New Rules

Special Weapons

While there are a large number of ship-mounted weapons systems in the Warhammer 40,000 universe, they fall into two categories for the purpose of this game. They are either in the weapon batteries category as described in WD #225 or else they are special weapons. One of the most common types of special weapon is the Lance; this is the same Lance described in WD #225, but is now included in the special weapons section for the purposes of orders. References to lances in the Orders or Critical Damage sections now refer to all special weapons. A number of new weapons are described below.

Annihilator Cannon

Annihilator cannons use extremely large calibre barrels that fire massive shells vast distances into space. This large weapon is mounted on the Annihilator heavy cruiser and consists of two barrels that can be rotated through 180° to the front. When you fire the Annihilator cannon you may choose to fire up to two shots (one per barrel), place a 1.5" radius template (such as the vortex template in the Warhammer 40,000 boxed set) on the target ship. If you fire two shots then you can target two separate shots or fire twice at the same one. Next, roll a scatter die and artillery dice for each shot: if the scatter die shoes a hit then the template remains where it is; if it is an arrow then move it the distance shown on the artillery die. If the artillery die shows a misfire then something has gone wrong: if it is a hit and a misfire then the barrel has jammed and takes an extra turn to relaod; if it is an arrow and a misfire then it is a dud and nothing happens. It takes a turn to reload a barrel so if both barrels are fired then the Annihilator cannot fire in the next turn; if only one barrel fires then the other is available to fire in the next turn. Anything covered by the template is subjected to a firepower 10 attack.

Tyranid Boneram

This is the primary weapon of the Tyranid Ramsmitter Kraken, to use it the Kraken must be in contact with the target ship. The effect is to reduce the damage to the Ramsmitter by 2 points in a ram and give a +2 modifier to the boarding party roll.

Tyranid Deathburner

The Deathburner is the Tyranid equivalent of an area effect weapon, operating on a similar principle to the deathspitter weapon. The Deathburner hits its primary target with a firepower strength of 10, if the target is hit then any ships within 2" of the target are subjected to a firepower strength 5 attack.

Tyranid Hullgrinders

Hullgrinders are the Tyranid equivalent of broadside weapons, but unlike the energy weapon batteries of most races, the biological component sometimes penetrates the shields without taking the shields down first. When a Tyranid vessel fires its hullgrinders, throw 1D6 for each hullgrinder: if the roll is a 6 then ignore standard shields (but not holo fields or blind fields) when rolling for damage, otherwise treat it as a normal firepower attack.

Inferno Cannon

Inferno cannons are much larger versions of the Annihilator cannon, but much more dangerou. Inferno cannons are the primary weapon of the Dominator heavy cruiser and are extensively used by the Inquisition black fleets, not only for their ability to cause massive damage on a large area, but also to launch the Exterminous virus shells that can devastate whole continents. When firing the Inferno cannon, roll a scatter die and an artillery die, and use the same technique as the Annihilator cannon. The main difference is that the Inferno cannon uses a 3" template and anything under it is hit with a strength 15 attack. It takes 1 turn to reload the Inferno cannon.

Tyranid Power Bite

Like the Shock ram, this Tyranid weapon is designed to be used in place of a ram action by the Tyranid Doom ripper Kraken. TO use it the Kraken must finish its go in contact with an enemy vessel: the attack automatically hits and causes 1D3 damage to the opposing vesel inside of the shields. The opposing vessel is allowed emergency firing. In subsequent turns the Doom Ripper maintains its hold on the vessel on a role of 3+ on 1D6 causing a further 1D3 damage in each Shooting Phase. The Held vessel can fire on the Doom Ripper normally.

Prow Ram

This weapon is designed to assist in the ramming of opposing ships and gives a +1 on ram damage.

Tyranid Shock Ram

The Shock Ram is the final Tyranid close assault weapon. It is designed to electrocute enemy ships, overloading systems and shields. The Tyranid ship must be in contact with the enemy ship and it can choose to either ram the ship or deliver the Shock Ram. The Shock Ram automatically hits and causes 1D6 damage, and on a roll of 6 it alose causes a critical hit. The damage must be allotted to the shield first because although the attack takes place inside of the shields the shield generators are the first thing to go.

New shields

Along with a number of new weapons there are also three new types of shield.

Blind fields

Some ships like the Stalwart escort ship have massive blind field generators in place of their normal shield generators. This blocks targetting computers and confuses torpedo guidance systems. A Blind field is 1" in radius around the host ship and anything that is inside of the field or on the far side of the field from the firing ship that is ⅓ or more obscured by the field has all firing at it shifted one column to the right or a -1 penalty to special weapons. Anything beyond the field that is totally obscured cannot be targeted. Torpedoes that pass through the blind fireld prematurely detonate on a roll of a 6 on 1D6.

Castellian Shields

The Castellian shield ship has only one massive shield generator. This generates an enormous shield bubble that is 3" in radius. Each turn the shield can take 5 points of damage to any target inside of the shield regardless of whether it is friend or foe. Ships inside the bubble can shoot out at no penalty and can also target other ships inside the bubble. For a ship to be inside the bubble it must be at least ¾ inside the shield. Shooting across the bubble is not affected, nor is any form of movement or torpedoes.

Eldar holofields

Eldar holofields work on a similar principle to the blind field but only affect the ship that is carrying them. Eldar holofields work by causing the ship's outline to blur and merge with the background making targetting harder. The effect of this is to cause all firing at the ship to shift one column to the right or a -1 penalty to special weapons. Eldar ships of full ahead orders have their outline even more blurred causing a 2 column shift or a -2 penalty.