Warhammer 40k Experimental Vehicle and Ammo rules

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OK so where to begin, this began as an update of the old Forge World experimental ammo rules. However as I started I became convinced that standard treatment of weapons in 40K was too generic and random, especially where vehicles are concerned. So the project expanded to encompass a new set of rules that replace the current vehicle shooting rules and now take into account things like modern fire control. Basic handling of blast templates will also be addressed. I know there are though that will argue that these go to far; especially where the Imperium is concerned. However I have determined to my personal satisfaction that the game would benefit from this. Technology in the 40K universe may have regressed considerably but this is still a scifi game so there is no reason that the tech can't at least emulate the best of late 20 th century weapons capabilities. This document will be divided into 2 sections, one for new general weapons and vehicle rules and a second covering specific weapons and ammo rules. New General Rules This replaces page 30 of the 40K rulebook BLAST Blast weapons fire shells, missiles, or bolts of energy that explode on impact. They tend to be powerful and very destructive. They are normally issued to skilled gunners as misses can be as dangerous to the users troops and vehicles as to the enemy. When firing a blast weapon pick one enemy model visible to the firer and place the blast marker with its hole over the base of the target model, or its hull if it is a vehicle. Next measure range as normal. Note, if the hole at the center of the marker is beyond the weapon's maximum range, the shot automatically misses and scatters. Move the marker back to the point of maximum range and scatter per the procedure proscribed in the next paragraph. If the target is in range roll to hit as normal. A hit indicates the shot is on target and does not scatter. If the shot misses roll a scatter dice and 2D6 to see where the shot lands. If an arrow is rolled the marker is shifted in the direction shown by the arrow a number of inches equal to the total of the 2D6. If the scatter dice rolls a hit symbol the shot still scatters the direction of the small arrow a number of inches equal to the total of the 2D6 minus the firer's BS (to a minimum of 0). Note it is possible, and absolutely fine, for a scattering shot to land beyond the weapon's range and line of sight, representing the chance of ricochets, the missile blasting through cover, and other random chance. In these cases hits are resolved normally, and can hit units out of range and sight (or even your own troops, or models locked in combat). If the shot scatters so that the hole in the center of the marker is completely off the table edge the shot is a complete miss and is discarded. Once the final position of the marker is determined take a good look at the blast maker from above – all models whose bases are completely or partially covered by the blast marker are hit. Once the number of hit inflicted on the unit have been determined the firer rolls to wound as normal and then the controlling player allocates these on any model in the unit, not just those under the marker.

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Experimental vehicle, guns, and ammo rules for Warhammer $0,

Transcript of Warhammer 40k Experimental Vehicle and Ammo rules

Page 1: Warhammer 40k Experimental Vehicle and Ammo rules

OK so where to begin, this began as an update of the old Forge World experimental ammo rules. However as I started I became convinced that standard treatment of weapons in 40K was too generic and random, especially where vehicles are concerned. So the project expanded to encompass a new set of rules that replace the current vehicle shooting rules and now take into account things like modern fire control. Basic handling of blast templates will also be addressed. I know there are though that will argue that these go to far; especially where the Imperium is concerned. However I have determined to my personal satisfaction that the game would benefit from this. Technology in the 40K universe may have regressed considerably but this is still a scifi game so there is no reason that the tech can't at least emulate the best of late 20th century weapons capabilities. This document will be divided into 2 sections, one for new general weapons and vehicle rules and a second covering specific weapons and ammo rules.

New General RulesThis replaces page 30 of the 40K rulebook

BLASTBlast weapons fire shells, missiles, or bolts of energy that explode on impact. They tend to be powerful and very destructive. They are normally issued to skilled gunners as misses can be as dangerous to the users troops and vehicles as to the enemy.

When firing a blast weapon pick one enemy model visible to the firer and place the blast marker with its hole over the base of the target model, or its hull if it is a vehicle. Next measure range as normal. Note, if the hole at the center of the marker is beyond the weapon's maximum range, the shot automatically misses and scatters. Move the marker back to the point of maximum range and scatter per the procedure proscribed in the next paragraph.

If the target is in range roll to hit as normal. A hit indicates the shot is on target and does not scatter. If the shot misses roll a scatter dice and 2D6 to see where the shot lands. If an arrow is rolled the marker is shifted in the direction shown by the arrow a number of inches equal to the total of the 2D6. If the scatter dice rolls a hit symbol the shot still scatters the direction of the small arrow a number of inches equal to the total of the 2D6 minus the firer's BS (to a minimum of 0).

Note it is possible, and absolutely fine, for a scattering shot to land beyond the weapon's range and line of sight, representing the chance of ricochets, the missile blasting through cover, and other random chance. In these cases hits are resolved normally, and can hit units out of range and sight (or even your own troops, or models locked in combat).

If the shot scatters so that the hole in the center of the marker is completely off the table edge the shot is a complete miss and is discarded.

Once the final position of the marker is determined take a good look at the blast maker from above – all models whose bases are completely or partially covered by the blast marker are hit.

Once the number of hit inflicted on the unit have been determined the firer rolls to wound as normal and then the controlling player allocates these on any model in the unit, not just those under the marker.

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Large blastsBlast templates come in two sizes, a 3” BLAST template and a 5” LARGE BLAST template. These are indicated clearly in the weapon's profile. Both types of blast marker use exactly the same rules.

Multiple blastsIf a unit fires more than one blast weapon resolve each shot individually as described above and determine the number of hits for each marker. Then fire any other weapons in the unit that you wish to fire that are eligible. Then add all the hits together and roll to wound as normal.

Blast weapons and re-rolls If a model has the ability to re-roll its rolls to hit he may chose to do so with blast weapons just like any other weapon but must accept the new result even if it is worse.

Scattering blast markersWhen scattering blast markers you may have to move them several inches. Disagreements will occasionally rise as the exact direction of scatter can appear different from each side of the table. To reduce this 'parallax error' it is best to roll the scatter dice as close to the target as is practical.

*NOTESWell why make these changes here? Simple there is nothing the 40K fluff that justifies all blast weapons being this inherently inaccurate. It seams to me that this was a lazy solution to the fact that blast weapons that miss their intended target should still cause damage to something more often then not. This will of course make blast weapons far more dangerous, but they have kinda felt neutered in 5th

edition to me anyway. Keep in mind that if you are using these general rules they will benefit your opponent as well and that's all the balance needed.

This addition is a new exception paragraph for Barrage weapons on page32 of the 40K rulebook

Barrage weapons can be more inaccurate then other blast weapons. Barrage weapons don't role to hit like other blast weapons. Instead place the template as normal and then scatter as if a miss had been rolled. If the scatter dice rolls a hit the template does not scatter. If the scatter dice rolls an arrow the blast marker scatters 2D6 inches minus the firer's BS (to a minimum of 0) in the indicated direction.

This replaces exception paragraph number 2 for Barrage weapons on page32 of the 40K rulebook

Some barrage weapons have a minimum range as well as a maximum range (e. g. Range 12”-48”). If the center of the marker is placed by the firer inside of the minimum range during target selection move the marker out to the minimum range and scatter as normal.

*NOTESOK this is basic tiding up after the changes to Blast rules. Barrage weapons are far more susceptible to various outside influences like wind and bad spotting info and so should retain the more random feel. The training of such gun crews is indicated by the fact that barrage weapons won't scatter quite as far as blast weapon misses but it is still statistically more difficult to score a direct hit.

This replaces the MOVING AND SHOOTING VEHICLE WEAPONRY on page 58 of the 40K rulebook

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MOVING AND SHOOTING VEHICLE WEAPONRYMounting weapons on a vehicle can have any number of effects on the performance of these weapons. Heavy and rapid fire weapons no longer suffer penalties from moving as the vehicle is a much more stable platform then a running trooper dodging incoming fire. These weapons always count as stationary whether the vehicle moved or remained still. Some weapons may gain enhancements in range as the skill of the gunner is aided by the fire control of the vehicle. Others gain versatility as the vehicle provides greater power or greater space for specialized ammo that infantry carried versions can never hope to match. This additional utility provides the gunner with expanded options, making the most of a weapons capabilities in battle. Other weapons are so bulky or require so much energy to fire that they can only be mounted on a vehicle. These effects, where present, are detailed in the individual weapon's descriptions

By the same token moving the vehicle will also effect the utility of weapons. No mater how advanced the fire control of a vehicle movement will always have some effect on the accuracy of the weapons fired. While most systems are fully capable of compensating for the bulk of movement effects at Combat speed Some truly massive weapons might still temporally degrade the accuracy of other weapons being fired at that time. Vehicles running Cruising speed suffer degraded accuracy across all weapons systems. Barrage weapons may not fire at this speed as it becomes impossible to predict the ballistic path of the shot. Other ordnance may fire at this speed but will further degrade the accuracy of the other vehicle weapons. Vehicles moving Flat Out do so at the total expense of weapons fire as even the most skilled gunners find it impossible to track targets as the world flies by in a blur. Note vehicles can not run.

. Vehicles that remain stationary may fire all their weapons at no penalty to their BS, even ordnance as this represents idea gunnery conditions. (remember that pivoting on the spot does not count as moving)

. Vehicles moving at combat speed may still fire all there weapons. Firing ordnance weapons will cause a -1 to the vehicle BS for the remainder of this shooting phase. Barrage weapons fire will scatter an additional D6 inches (3D6) due to the additional complications of piloting accurate ballistic target solutions.

. Vehicles moving at cruising speed suffer a -1 to their BS for all weapons fire. This is cumulative with other negative modifiers for shooting Ordnance. Barrage weapons may not fire at all ever.

Optional weaponsSome vehicle have in their army lists the option to buy additional weapons, one-shot missiles or pintle-mounted guns. These weapons follow all of the above rules.

Ordnance weaponsOrdnance weapons are the most massive and powerful guns a vehicle can mount. When they fire they shake the whole vehicle in recoil. An untrained crew would find themselves unable to function. In order to fight using such weapons vehicles must be designed to absorb the massive shock or they would be torn apart. Crews must also train to fight these bucking behemoths they ride into battle. However no amount of technology or training can completely over come the recoil of these guns. Vehicles carrying functioning ordnance weapons and wishing to fire all of their weapons MUST fire the ordnance weapon first. This causes all the other vehicle's weapons to fire at -1 BS. All this fire can be assumed to

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happen at the same time. It is a testament to the crews skill that they can engage a target with other weapons with the vehicle shaking with the guns recoil. If you fire another weapon on the vehicle before the ordnance weapon you lose the chance to fire it this turn. The gunner was distracted or otherwise prevented from taking the shot.

Ordnance Barrage weaponsVehicles carrying ordnance barrage weapons may choose whether to fire them directly at the target or as a barrage. You MUST declare this before you fire the weapon.

If fired directly at the target, the weapon is treated exactly like any normal ordnance weapon. This includes ignoring the minimum range listed in the weapons profile.

If fired as a barrage the weapon follows ALL the rules for barrage weapons covered earlier. Ordnance Barrages also have the following additional rules.

. Barrages fired at target to which the gun has no Line of Site ALWAYS scatter the full distance rolled (2D6/3D6) on an arrow result. The vehicles BS makes no difference.

. Ordnance Barrage weapons are even more fearsome then normal Barrage weapons. ALL pining tests caused by ordnance barrage weapons test at -1Ld modifier for the unit or model.

*NOTESOK so hear we have two concepts being introduced to the game. 1) This is SciFi, not the 17th or 18th century. Technological regression does not equal no technology at all, especially some 'fairly old' 20th century targeting technology. There is nothing in these new vehicle rules the modern tanks and IFVs can't do. 2) This is what I call competent vehicle crews instead of incompetent crews. Even if you consider both the IG and Orks to be completely incompetent the fluff surly doesn't support that view for all vehicle crews. If some army needs rules to show how badly they handle tanks put them in their codex. Don't handicap everybody else in the main rules and then spend their codexes trying to fix it with super stuff. This concludes the general rule portion of the proposal.

This replaces the FAST VEHICLE FIRING section on page 70 of the 40K rulebook

FAST VEHICLE FIRINGFast vehicles are more effective at shooting on the move. Their crews have extra training and they often have shock resistant mounts.

Fast vehicles that move up to Cruising speed (12”) suffer no penalties to their BS for shooting their weapons just like other vehicles that move at Combat speed or remained stationary. This includes Blast and Ordnance weapons. This does not extend to Barrage and Ordnance Barrage weapons which still can't be fired if you move faster then Combat speed.

Fast vehicles the move Flat Out will suffer a -1 to there BS for firing their weapons. This includes Blast and Ordnance weapons. Barrage and Ordnance Barrage weapons can't be fired if you moved Flat Out.

Vehicle Mounted Weapons

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AndSpecial Ammunition

The following section will include a selection of vehicle mounted weapons and where applicable special ammo option the player may buy as vehicle upgrades for their army. At this time the list is limited to Imperial weapons and ammo because I don't have the codexes to do a full game wide list. Each entry will include a description of the weapon or weapons that fall under that general category and any improvement derived from vehicle mounting as well as any ammo options these guns have available to them.

ASSAULT CANNONAssault cannon are self loading machine autocannon characterized by rotating barrels and and an extremely high rate of fire (ROF). Assault cannon's primary method of dealing damage is with multiple direct hits by the weapons hyper dense solid slug shells. The high ROF ensures that multiple shells will strike individual targets as the weapon is swept across infantry units or vehicles. When fire is concentrated on one target location the weapon is even capable of boring through even the thickest armor. Assault cannon are used primarily by Astartes forces on Terminators and in many different vehicle configurations, but examples are also known to exist in the armories of the Mechanicum and Inquisition.

ASTARTES ASSAULT CANNONThis is the standard assault cannon fielded by most Space Marine Chapters. It is know by many marks and patterns dependent upon its world of manufacture. Use of this weapon dates back to ancient times and it has earned a fearsome reputation on the battlefield. The weapon does have a few drawbacks. Firstly the ROF causes a fearsome recoil that makes the weapon rise and draw left. Even with the massive servos and fiber bundles of Tactical Dreadnought Armor (TDA) the gunner may experience some difficulty maintaining his sight picture while firing the weapon. This increases over range and there for limits the effective range of man-portable versions of the weapon. Secondly, even with the best fire discipline this weapon uses large amounts of ammunition and so man-portable version will be very dependent on resupply to stay combat effective. Vehicle mounted versions mitigate the worst of both of these problems with stabilized mounting points and much greater ammunition stores. In addition the vehicle's fire control provides further enhancements for targeting over range and finer control of the weapon allowing fire to be concentrated when circumstances dictate the need.

Assault Cannon(MP)** 24” STR 6 AP 4 Heavy 4, Rending

Assault Cannon(VM)*** 36” STR 6 AP4 Heavy 4, Rending

UPGRADES AND FIRING MODES

KHERES PATTERN ASSAULT CANNONThe Kheres pattern assault cannon is one of the oldest and most venerable patterns of this weapon system known in the Imperium of Man. Dating back to the days of the Great Crusade, the Kheres pattern is quite rare in the 41st millennium. The Kheres pattern is valued for its addition destructive power. This is accomplished with a combination of higher caliber shells and caseless ammunition. The

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larger shells make for a lower ROF of individual shells while the caseless ammunition provides a higher muzzle velocity. The greater recoil of this weapon makes it a less attractive option for a man-portable system, but as a vehicle weapon the Kheres pattern assault cannon is truly devastating. Manufacturing the caseless ammo used is almost a lost art. Converting the weapon to cartridge ammo is possible but further lowers the ROF. These converted weapons are still quite destructive but can no longer out preform standard assault cannon. They are also prone to jamming which can have catastrophic consequences. As such they all converted Kheres pattern assault cannon have been withdrawn from service long ago as too unreliable. For those Chapters and Forge Worlds that can still make this specialized ammunition the Kheres pattern assault cannon provides unsurpassed firepower for the various vehicles that can make use of it. The player may upgrade there standard assault cannon to Kheres pattern assault cannon for 25pts per weapon. Twin Linked guns cost 40pts to upgrade.

Kheres Pattern Assault Cannon(VM)*** 36” STR 6 AP4 Heavy 6, Rending

Rifled Barrels In an attempt to garner greater range for vehicle mounted assault cannon some Forges install rifled barrels on the weapon. The rifling spins the round in the opposite direction or the barrel rotation, helping to counteract the forces imparted by the barrel rotation. The round continues to spin after leaving the barrel and flies straighter. This allows they weapon to be more accurately aimed over longer distances. The player may buy Rifled Barrels for there vehicle mounted assault cannon for 15pts per weapon. Twin Linked guns cost 25pts to upgrade. This upgrade increases the weapons range by 12”.

Assault Cannon(VM)*** 48” STR 6 AP4 Heavy 4, Rending

Kheres Pattern Assault Cannon(VM)*** 48” STR 6 AP4 Heavy 6, Rending

Concentrated Fire When the gunner of a vehicle chooses to he can concentrate the assault cannons' fire on a specific target. This can have a tremendously devastating effect on the target as the weapon's fire is combined into a single much more powerful blow, but the effects are not always consistent. Concentrated fire combines all of a weapon's shots in an attempt to deal a single killing blow. In order to use concentrated fire the player must declare there intention to do so before firing the weapon. Roll to hit as normal. For every hit after the first one add +1 to the weapon's strength. After determining the number of hits and there for the weapon's strength role a single D6 to wound or for armor penetration depending on the target. Kheres Pattern Assault Cannon can make use of concentrated fire but can not raise the strength higher then STR 10. Any hits that would raise the strength beyond STR 10 are lost.

*NOTESOK at first glance I can already here the cries of “CHEESE” but think about it for a second. The original assault canno was a STR 8 gun with 4 shots and a terrifying armor penetrating ability and a Range of 72”. It was a rapid fire Battlecannon without a template. Now consider the A10's 30mm gun and what it can do to a tank. The assault cannon is the 40K equivalent. Now it can do equivalent damage for a price. The range improvements where, in mind, a compromise. While I do not think Space Marines should be limited to mostly 48” guns I could not find a realistic justification for expanding the range further. To me 48” equals 480m of real world real estate, and that's plenty far for an overgrown Gatling gun. Concentrated fire is intended for use on big hard to hurt creatures and high armor tanks. It has the potential to kill even the toughest tanks or wound the nastiest monsters, but concentrated fire is still an all your eggs in one basket kind of solution. Like an Ork zap gun, you roll bad and you just wasted your round of shooting.

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** MP = Man-Portable*** VM= Vehicle Mounted

AUTOCANNONAutocannon are automatic self loading cannon that fires high explosive dual purpose shells at high velocity in bursts. ROF is relatively low compared to assault rifles and squad squad support cannon like bolters and Heavy Bolters, but the large caliber shells and very high muzzle velocity give the weapon a higher damage potential per burst the assault cannons at a much lower ammunition expenditure. Three major patterns of autocannon see service in the 41st millennium, the Destructor pattern, the Exterminator pattern, and the Reaper pattern.

DESTRUCTOR PATTERN AUTOCANNONDestructor pattern autocannon is by far the most common pattern of autocannon in use throughout the galaxy, manufactured on a thousand Forge Worlds and tens of thousands others. With a record of service stretching back further then modern history records reach this weapon is found not just in the ranks of the Astartes equipping Predator tanks and Dreadnoughts, but also in the Imperial Guard in heavy weapons teams, on Chimera IFVs, and even on the mighty Bainblade super heavy tanks. But not all these battle records are tails of honor and glory for this weapon also serves the dark gods of Chaos in the ranks of Traitor Guard regiments and in the fallen Legions of the Chaos Space Marines. While used as a man-portable support gun in the Imperial Guard; Astartes Chapters practice a more mobile form of warfare which makes it difficult to carry enough ammo fore the man-portable version. Also the fearsome recoil of the weapon is difficult for even a power armored Astartes to control alone unbraced by a tripod or gun carriage . Only the most skilled individuals could hope to excel in its use by hand. Astartes chapters use the Destructor pattern exclusively on vehicle mounts. It is unfortunate that such skill exists in the ranks of the Great Enemy. Chaos Legion heavy support squads make heavy use of man-portable Destructor pattern autocannon as well as vehicle mounted ones. Vehicle mounted versions of this weapon enjoys greater range over man-portable examples because the fire control allows the gunner to take advantage of the high muzzle velocity to accurately place bursts on target further down range.

Destructor pattern autocannon(MP) 48” STR 7 AP4 Heavy 2

Destructor pattern autocannon(VM) 72” STR 7 AP4 Heavy 2

EXTERMINATOR PATTERN AUTOCANNONExterminator pattern autocannon is the Imperial Gaurd's main tank mounted autocannon. Fitted as a twin linked mount to the Leman Russ MBT in conjunction with Heavy Bolters these autocannon turn the tank into a potent anti-infantry and reconnaissance platform. The Exterminator pattern autocannon differs from the Destructor pattern in several ways. Uses a larger caliber shell which does more damage but has only a marginally larger propellant charge. That combined with a shorter barrel produces a lower muzzle velocity. The weapons ROF is also lower then the Destructor pattern autocannon. This leads to a weapon system that is superb at killing armored infantry and lighter vehicles. The range, however is only comparable to man-portable Destructor pattern autocannon because of the lower muzzle velocity and higher weight shells.

Exterminator pattern autocannon(VM) 48” STR 7 AP3 Heavy 4

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REAPER PATTERN AUTOCANNONReaper pattern autocannon was originally devised as a weapon for TDA during the Great Crusade. The weapon became very popular with several different Legions, most of which later joined Warmaster Horus in rebellion. These events lead to the bulk of these weapons being in the service of Chaos. Reaper autocannon have since fallen out of use in loyal Astartes forces having been replaced with the Standard Assault Cannon. Reliable information on deployment of this weapon system is extremely limited. In recent years disturbing reports of what can only be described as 'Demon Engines' armed with Reaper autocannon as a secondary weapon. Little reliable information on any functional performance differences between man-portable and vehicle mounted Reaper autocannon. There may be a marginal range improvement, but this have yet to be proven by the Mechanicum. Reaper pattern autocannon use smaller caliber shells then the Destructor pattern guns. While the Reaper maintains comparable muzzle velocities to the Destructor the lighter shell makes for less stable fight characteristics, leading to a decrease in effective range when man-portable versions are compared to their Destructor counterparts.

Reaper pattern autocannon(MP) 36” STR 7 AP 4 Heavy 2, Twin-Linked

Reaper pattern autocannon(VM) 48” STR 7 AP 4 Heavy 2, Twin-Linked

SPECIAL AMMUNITION

AP ShellsStandard autocannon shell are high explosive dual purpose round designed to be equally effective in killing infantry and light armor. However these shells are ineffective against heavy armor. AP shells are intended to use the strengths of the autocannon to defeat heavy armor. AP shells use a densified cores to improve their armor penetrating power. While considered only marginally successful, they do provide autocannon equipped vehicles with the ability to destroy the largest armored vehicles under idea circumstances. The player may buy AP rounds for his autocannon for 15pts. For twin-linked mounts AP rounds cost 25pts. AP rounds add the Rending universal special rule to the gun's stat line.

Reaper pattern autocannon(VM) 48” STR 7 AP 4 Heavy 2, Twin-Linked, Rending

Exterminator pattern autocannon(VM) 48” STR 7 AP3 Heavy 4, Rending

Destructor pattern autocannon(VM) 72” STR 7 AP4 Heavy 2, Rending

*NOTESThe original autocannon was a STR 8 gun with good armor penetrating power. Modern 40K autocannon STR and AP are a bit more in line with real world autocannon. There really isn't a lot of room to improve here as the shell is to small to do a lot of special variants and the ROF is to low for a lot of special fire modes. I thought about increasing the number of shots but decided against it as I didn't want to turn it into a STR 7 Assault Cannon. Any more ideas guys.

BATTLECANNONBattlecannon is a catch all term for the largest tank and artillery slug throwers in Imperial service. Counting siege artillery and super heavy guns there are literally dozens of different guns. We will concentrate on the five most common gun types used on standard sized vehicles. All of these guns

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share several common features. All are breach loading, very high caliber, and extremely powerful. For weapons like this ROF is far less important then first shot kill potential. Collectively these weapons are known as ordnance and they are the roar of the Imperial Guard. Unfortunately they also roar for traitors and renegades tearing down everything they once helped to build.

STANDARD BATTLECANNONThe Standard Battlecannon is the main gun of the Leman Russ MBT and the Chaos Defiler Demon Engine. The standard Battlecannon is a 170mm rifled medium velocity gun with an listed effective engagement range of 800m. Guard gunners however are trained not to engage beyond 720m and the rare Astartes vehicles that have carried the gun are reported to have engaged targets out to 840m. The short engagement range for this large caliber gun is a combination of several factors. First this gun is designed to be as simple as possible and easy to build. Second as a medium velocity gun firing a large caliber the shell is far more susceptible aerodynamic effects. The large caliber shell means that various payloads are possible and various examples are known.

Standard Battlecannon(IGFC) 72” STR 8 AP 3 Ordnance 1, Large Blast

Standard Battlecannon(SMFC) 84” STR 8 AP 3 Ordnance 1, Large Blast

CONQUEROR CANNONThe Conqueror cannon is a lower caliber medium velocity battlecannon designed with direct fire support in mind. The design was rediscovered on Gryphonne IV in the 38th millennium. The Forge World put it into limited production with positive results. Since then Gryphonne IV has been destroyed by a Tyranid hive fleet. It now seams likely that Mars will allow other Forge Worlds to begin producing the weapon. The Conqueror cannon is a 150mm short barrel medium velocity gun with a listed engagement range of 500m. Gun crews engage targets at 480m; primarily light vehicles and infantry. Though not as powerful as the standard battlecannon the Conqueror is an excellent gun system with far less recoil then the standard battlecannon and those commanders with tank carrying this gun are glad to have it. There are no records showing this weapon being used in Astartes or Chaos forces.

Conqueror Battlecannon(IGFC) 48” STR 7 AP 4 Ordnance 1, Blast

Conqueror Battlecannon(SMFC) 60” STR 7 AP 4 Ordnance 1, Blast

VANQUISHER BATTLECANNONThe Vanquisher battlecannon is the king of standard tank guns in the 41st millennium. A 170mm high velocity gun the Vanquisher battlecannon is one of the best anti tank guns in use in the Imperium. There are several differences between the Vanquisher and the standard battlecannon. The Vanquisher has a noticeably longer barrel. The length of this barrel depends on the Forge World the gun originated from. Second unlike all standard Battlecannon, not all Vanquishers have rifled barrels. In fact most are smooth bore allowing for higher muzzle velocities. All Vanquishers have reinforced breaches and recoil compensation. This is necessitated by the larger propellant charge of the shell. Vanquisher battlecannon are capable of firing standard battlecannon ammo but there is a significant falloff in engagement range using these less suitable rounds. Firing standard battlecannon rounds the range of this weapon is only marginally better then the standard battlecannon owing to the rounds inability to take full advantage of the guns ability to generate high muzzle velocities. Firing the intended ammo the range of a Vanquisher battlecannon is truly frightening. It is no wonder the enemies of man single out tanks armed with this gun for rapid destruction as soon as it is convenient.

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Using Standard Battlecannon AmmoVanquisher battlecannon(IGFC) 84” STR 8 AP 3 Ordnance 1, Large

BlastVanquisher battlecannon(SMFC) 96” STR 8 AP 3 Ordnance 1, Large

Blast

Using Vanquisher AmmoVanquisher battlecannon(IGFC) 108” STR 8 AP 3 Ordnance 1, Large

BlastVanquisher battlecannon(SMFC) 120” STR 8 AP 3 Ordnance 1, Large

Blast

DEMOLISHER SIEGE CANNONThe Demolisher cannon is the most common of the Siege Guns. Used by both the Imperium and the forces of Chaos; this weapon is a premier bunker buster and infantry support assault gun. Mounted on either the Leman Russ Demolisher or the Vindicator tank it provides massive mobile firepower to the forces it supports. If the gun has any real drawbacks it is the the tremendous recoil of the gun forces it to be mounted in a very static mount. Elevation of the gun is very limited and on the Vindicator, a Rhino variant, so is left to right transverse. This limits the range of the weapon considerable; while at the same time maintaining it's use as a direct fire weapon enhancing the accuracy of each shot. The Demolisher cannon fires a 240mm high explosive penetrator rounds out of a smooth bore barrel. A massively powerful round; the shell is capable of breaching more then 450cm of plasteal armor or the equivalent of that in other advanced types like ceramite or wraithbone. The shells produce a ferocious recoil and this fact has made producing a more flexible gun mount nearly impossible. However there do exist a few reports of Demolisher equipped tanks with greater range. None of these have been confirmed and no production versions with greater range are known to exist.

Demolisher Siege Cannon 24” STR 10 AP 2 Ordnance 1, Large Blast

EARTHSHAKER CANNONThe Earthshaker cannon is the Imperial Guards primary artillery battlecannon. Used primarily for long range bombardment and barrage the weapon also makes a fearsome anti tank gun. Capable of indirect fire support out to 2.5km the range of the Earthshaker cannon is unmatched among non-super heavy battlecannon. Further enhancing the gun's capabilities is it's 1.2km direct fire engagement range. The Earthshaker accomplishes this performance with a 295mm shell fired from a high velocity long barreled smooth bore gun. Like other battlecannon the Earthshaker is capable of making use of various ammunition types. While an extremely capable weapon no Astartes vehicles currently make use of this weapon as standard Astartes battle tactics call for a rapid form of warfare to which conventional artillery is ill suited.

Earthshaker Cannon(DF) 120” STR 9 AP 3 Ordnance 1, Large Blast

Earthshaker Cannon(IDF) 36”-240” STR 9 AP 3 Ordnance 1, Barrage, Large Blast

SPECIALIZED AMMUNITION AND WEAPON UPGRADES

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HE(High Explosive) ShellsHE shells are the standard round for battlecannon. The HE round has a thin walled metal case which is fitted with a ballistic cap for improved flight characteristics and contains the explosive charge and an impact activated fuse. When the round strikes its target the fuse detonates the explosives generating a a powerful blast shock wave, which by itself is lethal, and turning the case into metal fag doing further damage.

Because the He shell is not optimized for penetrating armor and therefore requiring high velocity the propellant charge is reduced to make room for more explosive in the round. They are a dual purpose shells; designed specifically to kill infantry and light vehicles. However the blast is powerful enough to damage even the largest vehicles by any number of means form breaking a track to killing the crew. The main drawback is that the round is not designed specifically to defeat heavy armor.RulesHE shells are ordnance in all respects, and follow all the rules for ordnance with the following exception. When rolling for armor penetration roll 2D6 and use the lowest roll. They also represent the standard profile for the weapon. So,for example, the standard battlecannon profile Standard Battlecannon(IGFC) 72” STR 8 AP 3 Ordnance 1, Large

Blastrepresents the HE shell fired from that gun. This is a catch all setup for the basic HE shells for the Standard Battlecannon, Conqueror Battlecannon, Vanquisher Battlecannon, Demolisher Siege Cannon, and Earthshaker Artillery Cannon. These are the shells that come with tanks when you buy them base from your army list.

AT(Anti-Tank) ShellsAnti-Tank or armor piercing shells, also known as kinetic rounds, are intended for use on hard targets like MBTs and lighter bunkers. These rounds consist of a softer metal ballistic cap over an adamantine tipped penetrator. On impact the soft cap melts providing a sticking effect which helps prevent the round from glancing off sloped armor or fragmenting on impact.

A penetrating hit will blast shards or armor and the molten remnants of the round throughout the interior of the target. In order to achieve this the shell needs to be fired at a higher muzzle velocity requiring a larger propellant charge. These shells are very effective against all but the heaviest armor. They also are easy to manufacture making them readily available in almost any war zone.

RulesAT shells count as ordnance but have no blast effects. AT rounds hit or miss as normal and role 2D6 and takes the highest for armor penetration. When firing at a unit with wounds roll using the weapons strength as normal. The player may buy AT shells for tanks equipped with Standard Battlecannon and Conqueror Battlecannon at a cost of 5pts per vehicle.

APFSDS(Armor Piercing Fin Stabilized Discarding Sabot) Shells APFSDS shells, or Sabots for short, are the most advanced form of kinetic rounds capable of transferring all the energy of the shot into the small tip of the hyperdense metal dart. The shell is composed of the penetrator, sabot, and propellant charge. The penetrator is mounted atop the propellant charge using the sabot which is discarded upon leaving the barrel of the gun. This maximizes the energy of the penetrator while minimizing the amount of armor the round has to defeat. Sabot round have an extremely powerful propellant charge in order to develop the highest muzzle velocity possible.

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RulesAPFSDS shells count as ordnance but have no blast effects. APFSDS rounds hit or miss as normal and role 2D6 and add them together for armor penetration. When firing at a unit with wounds roll using the weapons strength as normal. The player may buy APFSDS shells for tanks equipped with Vanquisher Battlecannon at a cost of 10pts per vehicle.

BP(Bunker Penetrator) ShellsBunker Penetrator shells are armor piercing, delayed fuse rounds designed specifically to destroy heavy bunkers and fortifications. It accomplishes this buy burrowing into the armor of the target and then exploding. The shell is composed of a heavy casing with hardened armor piercing tip covered with a ballistic cap. The casing is packed with an explosive charge. All of this is mounted atop a powerful propellant charge. These shells are truly massive and the propellant charge must be equally massive to lunch these shells with sufficient force to breach the armored hide of a bunker or bastion. RulesBP shells count as ordnance but use the small blast template. BP rounds hit or miss as normal and role 2D6 and add them together for armor penetration. When firing at a unit with wounds roll using the weapons strength as normal. The player may buy BP shells for tanks equipped with Demolisher Siege Cannon, and Earthshaker Artillery Cannon at a cost of 10pts per vehicle.

Illumination ShellsIllumination shells or Flare shells are designed to light up the battle field at night. They are fired high into the air and drifts down slowly on a parachute. These shells are used by artillery and mortar vehicles.

RulesOnce an Illumination shell is fired add an additional 2D6 to your night fighting roles for the rest of the shooting phase. However this will also help your opponent. They may also add an additional 2D6 to their night fighting roles in their next shooting phase. The player may buy Flare shells for tanks equipped with Griffin mortars, and Earthshaker Artillery Cannon at a cost of 5pts per shell.

Infernus ShellsInfernus shells are incendiary rounds similar to HE shells except they also contain a gelled flammable substance. This varies depending on the world of manufacture. The effect however is always the same, a massive all be it short lived conflagration.

RulesInfernus shells function exactly like HE shells with the following additional rules. Any non vehicle unit hit by an Infernus shell must make an immediate fall back move 2D6” toward their table edge. The unit is not broken and will regroup immediately at the end of this fall back move. Any non vehicle unit that can not fall back for any reason take 3D6 additional STR 5 AP- hits. Normal saves are allowed. Fearless or stubborn units are not immune to fire and will fall back if they are able. Any vehicle that uses HE shells may buy Infernus shells. The player may buy Infernus shells at a cost of 15pts per shell.

Auger ShellsOriginally developed on Gryphonne IV for the Conqueror battlecannon to improve the armor penetrating capability. The shell was not considered a success an was removed from production. However after the destruction of Gryphonne IV Mars has allowed other Forge Worlds to examine the STC of the shell and new variants of the Auger shell for Standard Battlecannon, Conqueror Battlecannon, and Vanquisher Battlecannon have begun to appear. Functional similar to Infernus shells,

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the blast spreads a gelled thermite like substance over the armor face and a secondary charge ignites the thermite. The thermite burns at many thousands of degrees and tries to melt of some of the armor.

RulesAuger shells function exactly like HE shells with the following additional rules. For every vehicle hit by an Auger shell roll a D6. On a 4+ lower the armor value of the effected face by -1. The player may buy Auger shells for tanks equipped with Standard Battlecannon, Conqueror Battlecannon, and Vanquisher Battlecannon at a cost of 10pts per shell.

Hunter ShellsHunter shell represented the pinnacle of Imperial tank shell technology. Once believed lost with the destruction of Tigrus; recent conflicts have seen a rise in there availability. Whether a lost cache of these shells has been found or another Forge World has pieced together the secrets of their manufacture is unknown. The Mechanicum has remained even more tight voxed on the subject then normal. Still the fact remains that supplies of these rounds continue to find their way to units in the most critical battles. The round is a variant of the standard kinetic penetrator round. The shell contains a small Machine Spirit; a derivative of those found in Hunter Killer missiles. When the round is fired a series of guide fines deploy as the shell leaves the barrel. The Machine Spirit tracks its own progress to the target and just before impact rises up and dives down on the top of the vehicle attacking the thinner armor found there.

Rules The Hunter shell functions just like AT shells with the following addition rules. Rolls to penetrate a Vehicles armor are always resolved against its rear armor value (this represents the thinner top armor). When fired at vehicles with siege armor always use the side armor value. When fired at vehicles with quantum shielding use the side armor value till the shields fail then use the back armor value. The player may buy Hunter shells for vehicles equipped with Standard Battlecannon, Conqueror Battlecannon, and Vanquisher Battlecannon at a cost of 20pts per shell.

*NOTES(IGFC) – Imperial Guard Fire Control(SMFC) – Space Marine Fire ControlOK here we are at the end of probably the most complicated section we will see. Battlecannon are the uber guns of the slug thrower category and by far some of the most powerful and common guns in Imperial armies. They are also in my opinion the most poorly treated weapons in 5th edition and are for the most part rendered worthless under their current rules set. I think that the current rules reflect a real poor understanding of how real world MBTs, artillery, and there guns work. In the time the 40K has been around their has been a literal revolution in weapon destructive capability and the effectiveness of fire control. In fact the armor and weapons on a Leman Russ are so poorly thought out in comparison to real world MBTs that a single M1 A2 or Challenger2 MBT could likely destroy an entire company of Russes and never get fired upon. That's just how weak the current recognized fluff makes these tanks when compared to real tanks. That is totally backwards to what the state of affairs should be in my mind. Firstly note that with the tank guns I made a distinction between the fire control of SM and IG vehicles. This is the first time I have done that before. The reason is simple. Fluff describes IG vehicles as rugged but unsophisticated and SM vehicles as having advanced augers and targeters. IG tanks also have larger crews with multiple gunners for the additional weapons. Translation is the IG fire control looks a lot like 1980 American and British fire control. There is some computer aid like gun stabilization and a basic HUD and range finder but its up to the gunner to keep the big gun on target

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before, during, and after it fires. SM fire control is like today's. You can lock the target and the gun tracks no mater where the tank goes. Also the Machine Spirit can do some ballistic calculations allowing the gunner to engage at longer ranges. My reasoning was this is the one place that Astartes equipment will definitely out preform their IG counterparts. While these guns are not currently common on SM vehicles I wanted to take into account both possible homegrown SM tanks and possible likely expansions from GW in the range. That is something I will continue in later updates.Second with the shells I tried to update the rounds to reflect both real world capability and usage for these weapons. Truth be told all the rounds with the exception of Auger shell actually reflect real tank or artillery rounds. Could probably do an Auger round too if I had any idea how to gel thermite so it would act like napalm too. Real world Hunter shells are currently in the experimental development stage as I recall.

ERADICATOR NOVA CANNONThe words Nova Cannon normally invoke images of massive starships fighting for their lives but there are smaller versions of this weapon used by the Imperial Guard. The Eradicator is small enough to be mounted on a tank. Like all Nova Cannon the Eradicator fires nucleonic shells. These shells are powerful but somewhat unpredictable detonation sequence. Add to this that the high mass of the shells make for less then idea flight characteristics in atmosphere. Taken together these two factors make the Eradicator's rounds very difficult to place on target like conventional Battlecannon rounds especially for the less advanced fire control systems of the Imperial Gaurd's vehicles. Because of this the Eradicator is used in an infantry suppression weapon specializing in attacking fortified positions in cover. The frag and powerful shockwave of the shell's detonation make weapon idea for killing troops hiding in even the best covered positions. While marginally useful on open ground the Eradicator excels in built-up terrain such as cities where its greater range over the Demolisher Cannon give advancing troops additional flexibility in dealing with dug in opposition.

Eradicator Nova Cannon(IGFC) 48” STR 6 AP 4 Heavy 1, Large Blast, No Cover Saves

Eradicator Nova Cannon(SMFC) 60” STR 6 AP 4 Heavy 1, Large Blast, No Cover Saves

SPECIALIZED AMMUNITION

RAD (Radiation) ShellsRAD Shells are unique and insidious weapons that uses radiation in an attempt temporarily weaken enemy infantry. The blast from the shell spreads contaminated fragments all over the target area. The half life of the radiation is extremely short meaning that the area will not remain contaminated by the time friendly troops arrive at the location. The debilitating effects of the round on targeted troops will however outlast the radiation. While the radiation output of a single shell is insufficient to kill outright exposure from multiple shells can reach fatal levels if it occurs over a short enough period of time.

RulesThe nucleonic charge of a RAD shell has been reconfigured to spread its diabolical payload to greatest effect at the expense of some of the destructive capability. In addition the enemy unit(s) suffer a -1 penalty to there Toughness characteristic until the end of the shooting phase (this DOES affect the victims' instant death threshold). Multiple RAD shell hits on same unit(s) in the same shooting phase

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they will have a cumulative effect. If a unit's Toughness characteristic is reduced below 0 the unit(s) will immediately die of a massive fatal radiation overdose. The player may purchase RAD shells for there Eradicator Cannon at a cost of 25pts. The radiation effects of RAD shells do not effect vehicles as they have no Toughness characteristic but will effect passengers if the vehicle is open topped. When firing RAD shells use the following profile.

Eradicator Nova Cannon(IGFC) 48” STR 5 AP 6 Heavy 1, Large Blast, No Cover Saves

Eradicator Nova Cannon(SMFC) 60” STR 5 AP 6 Heavy 1, Large Blast, No Cover Saves

Star Burst ShellsStar Burst shells are a special type of Flare round that is extremely bright and capable of completely illuminating the battlefield at night. Star Burst shells can accomplish this feat because they are powerful plasma flares that emit several billion candles of light and for their short duration are equivalent to a miniature sun. This however comes at a cost as the flare is so bright that is can temporally blind unprepared troops and gunners. This can also effect enemy troops in this manner as well.

RulesWhen fired Star Burst shells immediately negate the effects of the Night Fighting rules instead of doing damage. This lasts till the end of your opponent’s next player turn. In order to shoot units must pass a leadership test (vehicles count as leadership 10 for this test). If the pass they my fire and assault as normal. Units that fail have been temporarily blinded by the flare and my not fire or assault as they recover their vision. They player may buy Star Burst shells for their Eradicator Nova Cannon at a cost of 20pts per shell.

*NOTESThe Eradicator is on of the 2 new guns added in the last IG codex. An alternative infantry suppression weapon from the Conqueror Cannon the Eradicator is a good idea that I think was just not completely thought out. Derived from the Hellhammer Cannon the Eradicator shares the same muzzle break and therefor it can be assumed the same over sized propellant charge. One thing that an over sized propellant charge would produce other then a big recoil is a high muzzle velocity and by extension is better range then the gun is said to have. The RAD and Star Burst shells seamed like good ideas for alternate Nova Cannon rounds but ended up being more powerful then I originally planed hence the high cost. Yes you can stack RAD shells in the same shooting phase if you have more then 1 gun but make the cost count as they effected units will have recovered by the assault phase.

LASER WEAPONSLaser based weapon systems are the simplest of the “High Energy” weapons used by Both the Imperium and the Eldar. Focused monochromatic light heats the target area to vapor point penetrating even the most potent armor. Both the Eldar and the Imperium make use of solid state laser technology. However the Eldar's advanced emitter crystal manufacturing technology enables them to produce lighter and in some ways more powerful Lasers known by the term Lance.

While all lasers a excellent in defeating armor they have some drawbacks on the battlefield. The first is range. Even the most powerful Laser Cannons are significantly effected by the very air on the

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battlefield which depolarizes the photon stream, which means the that the laser loses killing power after a certain distance. This situation is exasperated by smoke and other atmospheric pollutants. Second is the actual speed of the beam. Lasers are fired in short pulses that last less then 2 second and move at the speed of light. This makes them very difficult to dodge when on target but leaves them vulnerable to even small inaccuracies which are quickly magnified over distance. Also lasers, while effected by gravity do not drop like solid projectiles and so have no indirect fire of over the horizon capability. So there are practical limits to how far this weapon can both effectively be aimed or operate on a planet's surface, even with the aid of advanced targeting technology like that used by the Astartes and Eldar. The second is power. Solid state lasers do not use ammunition but still require vast amounts of power to fire. Even the small Las rifles of the Imperial Guard suffer from this limitation and while they are models of efficiency compared to Volcano Cannon once the power packs run dry the weapon become an expensive club. This severely limits the in combat time of man-portable weapons because the power required by the weapon increases at a much higher rate then the size and destructive power of the weapon in question.. So impressive is the fire power these weapons provide that Guard commanders often assign a squad to run power packs to Lascannon teams in protracted battles. Astartes man-portable Las Cannon use a portable power generator that the warrior wears on his back. This same power generator is the basis for vehicle mounted Las weapons. All Eldar examples with the exception of the Fire Prism use sophisticated self contained micro power generators. All of the Laser based weapons discussed here share these limitations. Vehicles can mitigate both the range and power issues but can not completely overcome them. Of the two power is the bigger problem and very large lasers require truly massive amounts of power in there operation. The Fire Prism and Laser Destroyer are the largest weapons mounted on non super heavy vehicle frames in the 41st millennium.

Multi-Laser/Scatter LaserA standard type of multi pulse discharge laser weapon both the Multi-Laser and the Scatter Laser a rapid discharging capacitor feeding the emitter system. The Multi-Laser emission assembly uses a standard corundum based emitter with inclusion free silicon–oxygen tetrahedra focusing lenses. The Multi-Laser is common throughout the Imperial Guard where its high ROF and reasonable damage potential make it an excellent multi purpose weapon capable of kill infantry and light vehicles alike. The Scatter Laser is the Eldar equivalent to the Multi-Laser. Both the emitter crystal and the focusing lenses of the Scatter Laser are made of synthetic crystals. Though similar to the corundum/silicon–oxygen tetrahedra arrangement found in the Multi-Laser replicating the exact crystalline structure and flawlessness has as yet proven beyond Mechanicum tech Adepts abilities. In addition to this the Scatter Laser features multiple emission assemblies connected to the capacitor in series. This arrangement, while much more complicated, allows for a higher ROF while at the same time putting less wear on each individual emission assembly. Vehicle mounted versions of these weapons can hit targets out to 600 m While the support weapon versions are generally only effective to between 360 and 480 m.

Multi-Laser 60” STR 6 AP 6 Heavy 3

Scatter Laser 60” STR 6 AP 6 Heavy 4

Lascannon/Pulse LaserThese larger more powerful Lasers mark the weapons entry into the category of heavy armor destroyer, but also reflect the difference in the Imperial and Eldar views of how these weapon systems should be deployed. The Lascannon uses an internal discharge capacitor to feed the now larger but familiar emission assembly. Weapon is discharged in two second burst with 5 second cooling cycle. This produces a beam capable of penetrating the thickest vehicle armor or the fields and void shields of Titans. This exceptionally versatile weapon exemplifies the Imperial tactical doctrine of the weighted

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hammer blow that overcomes all. The Eldar Pulse Laser, on the other hand, is the Death of Many Lesser Blows. The Pulse Laser sacrifices a small amount of penetrating power for the ability to fire more ofter. The weapon cycles 1.2 seconds on, 2 off, 1.2 on, 5seconds off. In this way the weapon rapidly probes the target for weak spots and once found creates more opportunities to exploit them. Like there smaller cousins these two weapons can be used more effectively at range then their man-portable support versions. They are also better able to keep up a heavy rain of fire backed up by the vehicle's power plant.

Lascannon 60” STR 9 AP 2 Heavy 1

Pulse Laser 60” STR 8 AP 2 Heavy 2

Laser Destroyer Array/BrightlanceIt is in the larger Laser weapons that the superior Eldar manufacturing technology really begins to show. The Brightlance is a marvel of manufacturing able to produce a beam of light so focused that it cuts through the thickest armor with ease and is able to more or less dissect armored vehicles with ease. The key is a complex synthetic focusing crystal that combines several lasers into a single hyper focused beam. Despite centuries of trying the Mechanicum has never been able to replicate this focusing system in any small scale system. Warships use a version but the Mechanicum has never succeeded in miniaturizing it. Unable to duplicate the exact system on the smaller vehicle scale the Imperium applied it's normal method of brute force to create a solution. Thus the Laser Destroyer Array was born. If the Brightlance is a scalpel then the Laser Destroyer Array is a sledge hammer by comparison. Bulky and massive using nearly 10 times the power the four emission assemblies adjust their firing position so that each beam meets at the target point burning large gashes through the thickest armor. However the less focused nature leaves the beam vulnerable to dissipation form the previously vaporized armor, hence the higher power requirement. The net result is a weapon almost the equal of the Brightlance in destructive power but requiring considerable more maintenance and being very much harder for the Imperium to produce then traditional Lascannon.

Laser Destroyer Array 60” STR 9 AP 2 Heavy 1, Lance

Brightlance 60” STR 9 AP 2 Heavy 1, Lance

Laser Destroyer/Fire PrismThe Laser Destroyer and Fire Prism are the largest standard tank weapons of their kind. They are hybrid laser weapons that use high powered lasers to energize an additional emission crystal. The synthetic crystal is impregnated with additional elemental compounds that generating highly destructive short lived subatomic particles the have the effect of breaking down molecular bonds. The Imperium's Laser Destroyer is by far the more primitive of the two. The weapon requires large amounts of power and is too large to mount in standard turret and so is mounted in the forward glacial hull of the vehicles in question. The weapon is excellent at penetrating armor, maybe even better then the Eldar weapon, but lacks the blast effects that accompany the Eldar version of the weapon. The Laser Destroyer also lacks the flexibility of the Eldar weapon. The Fire Prism is the primary heavy anti tank weapon of the Eldar craftworlds. Like the Laser Destroyer the Fire Prism uses a secondary emitter which to alter the beam composition. The Eldar weapons' advanced manufacture allows a number of additional features not found in the Laser Destroyer. First is the the blast effect generated by the weapon. The second is that the weapon has tunable power and focus settings allowing it to effectively engage infantry or armor as needed. Also Fire prisms can combine their fire into a more powerful beam

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further enhancing the system allowing individual gravtanks to be lighter by not having to carry as large of a power matrix. Range of the weapons is comparable with the Imperium weapon having a slightly better engagement range over the Eldar weapon though this might simply be a matter of hide bound or disciplined tactics on the part of the Eldar.

Laser Destroyer 72” STR 10 AP 2 Heavy 1, 2D6 APR

Fire Prism 60” STR 9/6 AP 2/4 Heavy1, Blast/Large Blast

*NOTESWell here we have the Laser based weapons and I felt that in order to best understand them we need to see both the Imperial versions and their Eldar equivalents as the Eldar are considered to be the masters of laser technology in 40K. Also the Eldar did get short changed and this one of a few of the Xenos weapons I felt comfortable enough with the tech that they needed changed or upgraded. Additionally both of the FW weapons, the Laser Destroyer and Laser Destroyer Array originally had the ordnance rule for no other reason then to have 2d6 APR. First off Lasers have no recoil so there's no way I would burden the weapon with the penalties of ordnance just because. So along with the ridiculously short range the ordnance got dropped. Laser Destroyer Array should be a lance weapon and the Laser Destroyer well it never had a blast but is STR 10 so I just drop the ordnance because The fluff they provided in no way justified it. With the Range if went with the old 2nd ed range of 60” or 600m with everything except the Laser Destroyer which had a range of 72” at the start. Truthfully the Fire Prism could have a longer range but with the odd focusing mechanism I was uncertain and left the stock 60”.

PLASMA WEAPONSPlasma weapons are some of the most dangerous and destructive weapons in common use in the 41st millennium. They fire a bolt of compressed high temperature plasma over medium to long ranges. All but the heaviest armor is destroyed by these weapons. Plasma weapons are especially good at defeating heavy infantry armor or wounding monstrous creatures such as the larger Tyranid strains. That said there are some drawbacks to these weapons. First off Plasma weapons require fusionable matter for ammo. The preferred substrate are hydrogen isotopes like deuterium or tritium. This means that even vehicle mounted plasma weapons are heavily reliant on supply. Titans have large plasma reactors to draw on for their Plasma weapons, but other vehicles are ammo dependent. The second is dispersion and cooling of the bolt. In the weapon the bolt is compressed and propelled forward by powerful magnetic constrictor coils. However once the bolt leaves the discharge port and the effects of the containment field of the weapon the bolt begins to spread out and cool rapidly. This means that the bolt can quickly lose the need temperature and the density required to penetrate armor. Add to this fact the Plasma bolts travel at speeds closer to the muzzle velocity of a firearm instead of the higher speeds common in other directed energy weapons and these effects can be quite debilitating to the effectiveness of this type of weapon. The third is heat dissipation. The process of generating the plasma bolt generates an enormous amount of heat. This heat can cause the magnetic constrictor coils to become destabilize leading to several to several possible types of malfunctions, some of which are quit catastrophic. Only vehicles are able to carry the coolant systems needed to prevent these malfunctions.

Plasma Weapons are used by the Eldar, the Imperium, and the Tau. Of the 3 only the Imperium uses the weapon extensively. Man made plasma weapons are very powerful but man portable versions are prone to overheating and explosive malfunction in extreme cases. The Eldar and Tau consider the humans foolish because their weapons appear to be safer and more stable there human counterpart's but they are also far less effective per shot. Imperial commanders consider the weapons far to useful to do without

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them despite the hazards of their use. Imperial forces also make use of far larger plasma weapons then either the Eldar or Tau. The Tau Plasma weapon technology consists of a single weapon type that is mounted on battle suits. This weapon, called a Plasma Rifle, is essentially a plasma gun that sacrifices damage potential to prevent overheating and malfunction. As such it bears little consideration as the weapon is too large for a Fire Warrior to carry and can in many ways be considered to be more primitive then its Imperial counterpart, despite the integrated cooling system. This is because the Plasma Gun can be carried by and operated by a single Guardsman and is considerably more destructive. As this is the only weapon of this type know in the Tau armies it may be a relatively new development. It remains to be seen if the Tau will begin using more destructive version as surely they have encountered Imperial examples in battle over the last 200 years.

StarcannonThe Eldar use a version they refer to as the Starcannon. Like the Tau weapon the Starcannon lacks the one shot hitting power of the Plasma Cannon but where the Tau weapon has no performance features to offset this apparent short coming, the Starcannon has both a higher rate of fire and additional fire modes making it far more versatile. The Starcannon is used exclusively on vehicles and support platforms. There are no man-portable versions of the Starcannon. The starcannon has four different modes of fire. Its base mode discharges two rapid moderate strength plasma bolts at the target. This mode is effective against light vehicles and somewhat less so against heavy infantry armor. The second mode seeks to improve the weapons effectiveness against infantry at the expense of its ROF. At this setting the weapon fires a single layered bolt that explodes on impact with a 30m blast radius. The next mode seeks to improve the vehicle killing power of the weapon by producing a single, larger, and more powerful bolt. The last mode works to improve the weapons range. The weapon further compresses the bolt slowing the cooling and dispersion allowing the bolt to travel further while maintaining destructive capability.

Starcannon

Standard mode 36” STR 6 AP 2 Heavy 2

Anti-infantry 36” STR 6 AP 2 Heavy 1, Blast

Anti-armor 36” STR 7 AP 2 Heavy 1

Long Range 60” STR 6 AP 2 Heavy 1

Plasma DestroyerThe Plasma Destroyer is the main gun of both the Leman Russ Executioner and the Predator Executioner. It is the largest form of plasma cannon mounted on a non super heavy vehicle chassis. This weapon is far to large foe a man-portable version and is even beyond the capabilities of smaller vehicles such as the Astartes Dreadnought and Imperial Guard Sentinel to power and cool. Essentially the Plasma Destroyer is a Plasma Cannon developed to the fullest in possible capabilities. It is basically an Imperial version of the Eldar Starcannon but for once the Imperial weapon out preforms its Eldar counterpart in many ways. The Plasma destroy maintains both a higher strength plasma bolt and a higher ROF the the Starcannon but retains the blast effects produced by the standard Plasma Cannon. The price is paid in in efficiency; as in compared to the Starcannon the Plasma Destroyer has none. It is many times heavier then the Starcannon and consumes far more ammo per bolt fired. It also generates considerably more heat then its Eldar counterpart. Like the Starcannon the Plasma Destroyer is able to use several different modes of fire. In standard mode the weapon rapidly discharges 3 bolts capable of

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doing effective damage out to 360 m with a 30m blast diameter. And like the Starcannon all the other modes of fire sacrifice ROF, to be able to enhance different aspects of the weapons damage potential. Anti-infantry mode combines the bolts producing a single more unstable bolt that has a 50m blast. Anti-armor produces a stronger bolt that can cut through the heaviest armor. Long range produces more compressed bolt able to do damage out to 600m. Despite its drawbacks the Plasma Destroyer is a fearsome weapon much sought after by both Astartes and Guard commanders alike. Unfortunately over the millennium the ability to produce this weapon has become increasingly rare. Barely a third of the Forge Worlds in the Imperium can produce this weapon with only the Forge Worlds of Mars and Riza excelling at it. Amongst the chapters of the Astartes only the oldest chapters of the first few foundings have the ability to build these weapons themselves. Others must depend on the Mechanicum to supply them. Most do without or make do with a hand full, of which most are thousands of years old.

Plasma Destroyer

Standard mode 36” STR 7 AP 2 Heavy 3, Blast

Anti-infantry 36” STR 7 AP 2 Heavy 1, Large Blast

Anti-armor 36” STR 9 AP 2 Heavy 1, Blast

Long Range 60” STR 7 AP 2 Heavy 1, Blast

*NOTESPlasma weapons are some of my personal favorites in 40K. For the most part, with the exception of 5th eds scatter problem, they work fine with the Imperial man portable one having gets hot. I would make a plasma gun assault 2 but thats me. Out side of the Imperium there aren't a lot of plasma weapons even though the Tau and Eldar are suppose to be 'masters' of this technology. Looking at the 2 non human weapons I found the Tau was really a primitive vehicle mounted plasma gun. The gun was both larger and weaker then the Imperial plasma gun and so passed it over with but a mention because I have chosen to focus on heavy weapons because most non heavy guns on vehicles are generally of the bolt on variety. The Eldar gun, the Starcannon, was a rather unsophisticated as well. I tried to give the it a bit of flexibility. I would have liked to make it far more powerful but, unlike the Plasma Destroyer, didn't feel I had the option. The Plasma Destroyer it is essentially a big primitive version of the Starcannon.