Especially large weapons are called ordnance. These weapons are so huge and powerful that they cannot be physically carried but must be mounted onto a vehicle or built into the structure of a fortress. For the most part they are used by the heavily mechanised armies of the Imperial Guard. As noted under Vehicle Firing, ordnance weapons will normally use the large Blast marker.
Using Ordnance Weapons
Ordnance weapons may also be barrage weapons — this is indicated by a 'G' (for guess) in their range, indicating that the crew guess how far the target is away and aim to drop their shots down on top of them from high. Ordnance barrages work slightly differently from normal ordnance attacks so the two types of attack are described separately.
If an attempt is made to fire an ordnance weapon, then the vehicle may fire no other weapons, whether they are main weapons, defensive weapons or weapons bought as vehicle upgrades.
Normal Ordnance
Firing on the Move
Ordnance weapons may be fired on the move but the chances of an accurate shot are greatly reduced. Normally, an ordnance shot will land somewhere near the target but when firing on the move, the shot could go anywhere. Roll to hit using the vehicle's Ballistic Skill. If the shot is on target then continue to the firing procedure below. If the shot misses then it has disappeared over the horizon, or the crew have simply been unable to aim because of the vehicle bouncing about and have not managed to fire a shot.
Designers' Note: This is another of the major changes and is also intended to make armoured warfare in Warhammer 40,000 far more dynamic. Firing on the move sacrifices accuracy but at least gives options in missions which require an army to advance. The sight of Imperial Guard infantry advancing behind the cover of their mighty tanks should once again become a common sight.
Firing Procedure for Ordnance Weapons
Most ordnance weapons use the large Blast marker, which is 5" in diameter. Any exceptions are detailed in the appropriate army's codex.
When placing the large Blast marker over the target unit, you may find that models from other units are caught in the blast. These are also attacked. However, when initially placing the marker, you must place it to get the maximum number of models from the target unit under the marker. As with non-ordnance weapons, any casualties inflicted on a unit do not have to be selected from models under the marker — the choice is up to the owning player.
When firing at a vehicle or vehicle squadron, the hole in the middle of the template must be over at least one vehicle in the target unit.
Next, check that the target is within range and that there is a valid line of fire to it. If the marker has been placed out of range or so that the hole in the middle of the marker is not visible from the firing vehicle then the shot misses automatically and no harm is done.
If the target is in range and can be seen, the massive blast of an ordnance weapon means it's going to be very hard to miss completely. Nonetheless, the shot may not land exactly where it was intended to. Roll the Scatter dice and a D6 to see where the shot lands. If the Scatter dice rolls a HIT symbol, the shot lands on target. If an arrow is rolled, the marker is shifted in the direction shown by the arrow the number of inches indicated on the D6.
Any models which are entirely under the Blast marker will be hit automatically. Roll a D6 for models that are partially under the marker: on a 1-3 they are unharmed, on a 4-6 they are hit by the full force of the blast. Vehicles will be hit regardless of whether they are fully or partially under the Blast marker. When the targets are mounted models, it is best to determine whether the model is hit based on whether the marker covers the rider. Thus, if the rider of a Space Marine bike is entirely under the Blast marker then it is hit and the wheels of the bike are not important.
Resolve Ordnance hits with the Strength and Armour Piercing values on the Ordnance table.
Ordnance Barrages
Some pieces of ordnance are used for laying down a barrage in the same way as mortars (though on a much larger scale). These weapons will have a 'G' (for guess) suffixed to their range in the Weapon charts. These weapons do not need line of sight to fire but may have a minimum range. If the Blast marker scatters or is placed so that it is within minimum range, then it misses automatically.
Firing on the Move
It is difficult enough calculating where a barrage will fall without its origin point moving around! Ordnance barrage weapons may only be fired when stationary. The vehicle may still pivot unless immobilised however.
Firing Procedure
Place the Blast marker for the ordnance over the target unit and then see if it landed on target. If the target is in sight roll a D6 and a Scatter dice. If the target is out of sight roll 2D6 and a Scatter dice. 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 sum of the D6 rolls.
Designers' Notes: Now it is the troops that guess and not the commander! The guessing process takes time for no particularly useful purpose – a double scatter reduces accuracy in an equally acceptable way and moves the game on far quicker.
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 flaming death.
Units suffering casualties from an ordnance barrage must pass a Leadership test with the following modifier to avoid being pinned down:
- -1 For coming under fire from an ordnance barrage.
If the unit fails it may not move, shoot or assault in the following turn.
A unit that is pinned down does not have to take a Morale test if it sustains 25% casualties from enemy fire — the fact it is pinned overrides the Morale test. If assaulted by the enemy, the unit will fight normally, ignoring the falling shells under the pressing circumstances of battle. At the end of the following turn the unit recovers and may act normally again.
Ordnance Weaponry Summary
| Weapon | Range | Str. | AP | Type |
|---|---|---|---|---|
| Battle Cannon | 72" | 8 | 3 | Ordnance 1/Blast |
| Demolisher | 24" | 10 | 2 | Ordnance 1/Blast |
| Griffon Mortar | 12-48" G | 6 | 4 | Ordnance 1/Blast |
| Earthshaker | 120" | 9 | 3 | Ordnance 1/Blast |
| Whirlwind | 48" G | 5 | 4 | Ordnance 1/Blast |