SPECIAL WEAPONS
CHARACTERISTICS
BLAST WEAPONS
Blast weapons fire shells, missiles or bolts of energy which
explode on impact, potentially injuring several victims with the
shock waves and shrapnel. They pose less of a threat to a well
dispersed unit, but can wreak havoc among closely packed ranks of
warriors.
This section covers blast weapons fired by non-ordnance weapons
only (ordnance weapons fire even larger shells or missiles - these
are handled using the rules for ordnance weapons).
When you fire a blast weapon roll to hit as normal; if the shot
misses it has no effect. If a hit is scored take the Blast marker
and place it over the target unit so that one model is under the
hole to see how many models are affected.
Models whose bases are partially covered by the marker are hit
on a D6 roll of 4 or more, models whose bases are completely
covered are hit automatically. The defending player may remove any
casualties inflicted from the unit as a whole, not just from models
beneath the Blast marker.
Designer's Note: While this is a bit odd at first
glance, it prevents blast weapons being employed unrealistically as
snipers to destroy leaders and heavy weapons.
MULTIPLE BLASTS
If a unit is firing multiple blast weapons, just place one
marker after another, resolving the casualties from each blast
before placing the next Remember, casualties can, come from
anywhere in the unit, not just under the marker.
LARGE BLASTS
There are two sizes of Blast marker: the normal one and the
large one. Nearly all Blast weapons use the normal Blast marker,
while ordnance weapons use the large Blast marker. Some
non-ordnance weapons may use the large Blast marker and where this
is the case it will be noted in their description. This doesn't
convey any of the other advantages of ordnance weapons,
however.
Some ordnance weapons have optional ammunition that doesn't use
the large Blast marker. These benefit from all the advantages of
ordnance weapons even if the large Blast marker is not used.
GETS HOT
'Gets Hot' represents the penchant of certain unstable weapons
for overloading and badly singeing their user. If you roll a 1 to
hit, the weapon has overheated and injured the model firing it. The
model must make an Armour Save or it suffers a wound {an exception
to the normal Casualty Removal rules) - the model with the
overheating weapon must take the wound. Weapons on vehicles are not
affected by overheating, It is possible for a model to hit with
shots that also result in an overheat - the hits are still resolved
as normal, even if the firer also falls victim to his own
weapon.
Example |
Range |
S |
AP |
Type |
Plasma gun |
24" |
7 |
2 |
Rapid Fire, Gets Hot! |
MULTIPLE GETS HOT SHOTS
If a Gets Hot weapon is firing multiple shots, the chance of it
getting hot is even riskier. The chance of suffering wounds is
equal to the number of shots being fired, so firing two shots means
that the weapon Gets Hot on rolls of 1 or 2, while firing three
shots makes it a ludicrously dangerous 1, 2 or 3.
TWIN-LINKED WEAPONS
Weapons are sometimes linked to fire together m order to
increase the chances of scoring a hit through the crude expedient
of blasting more shots at the target. To represent the fusillade of
fire laid down by a linked weapon you may re-roll the dice to hit
if it misses: if the second roll is also a miss, you may not
re-roil (he dice again. Twin-linked weapons don't get more shots
than normal ones, but you get a better chance of hitting with them.
The big advantage of twin-linked weapons is that they only count as
a single weapon being fired.
Example 1: A Space Marine Land Raider is firing its
twin-linked heavy bolters at an enemy. It gets three shots (as
heavy bolters are Heavy 3) and may re-roll any To Hit dice which
don't score a 3 or higher - a hit for a Space Marine's BS of 4 -
because the weapons are twin-linked.
Example 2: A Space Marine Dreadnought with a missile
launcher and a twin-linked lascannon can fire both weapons and slid
move, as it is allowed to shoot with two weapons and the
twin-linked lascannon only counts as one weapon.
MELTA WEAPONS
Melta weapons are devastating short-ranged 'heat rays'. Melta
weapons roll an extra D6 when rolling to penetrate vehicles' Armour
Value at half range or under. See the Vehicles rules later for more
details on armour penetration.
Example |
Range |
S |
AP |
Type |
Fusion Blaster |
12" |
8 |
1 |
Assault 1, Melta |
TEMPLATE WEAPONS
These are particularly indiscriminate short-ranged devices, such
as flame throwers, which affect a broad, cone-shaped area
represented by a template. They are indicated by having the word
'Template' for their range characteristic instead of a number.
Instead of rolling to hit, simply place the template so that its
narrow end is touching the base of the model firing it and the rest
of the template covers as many models as possible in the target
unit without covering any friends. Against vehicles, the template
must be placed to cover as much of the vehicle as possible without
also touching a friendly model.
Any models fully or partially under the template are hit
automatically. Against vehicles use The direction of the firer to
determine which armour facing is attacked, Because template weapons
bathe the area in burning fuel, baneful energies or something
equally dangerous, Cover Saves are ignored when resolving hits. As
with blast weapons, casualties inflicted by template weapons do not
have to be taken from amongst the models actually covered by the
template, but must come from within range of The firer.
Example |
Range |
S |
AP |
Type |
Flamer |
Template |
4 |
5 |
Assault 1 |
MULTIPLE TEMPLATE WEAPONS
If a unit is firing multiple template weapons, resolve them one
at a time.
TWIN-LINKED TEMPLATE WEAPONS
Twin-linked template weapons can re-roll to wound against each
model hit. Against vehicles, you may re-roll the Armour Penetration
dice instead.
BARRAGE WEAPONS
Certain blast weapons launch their shells high up into the air
so that they plunge down upon their target, passing over any
intervening obstacles en route. Weapons like these fire by the crew
guessing the range to the target point and hoping the round lands
close enough to inflict harm. Their greatest advantage lies in
their ability to fire al targets which are out of sight. Some
pieces of ordnance are used for laying down a barrage in the same
way.
FIRING BARRAGES
Barrage weapons never have to test to see if they must fire at
the closest enemy. Designate the target unit and place the Blast
marker over it, with the following restrictions:
- You may not place the marker so that any of your own models or
vehicles (apart from wrecks) are underneath it.
- You must place (he Blast marker so that one enemy model is
under the central hole; you cannot place the Blast marker hole over
empty space.
You then see if it has landed on target. If the hole at the
centre ot the marker is inside the weapon's minimum range, or
beyond its maximum, the shot is an automatic miss and has no
effect. If its range is good, proceed to see where it hits,
remembering that no line of sight is required. Roll a Scatter dice
and a D6 it a line of sight exists to the target, or two D6 if not
and take the highest. If you roll a HIT on the Scatter dice the
shot lands on target If an arrow is rolled, the marker is shifted
in the direction indicated by the arrow a number of inches equal to
the D6 roll.
Note that it is possible for a scattering shot to land beyond
the weapon's range, out of sight, off the edge of the table or even
on your own troops! Such are the vagaries of barrage weapons. With
barrage weapons. the centre of the marker is used to determine
which direction hits occur from in relation to Cover Saves. Barrage
weapons are always pinning weapons as well- See the Pinning Weapons
rules for details.
Example |
Range |
S |
AP |
Type |
Mortar |
G48" |
4 |
6 |
Heavy 1, Blast |
MULTIPLE BARRAGES
If a unit has more than one barrage weapon they'll all be fired
together in a salvo, with one Blast marker landing for each weapon
that is within range. Place the Blast marker and roll for any
potential scatter with the first shot as before, this is the
'ranging shot' for the salvo - all other shots will land nearby.
Once the first marker is placed, roll a Scatter dice for each other
Blast marker in the salvo.
If an arrow is rolled, place the marker in the direction
indicated so that its edge is touching the edge of the marker
placed for the ranging shot. If a hit is rolled, the firing player
may place the marker so that its edge is touching the edge of any
of the Blast markers in the salvo which have already landed.
ORDNANCE BARRAGES
Some ordnance weapons fire barrages. These use the firing
procedures for barrage weapons to determine where they land but hit
with all the benefits of ordnance. Just like normal barrages,
ordnance barrages are pinning weapons. See the Pinning weapon rules
for details. Note that ordnance barrages may not be fired from
moving vehicles.
PINNING WEAPONS
Coming under attack from some weapons can be sudden and
shocking, making troopers throw themselves flat and hug cover
rather than risk being hit. This is usually due to momentary
confusion about where they're being attacked from, Sniper fire,
barrages, etc, are the most common. When the firing of a single
enemy unit inflicts casualties with pinning weapons, the target
must take a Leadership test to avoid being pinned down. If the unit
fails the test it may not move, shoot or assault, or make any other
actions in its following turn. A unit may be called upon to take
multiple Pinning tests in a single turn. A pinned unit does not
have to take a Morale test if it sustains 25% casualties from enemy
fire, as the fact it is pinned overrides the Morale test. If
assaulted by the enemy, the pinning effect is immediately cancelled
and the unit will fight normally.
INCOMING!
ORDNANCE BARRAGE PINNING
Ordnance barrages are even more terrifying than normal barrages -
the ground shakes and heaves under the thunderous impacts, troops
caught in the open are completely annihilated and those in cover
are virtually buried alive by a furious rain of incandescent death.
Units suffering casualties from an ordnance barrage must pass a
Leadership test with the following modifier to avoid being pinned
down:
-1 Leadership for coming under fire from an ordnance barrage. |
SNIPER WEAPONS
These weapons are precise and deadly and can be used to pick out
a target's weak or vulnerable points. A sniper weapon hits on a 2
or more regardless of the firer's BS. Sniper hits wound on a roll
of 4+ regardless of the victim's Toughness, and roll 2D6 for armour
penetration against vehicles, but with no additional bonus for
Strength. Against vehicles, this represents their chances of
successfully hitting exposed crew, vision ports, fuel or ammo
storage, etc.
Example |
Range |
S |
AP |
Type |
Sniper rifle |
36" |
N/A |
6 |
Heavy 1, Sniper |
RENDING WEAPONS
Rending weapons fire a hail of shots so focussed they can
literally chew through flesh, bone and armour alike. Any roll to
hit of 6 with a rending weapon automatically causes a wound with no
Armour Saving throw possible. Against a vehicle, any Penetration
roll of 6 allows a further D6 to be rolled and the result added to
the total score. Note that only one extra dice is ever rolled, even
if this additional roll is also a 6; no further dice are added.
LANCE WEAPONS
These weapons fire a coherent, focused blast which can bore
through even reinforced vehicle armour regardless of its thickness.
Due to their unique nature, they count vehicle Armour Values higher
than 12 as 12.
Example |
Range |
S |
AP |
Type |
Bright lance |
36" |
8 |
3 |
Heavy 1, Lance |
|