Rogal Dorn Battle Tank

(Entry)
Type: unit
EntryId: a3a4-b8f4-46a1-352e
Hidden: false
Costs: 235 Points
Options (6)
May be equipped with one of the following:
Rules (2)
Super-Heavy Vehicle
See Structure Points, Super-Heavy Damage Table, Catastrophic Damage Table, Damage Control


Super-heavy vehicles behave on the battlefield like all other vehicles, with the exceptions below. The main difference is that they have Structure Points, which work similarly to Wounds.


Super-heavy vehicles can only move up to 6" in the Movement phase, unless specified.


Super-heavy vehicles are affected by difficult and dangerous terrain like other vehicles, but can always re-roll a result of 1. In addition, if their second roll is another 1, they are not immobilised, but suffer a Drive Damaged result, as described in their damage table.


Super-Heavy vehicles may fire all of their weapons, regardless of how far they moved. Each weapon may be fired at a different target (each target must be within the weapon's fire arc).


Because super-heavy vehicles greatly vary in size, for the purposes of establishing line of sight from a Super-Heavy vehicle, always use real line of sight, working this out from the barrel of the weapon they are firing. The rules for area terrain apply as normal.


Just like Gargantuan creatures, Super-Heavy Vehicles are not affected by Psychic Powers (either friendly or enemy) with the exception of those that are attacks with a given Strength value, which affect them normally.
Super-Heavy Tank
Follows all the standard Tank rules.


A unit that is tank shocked by a Super-Heavy Tank takes its morale test with an extra -1 to its Leadership.

Profiles:

Super-Heavy Vehicle BSFSRStructure Points
Rogal Dorn

3

14

13

10

2

Wargear
Smoke Launchers:

Once per game, after completing its move, a vehicle with smoke launchers can trigger them (it doesn’t matter how far it moved). Place some cotton wool or other suitable marker on or around the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used its smoke launchers, but will count as obscured in the next enemy Shooting phase, receiving a 4+ cover save. 

After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if its crew are shaken or stunned.

It is worth pointing out that some armies might use different versions of smoke launchers, which have slightly different rules. As normal, the rules in the Codex take precedence.

Searchlight:

Searchlights are used when the Night Fighting rule is in effect. If a vehicle has a searchlight it must still use the night fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the shooting phase, any other unit that fires at the illuminated unit does not use the Night fighting rules. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect.

Used By (1)
Imperial Guard(Catalogue)