| Transport | Capacity | Access Points | Fire Points |
|---|---|---|---|
| Banehammer | 25 | One access point at the rear | 10 models may fire from the troop bay. |
| Abilities |
|---|
| Earthshock:
All models under the tremor cannon's blast marker that were not removed from play as a result of that shooting attack must take a Dangerous Terrain test once the hit has been resolved. |
| Super-Heavy Vehicle | BS | F | S | R | Structure Points |
|---|---|---|---|---|---|
| Banehammer | 3 | 14 | 13 | 12 | 3 |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Tremor Cannon | 60" | 8 | 3 | Primary Weapon, Earthshock, 7" Blast | |
| Twin-linked Heavy Bolter | 36" | 5 | 4 | Heavy 3, Twin-linked |
| 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. |