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Deathstrike Missiles as Flyers
| [Content from Epic 40,000 #4 page 20.] |
[Experimental rules]
One-shot missiles are more like a cruise missile and are a bit bigger and slower than the other missiles on the battlefield. This gives your opponent the chance to shoot down the incoming missile with his anti-aircraft units.
Rules: When firing a Deathstrike Missile or similar one-shot missile (Ork cruise missile, Titan missile, etc.) trace a direct path from your launcher to your target. Any unit with the Flak special ability, in range of the missile's flight path may attempt to shoot the missile down. Roll to hit as you would any other flyer, treating the missile as an armour of 6+ (Eldar Fire Prisms hit on 5+). If hit, the missile is destroyed before hitting its target with no effect. Warp and Surface-to-air Missiles can never be fired at by Flak.
The missile’s high armour value is due to their size and speed, rather than any armour, which is why even the Eldar have some difficulty in hitting. This rule gives Deathstrike opponents another means of balancing the nasty effects of the Deathstrike. I was careful not to repeat the mistake of the old Space Marine Deathstrike rules, where every unit could try to shoot down the missile, and usually did. I did this by limiting those who could target the missile to only anti-aircraft units and giving the missile an armour rating of 6+.
You may use these rules with other one-shot missile launchers if all sides agree.
Additionally, there is an Epic missile bunker objective, which would make a perfect SAM launcher (limit it to one shot per turn). This would make knocking out that bunker more important to the overall game and a little more difficult.