warhammer 40k Ordnance Weaponry

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this document outlines the use of ordinance weaponry in the warhammer 40k game.

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Ordnance Weaponry

Indirect Fire

Some weapons are capable of firing over obstacles and terrain as long as there is a friendly squad or character to call in coordinates that has line of sight on the target (all models are assumed to have communication for this purpose). Detected models may also be fired upon even if there is no model within line of sight, but the rules for firing on detected models still apply (i.e., blast template weapons only, hit on 4+).

All indirect fire weaponry must be done before firing with units that fire normally to keep players from pre-measuring the range with other units. When indirect fire is used against a target, the player must guess the up to the maximum distance to the target in inches from the vehicles gun that is shooting and place a small die or marker to where he wants the blast to land. Next, measure the actual distance guessed in the direction of the marker and replace the marker at the end of the tape measurer. This is the spot where the blast is initially aimed.

However, because of the imprecise nature of indirect fire, the blast will usually scatter some distance from where it was intended to land. After finding the location of where the blast was aimed, roll a Direction and Scatter die to determine where the distance and direction the blast deviates and move the blast marker to that location. Anything under the template is automatically hit. If a Hit is rolled on the Scatter die, then the blast template does not deviate.

If a unit is moving over 12 per turn, the indirect fire aimed at it will automatically deviate (instead of using the Hit on the artillery die, use the arrow for direction).

Fire TypeTo HitWhen Deviation OccursDistance Deviated

DirectShooters BSIf shooter misses with blast weaponD6 + Scatter Die

IndirectGuess range in inchesAlways roll for deviationInches on Artillery Die + Scatter Die; Hit = no deviation

Ordnance Weaponry

Ordnance weapons are huge vehicle-mounted support weapons. Usually they are deployed in the back lines and used for long-range support, but occasionally they are used at very close ranges as necessity dictates. Beside each weapon is a description of move and fire, meaning that the vehicle may do just that, or move or fire, meaning that the vehicle must remain stationary when firing that weapon. In no case does either of these designations refer to infantry being able to carry ordnance weaponry.

Indirect Fire: Some ordnance weapons are capable of firing indirectly over obstacles as long as there is a squad or character to call in coordinates. If the ordnance weapon is capable of indirect fire this will be stated in the Special section of each weapons chart along with the minimum and maximum range for indirect fire. Ordnance weapons use the normal rules for indirect fire found in the Shooting section of the main rules.

Direct vs. Blast damage: Some ordnance weapons, such as the Demolisher cannon and the Basilisks Earthshaker cannon, were designed to cause more damage to point locations on bunkers or vehicles. However, the blast from such weapons still causes great damage, although less so than a direct hit. For this reason, certain ordnance weapons distinguish between a direct hit and their blast radius. The direct hit damage assumes that hole in the template is over the target. In this case, all locations hit under the template take direct hit damage. However, if only the edge of the template catches the vehicle or squad, then it only takes the blast damage.

Ordnance pinning: Ordnance weapons release thunderous explosions that scatter debris and knock down nearby troops from the sheer force of the blast. Any squad that is caught by a blast template must take a Leadership test or be pinned for the rest the game turn; that is, they may not move or shoot while they recover their orientation, courage and wits.

Battle Cannon (move and fire, combat speed)

The Battle Cannon is one of the smallest ordnance weapons, usually being a standard armament on the Leman Russ tank. It typically fires an anti-vehicle/ -fortification shell capable of causing great damage to nearby infantry as well.

Hit TypeRangeStrDam.Mod.Armour Pen.BlastSpecial

Blast0-725D6-25+2D62.5

Direct Hit0-7282D6-58+3D6

Demolisher Cannon (move OR fire)

The Demolisher Cannon fires ever larger and more devastating shells than a battle cannon. They consist of an outer layer of standard high explosive and shrapnel surrounding a chemical core. When the shell strikes its target the explosive detonates, blasting a hole in the targets armor and scattering the shrapnel everywhere. At the same time, the explosion also sets off a chemical reaction, sending a plasma jet lancing through the hole blown in the armour and spreading flaming death and molten metal over a wide area. The recoil from such a shell is such that a vehicle may not move and fire it without great danger of being flipped over.

Hit TypeRangeStrDam.Mod.Armour Pen.BlastSpecial

Blast0-727D8-37+D8+D62.5Indirect fire 16-72;

+2 on location damage chart

Direct Hit0-72102D10-610+2D10 +D6

Earthshaker Artillery Gun (move OR fire)

The Earthshaker artillery gun is the huge, long-range cannon used on the Basilisk. The Earthshakers primary role is to sit many kilometers behind the front and use its massive range to lob shells on to enemy positions and fortifications. However, in desperate situations the Earthshaker can also leveled to fire directly at a target, destroying enemy squads and vehicles with impunity.

Because of the massive blast of the Earthshaker gun, any squad whose member(s) are hit by this weapon must take an ordnance pinning test at an additional 2 Leadership to whatever modifiers are already affecting the squad.

Hit TypeRangeStrDam.Mod.Armour Pen.BlastSpecial

Blast0-1207D10-37+D10+D63Indirect fire 20-120;

-2 to Ld on pinning test

Direct Hit0-120102D12-610+2D12 +D6

Heavy Mortar (move and fire at slow speed)

The heavy mortar is a huge vehicle-mounted support version of the standard mortar used by infantry regiments. The heavy mortar is capable of firing directly using the crews BS. It is capable of firing several types of ordnance:

Frag shells: Instead of exploding on impact, Frag shells are timed to explode just above ground in an airburst, scattering deadly shrapnel over a much wider area in addition to the force of the explosion.Inferno shells: This type of shell contains a small explosive charge surrounded by a highly volatile phosphorous core based on chemicals used in flame weaponry. The explosive charge detonated on impact, spreading the flaming compounds over a wide area. As they disperse, the chemicals ignite on contact with the air, creating a conflagration that melts through armor and sticks to exposed flesh.

Melta shells: Upon impact a Melta shell undergoes a small sub-atomic reaction that releases a blast of intense heat. The shell is capable of melting away vehicles and buildings, while living targets are instantly reduced to ashes.

Shell TypeRangeStrDam.Mod.Armour Pen.BlastSpecial

Frag Shell0-604104+D63Indirect fire 16-60

Inferno Shell0-605D3-25+D3+D62

Melta Shell0-608D10-48+D10+D61.5

Whirlwind Multi-warhead Launcher (move OR fire)

The Whirlwind Launcher is primarily used by Marine to soften infantry positions before launching an assualt. Each missile contains multiple warheads that detonate at an optimal point above the ground, spreading the impact over a large area.

Hit TypeRangeStrDam.Mod.Armour Pen.BlastSpecial

Blast0-726D4-26+D4+D63Indirect fire 16-72