Invincible Behemoth 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.
Super-Heavy Walkers The full rules for Super-heavy Walkers are in the Apocalypse Formations section. They
are summarised below.
These are Walkers, but can move 12". Have Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Strikedown. When shooting, are always treated as having remained stationary, and may fire at multiple targets, but cannot fire Overwatch. They may fire Ordnance weapons and still fire other weapons freely. If they are Transports, they can transport more than one unit at once. They ignore all results on the vehicle damage table apart from Explodes!, which instead removes D3 Hull Points. When they run out of Hull Points, roll on the Catastrophic Damage table. Any passengers on board at the time suffer a S1o AP2 hit. In close combat, they can make D3 Stomps at the Initiative 1 step: place a small blast marker touching the Walker, any others must be within 3" of the previous one. Each unit touched by a marker must roll on the Stomp table (below).
STOMP TABLE
D6 NON-VEHICLE TARGET
1 No Effect.
2-5 Kerr-runch: Each model in target unit under the blast marker takes a S6 AP 4 hit.
6 Overrun: Each model in target unit under the blast marker is destroyed.
D6 VEHICLE TARGET
1 No Effect.
2-5 Kerr-smash: The vehicle being stomped suffers a penetrating hit
6 Flipped: The vehicle being stomped scatters D6" then suffers an Explodes! result.