Colossal
This article goes over the core rules of colossals. The content is a repeat of the core rulebook (2018v1.pdf), plus some explanatory notes aimed at new players.
Contents
Warjack Special Rules
Make sure you are familiar with the base warjack rules, before trying to wrap your head around the Colossal rules.
- Main article: Warjack
Colossal Special Rules
The colossals are the largest and most powerful warjacks ever to stride the battlefield. As a result of their great size and raw power, there are a number of special rules that apply to colossals but not to smaller warjacks.
A colossal is a huge-based (120 mm) warjack. See below for what being Huge entails.
Controlling a Colossal
Colossals must be assigned to a battlegroup and cannot begin the game under the control of a ’jack marshal (p. 74). A colossal can never be controlled by a ’jack marshal. If a ’jack marshal reactivates an inert (p. 59) colossal, the colossal becomes autonomous (see “Autonomous Warjacks,”) instead of coming under the ’jack marshal’s control.
Your opponent can never take control of your colossal .
Colossal Movement
A colossal can advance only during its Normal Movement. A colossal can never be placed. A colossal may have rules on it's card that allow out of activation movement or end of activation movement. See: [Deceptively Mobile]
Great Machine
A colossal never suffers Disruption. A colossal can never gain Advance Deployment, Incorporeal, or Stealth.
Massive
From page 67 (colossals), 73 (gargantuans), and 82 (battle engines) of the 2020.02 edition of the core rules.
This model cannot be pushed, knocked down, or made stationary. It cannot be moved by a slam or a throw. It cannot be affected by Grievous Wounds.
Ranged Attacks While in Melee
A colossal can make ranged attacks while in melee.
Damaging a Colossal
The huge-based warjacks known as colossals have two damage grids—right and left—but otherwise suffer damage like a smaller warjack.
When a colossal is damaged, the damage grid to be marked is determined by the origin of the damage suffered (see “Point of Impact & Origin of Damage,” p. 40). If the origin of damage is in the colossal’s right field of fire, the attack will damage the colossal’s right damage grid. If the origin of damage is within the colossal’s left field of fire, the attack will damage the colossal’s left damage grid.
If the colossal suffers damage from an attack and the attacker is completely within the colossal’s back arc or any part of the attacker’s base is directly in front of the colossal, the attacker chooses which damage grid takes the damage. If the origin of damage is in the colossal’s back arc or directly in front of the colossal and the source of the damage was not an attack, randomize which damage grid takes the damage.
When a colossal suffers damage without a point of origin, such as from a continuous effect, roll a d6 to determine which damage grid takes the damage. On a 1, 2, or 3 the damage is marked on the colossal’s left damage grid. On a 4, 5, or 6 the damage is marked on the colossal’s right damage grid.
Once the damage grid taking the damage has been determined, randomize which column takes the damage.
If all the damage boxes in column 6 of a colossal’s damage grid are filled, continue recording damage in column 1 (or, if column 1 is filled, the next column of that grid that contains an unmarked damage box). If all the damage boxes in a colossal’s grid are filled, continue recording damage on the other grid. Roll a d6 to determine where to apply this damage.
Note that on a colossal, the L and R system locations refer not to just the arm on that side but to the entire suite of weapons on that side. For example, if the R system is crippled, all weapons in location R suffer the effects under Crippled Weapon. Some colossals also have an S system, or superstructure. In addition to any effects of a crippled superstructure listed in a colossal’s rules, all weapons in location S suffer the effects under Crippled Weapon when the S system is crippled.
Huge Based model
From the 2020.02 edition of the core rules (Edit)
- Fields of Fire
- Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
- Concealment, Cover, LOS
- Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
- Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
- Page 87 Forests - Forests do not block line of sight to huge-based models.
- Huge-Based models in melee
- Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
- Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
Rules Clarifications
Rules Clarification : Colossal (Edit)
Huge Base (Edit)
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
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