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. They can also only pivot up to 45 degrees instead of 90 when moving.


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.


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. Each time a Super-heavy vehicle suffers an Explodes! result on the Vehicle Damage table, instead of suffering the effects listed, it suffers d3 Hull Points lost. If the vehicle is already at 0 Hull Points, roll on the Vehicle Damage table again, and suffers the effects of whatever is rolled. If the result is an Explodes! result again, it follows the below rules for exploding. 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

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

Super-heavy vehicles may Ram. When they do so, roll once on the Thunderblitz table immediately before rolling for armour penetration when performing a Ram. Do not roll on the Thunderblitz table when Ramming a Super-heavy vehicle or Super-heavy Walker. Instead, simply carry out the Ram as normal.