Super heavy rules refresher

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Super heavy rules refresher

Post  dusktiger on Fri Mar 21, 2014 11:31 pm

figured we all could use this refresher for the upcoming tournament.  here's a collection of all the super heavy rules.

Super Heavy Vehicles:
Have the Fear, Move Through Cover, Invincible Behemoth rules.
May not Jink
When shooting, are always treated as having not moved, and each weapon can fire at a different target.
May fire ordnance weapons and other weapons freely without any BS negative modifiers.
If a transport, can move more than one unit simultaneously.
They ignore all results on the Vehicle Damage Chart, except Explodes! which instead removes D3 HP.
When they reach 0 HP, use the 15" blast template with the strength and AP values listed on the chart below:
1 - Explosion, Str D/4/2; AP 2/4/6
2-3 - Devastating Explosion, Str D/8/4; AP 2/3/5
4-6 - Titanic Explosion!, Str D/10/5; AP 2/3/4
any passengers inside at the time it explodes take a Str 10 AP 2 hit.

Invincible Behemoth:
any attacks that say they cause the target model to be Destroyed, Wrecked, Explodes!, or removed from play, will instead remove D3 Hull Points from this model.  Attacks or special abilities that permanently lower the AV of a target vehicle do no affect Super-Heavy Vehicles.

if doing a tank shock or ram with a super-heavy vehicle, use the following chart before taking the Morale Check/rolling for Armour Penetration:
Tank Shock Results:
1 - carry on with the normal tank shock rules in the BRB
2-5 - the unit being tank shocked suffers D6 Str 6; AP 4 hits. carry on with the normal tank shock rules in the BRB
6 - the unit being tank shocked suffers 2D6 Str 10; AP 2 hits. carry on with the normal tank shock rules in the BRB
Ram Results:
1 - carry on with the normal ram rules in the BRB
2-5 - Super-heavy adds another D6 to the Armour Pen roll. carry on with the normal ram rules in the BRB
6 - the vehicle being rammed scatters D6", then suffers an Explodes! result.

Super-Heavy Walkers

these follow all the rules for super heavy vehicles. in addition, they move 12" in the move phase.
they cannot Overwatch.
have the Fear, Move Through Cover, Invincible Behemoth, Hammer of Wrath, Relentless, Smash, Strikedown rules.

Stomp

super heavy walkers may choose to do this attack in addition to their normal attacks, done so at Initiative 1.
The model does D3 of the following:
place a 3" blast marker so its touching but not centered on either the walker or its base if it has one.  each unit with at least 1 model under the template is hit.  for each unit, roll on the stomp chart.  the 2nd/3rd stomp attack follows the same rules except for placement; the template must be at least within 3" of where the last marker was (measured from the edge of the template, not the center hole.

Super-Heavy Flyers
these follow all the rules for super heavy vehicles.
they cannot Evade.
have the Fear, Invincible Behemoth rules.
you cannot stomp Buildings, flyers, swooping FMC, GCs, FGCs, or any kind of super heavy.

Weapon types
some weapons will have the type 'primary weapon' in their profile.  this means they roll 2 D6, and choose the better result of the two.

Gargantuan Creatures and Flying Gargantuan Creatures:
Follow all the basic rules for Monstrous Creatures in the BRB, as well as the following.
these move 12" in the move phase, unless said otherwise. FGCs, following the movement rules for normal FMCs to the letter.
when shooting, it may fire each of its weapons at a different target.
Firing Ordnance weapons has no restrictions on a GC.
Cannot fire Overwatch.
Can make Stomp Attacks just like a walker.

GC and FGC special rules:

Fear, Fearless, FNP, Hammer of Wrath, Move Through Cover, Relentless, Smash, Strikedown, Vector Strike (flyers only), Unstoppable.

Unstoppable:
any attacks that cause instant death or remove a model from play instead cause D3 wounds.
Sniper attacks only wound on a 6.
Poisoned attacks only wound on a 6.


Last edited by dusktiger on Sun Mar 23, 2014 7:21 pm; edited 1 time in total

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Re: Super heavy rules refresher

Post  Planes on Fri Mar 21, 2014 11:42 pm

There's a roll associated with the stomp templates for what happens with them, right?

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Re: Super heavy rules refresher

Post  dusktiger on Sat Mar 22, 2014 12:11 am

no; your walker is completely useless. leave it at home, it was a waste of money anyways. Razz

yea, forgot to type that one out:
squishy targets:
1 - you missed! what are you, an ork?!
2-5 - kerr-runch! every model under the marker takes a S6 AP 6 hit.
6 - Squish! every model under the marker is destroyed.

vehicle targets:
1 - you missed! what are you, an ork?!
2-5 - kerr-smash! vehicle suffers a pen.
6 - flipped! vehicle scatters D6" and then explodes!

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Re: Super heavy rules refresher

Post  Lore Weaver on Sat Mar 22, 2014 9:09 am

The Gargantuan MC's stomp too.

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Re: Super heavy rules refresher

Post  System Commander on Sat Mar 22, 2014 12:02 pm

Throw up the gargantuan creature rules to if you dont mind.

I would but im on my phone.

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Re: Super heavy rules refresher

Post  dusktiger on Sat Mar 22, 2014 3:40 pm

I'll add them into the first post later today once I'm at home.

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Re: Super heavy rules refresher

Post  dusktiger on Sun Mar 23, 2014 7:22 pm

gargantuan creatures added.

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Re: Super heavy rules refresher

Post  System Commander on Mon Mar 24, 2014 12:29 am

Cool.. thanks.

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Re: Super heavy rules refresher

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