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Deathstrike Missile variants

[Content from Epic 40,000 #4 page 18, 19 and 21; and from Epic 40,000 #9 page 20.]

[Experimental rules] by Greg Bak [Originally titled It's All in Your Warhead, in two parts]

For some time there has been turmoil over the use of the Imperial Guard Deathstrike Missile Launcher. In my opinion the main problem is the missile is too powerful, and therefore needs to be toned down (1D6 Death Ray shots can be very painful, especially if your opponent fields three or four). But how is this accomplished without turning one of the Imperial’s mightiest weapons into just a popgun?

Andy Chambers offered some options in White Dwarf and I believe in the first issue of Firepower. His solution was to either set a limit of one Imperial Deathstrike per game or use the Deathstrike missile as having 1D6 Anti-tank shots instead of Death Ray. Neither solution really appealed to me. I never like restricting models that the army list offers and the Anti-tank shots seemed too weak for a weapon that rips the fabric of warp space.

So what to do? Well my friends and I have experimented with some house rules that I feel not only solve this problem but also offers more variety to the Deathstrike missile and maybe a surprise or two for opponents of the Imperium. In addition I have included extra warhead options for artillery units. Most of the ideas come from the original Space Marine rules, first out in the late 1980s. I hope you enjoy these rules as much as my friends and I do.

Using Deathstrike Missile variants

Death Strike missiles are long range cruise missiles fielded by armies of the Imperium. The weapon is most famous for its Vortex warhead, but other variants are available. When an Imperial Guard Army Detachment selects a Deathstrike Missile Launcher or a Titan is fielded with a one shot missile, the owning player must write down which warhead he wishes the missile to be armed with before the battle starts. When the weapon is fired at his target, the warhead type is revealed, and resolved as per the system rules listed below.

Summary of Deathstrike Missile variants

Deathstrike Missile Variants Summary table
Name Firepower Notes
Vortex Missile (1) Treat as Distortion Cannon. Place a special Barrage template and roll D6x5. If the score beats the target’s base speed, you’ve hit (a natural 6 is always a hit, a 1 is always a miss). War engines take a single critical hit, ignoring shields. If the target can only survive one hit, it is destroyed. The Vortex template remains in play until it dissipates. Roll D6 at end of turn: 1–2 field dissipates 3–4 field remains, 5–6 field moves 2D6 cm in a random direction.
Warp Missile (1) Treat as a Death Ray. Always roll 1 die, needing a 2+ to hit. Hits always cause critical hits on war engines. Bypasses shields and power fields. Cannot be shot down.
Haywire Missile (1) Roll D3 Disrupt attacks. If the target has active void shields, power fields, holo-fields, or force fields then the first Disrupt hit will render the shields non-operational for one turn; any remaining Disrupt hits place a Blast marker as normal.
Stasis Missile (1) Place a special Barrage template. All units under the template cannot move, shoot, be targeted by other units or fight in close combat or a fire fight until the Stasis field dissipates. Roll D6 at end of turn: 1–2 field dissipates, 3–4 field remains, 5–6 field moves 2D6cm in a random direction.
Surface-to-air Missile (2) Treat as a Flak weapon, Firepower 2, with unlimited Range. Unlike other Deathstrike [variants], the Surface-to-air Missile can [be reloaded] one turn after it fires (turn 1 fires, turn 2 reloads, turn 3 ready to fire again).
Plasma Missile (1) Place a Barrage template over the target. Any units under the template area are treated as being attacked by an Anti-tank weapon and thus are hit on a roll of 4+. After all to-hit rolls are resolved the template is removed.