Tank

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Revision as of 16:36, 2 August 2024 by Talonsin (talk | contribs) (Created page with "'''Tanks can use their mass as a weapon, driving right into and through densely packed enemies. This often throws the opposing battle line into disarray, as having some monstrous metal behemoth coming straight at you is unnerving for anybody.''' == Ramming == Vehicles with the Tank subtype can declare that they are going to attempt to Ram an enemy vehicle in the movement phase, and then resolve the attempt in the Charge phase. '''To perform a Ram, first, turn the vehicl...")
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Tanks can use their mass as a weapon, driving right into and through densely packed enemies. This often throws the opposing battle line into disarray, as having some monstrous metal behemoth coming straight at you is unnerving for anybody.

Ramming

Vehicles with the Tank subtype can declare that they are going to attempt to Ram an enemy vehicle in the movement phase, and then resolve the attempt in the Charge phase. To perform a Ram, first, turn the vehicle on the spot to face the direction you intend to move it and, after pre-measuring, declare how many inches the vehicle is going to move, up to its maximum speed.

Once the Tank has been ‘aimed’ and the intended distance declared, move the Tank straight forwards until it comes into contact with an enemy vehicle or it reaches the distance declared – no other changes of direction are allowed in a Ramming attempt.

Ramming is a rather desperate manoeuvre and the Tank must concentrate on moving at top speed towards one enemy vehicle. This means that it, and any embarked troops, may only shoot Snap Shots in that turn’s Shooting phase, making it a better idea for vehicles that have no armament left, or are Shaken.

Each vehicle immediately suffers a hit against the armour facing where the other vehicle has impacted (so the Ramming vehicle always uses its front armour). The Strength of the hits will often be different for different vehicles, and is calculated as follows for each vehicle:

  • Armour. Half the Armour Value (rounding up) on the facing that makes impact.
  • Mass. If the vehicle has the Tank type, add 1.
  • Excessive mass. If the vehicle has the Heavy or Super-heavy type, or is a building, add 2.

For example, a Land Raider Rams an Ork Trukk, hitting it in the side. The Land Raider has a front armour of 14 (Strength 7), and is a Tank (+1). The total is 7+1, which means that the Trukk suffers a Strength 8 hit against its side armour, and is in serious trouble.

At the same time, the Land Raider suffers a Strength 5 hit against its front armour (for the Trukk’s side armour of 10, +0 because the Trukk is not a Tank), which stands no chance of damaging the mighty vehicle.

Both players roll for armour penetration against their opponent’s vehicle and any results are immediately applied.

If the vehicle that is Rammed is not removed, the Rammer halts. However, if the Rammed vehicle is removed because it suffers an Explodes! damage result, the Rammer continues its move until it reaches the declared distance, moves to within 1" of impassable terrain or friendly troops (at which point it stops immediately) or contacts another enemy unit (which it will Tank Shock or Ram again).