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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 premeasuring 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).
When Deviation Occurs If shooter misses with blast weapon Always roll for deviation
Distance Deviated D6 + Scatter Die Inches 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.
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 Type Frag Shell Inferno Shell Melta Shell Range 0-60 0-60 0-60 Str 4 5 8 Dam. 1 D3 D10 Mod. 0 -2 -4 Armour Pen. 4+D6 5+D3+D6 8+D10+D6 Blast 3 2 1.5 Special Indirect fire 16-60