Tesseract Vault

(Entry)
Type: model
EntryId: 51b4b225-69e4-b541-cc60-0795d097282c
Hidden: false
Costs: 550 pts
Options (2)
Rules (9)
The Bound Coalescent
When a Tesseract Vault uses Powers of the C'tan, measure line of sight and distance from the C'tan itself and resolve the attack at Ballistic Skill 5.
Vengeance of the Enchained
When a Tesseract Vault loses its last Hull Point, it always suffers a Titanic Explosion! - there is no need to roll on the Catastrophic Damage table.
Living Metal
A model with this special rule ignores the effects of Crew Shaken (but still loses a Hull Point). At the end of each of your turns, roll a D6 for each of your Heavy or Super-heavy vehicles with this special rule that has less than its starting number of Hull Points, but has not been destroyed. On a roll of a 6, that model regains a Hull Point lost earlier in the game.
Super-Heavy Vehicle
Super-heavy vehicles have the following special rules:

Fear, Move Through Cover, Invincible Behemoth.
Fear
At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear - all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear.
Move Through Cover
A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
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 Tank Shock or Ram.  When they do so, roll once on teh Thunderblitz table immediately before taking the Morale check for the unit being Tank Shocked, or immediately before rolling for armour penetrating when performing a Ram.

Do not roll on the Thunderblitz table when Tank Shocking a Gargantuan Creature or Flying Gargantuan Creature, or when Ramming a Super-heavy vheicle or Super-heavy Walker.  Instead, simply carry out the Tank Shock or Ram as normal.
Thunderblitz Table
Tank Shock:
1: No Effect. Then, Carry on with the Tank Shock as normal.
2-5: The unit being Tank Shocked suffers D6 S6 AP4 hits. Then, Carry on with the Tank Shock as normal.
6: The unit being Tank Shocked suffers 2D6 S10 AP2 hits. Then, Carry on with the Tank Shock as normal.

Ram: 
1: No Effect. Then, Carry on with the Ram as normal.
2-5:  The Super-heavy vehicle adds D6 to the armour penetration roll for the Ram. Then, Carry on with the Ram as normal.
6: The vehicle being rammed scatters D6" and then suffers an Explodes! result from the Vehicle Damage Table.

Profiles:

Vehicle BSFrontSideRearHP
Tesseract Vault

4

14

14

14

9

Vehicle (Super-heavy Vehicle, Skimmer)

Modifiers:

set hidden true
Used By (2)