Tank Traps

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 61

Tank traps also come in 6" long sections. If the defender has obstacles, then they get 1D3+3 sections of tank traps to position at the start of the game.

All vehicles, except skimmers, treat tank traps as impassable ground. Tank traps do not affect infantry movement, they can simply run around or clamber over them. Tank traps will provide cover for infantry.

Tank traps may be destroyed by enemy fire. They have an Armour Value of 10, and any penetrating hit destroys the section automatically. Glancing hits have no effect. They may be assaulted by infantry as if they were a stationary vehicle.