How many to hit rolls should a war engine take if a neighbouring war engine suffers critical damage that causes hits or possible hits?
Specifically a Feral Ork Steam Gargant blew up and the question was how many hits should it's neighbouring Gargant take?
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Critical Hit Effect: The unit is destroyed. All units within 2D6cm suffer a hit.
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3.0. For most rules purposes, a war engine counts as being “worth” a number of units equal to its starting damage capacity, so a war engine’s starting damage capacity is also used to work out how many dice it rolls in an assault, how easy it is to pin and so on.
OK, so for most rule purposes does not mean for all. Here was the result of my research.
Pretty much for all Blast Marker purposes the war engine counts as the DC equivalent number of units:
Teleport FAQ, 2.1.17, rolls number of dice equal to starting DC to see how many BM awarded.
Blast markers treat each DC as a separate “unit” for allocation, suppression and purposes.
In particular each extra blast marker on a broken war engine does one point of damage.
By contrast for Dangerous Terrain Tests, War Engines only roll once. FAQ 1.8.1
Placing Barrage Templates, FAQ 3.2.1, counts a war engine as number of units equal to starting damage capacity.
But then they only rolls to hit once unless the centre of the template is over the model when you get half the number of DC, rounded up, to check for hits. A halfway house as it were.
On other issues hits are allocated one per DC, so again, effectively treating each as a separate unit.
To repeat, each extra blast marker on a broken war engine does one point of damage.
Number of attacks in an assault is based on one per DC, so each DC is like a unit.
Losing zone of control requires one unit per DC to negate the war engines zone of control.
So in the context of other similar rules there is a spectrum of options from the critical damage causing
one hit (each war engine model is a unit) to one hit per DC (war engine counts as DC units).