move over difficult/dangerous terrain roll a dangerous terrain test, super heavies pass automaticallly said test thanks to move through cover and I could have killed those pesky spectral guard by moving 12" and firing. Perhaps I lose due to not knowing the rules mellow.png ?

Hope that they AoSrize 8th edition with kiddish rules rolleyes.gif

tank shock restrictions: no flat out or disembasrk/embark

superheavy tanks always count as stationary even if moving 12"

 

Where does it say so slips?

FAQ for the BRB

 

 

Q: When vehicles Ram, they may only fire Snap Shots for that turn. There is no allowance that I can find for Super-heavy Tanks and Thunderblitz does not seem to affect this part of the Ram rule. According to the rules, then, If a Baneblade Rams (with a Thunderblitz roll) a Warbuggy, the Baneblade can only fire Snap Shots. Is this intended?

A: Yes.

 

https://www.warhammer-community.com/wp-content/uploads/2016/11/40K_The_Rules_v1.2_Nov16.pdf

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