Deathstrike Missile Once the final position of the missile has been determined, mark the impact location with a counter. Roll D3+3" to determine the blast radius. All models fully or partially in range of the blast are hit. Note that its full strength 10 is used for armour penetration regardless of the vehicle's position.
Five minutes to launch... A deathstrike missile may not be fired on the first turn of the game or if the vehicle has moved that turn. When firing, roll a dice and apply the following modifiers:
+1 for each full turn
-1 for each weapon destroyed
-1 if crew shaken/stunned
On a roll of 6 or more, the Deathstrike Missile can be fired. A natural roll of 6 will always result in the missile being launched, regardless of negative modifiers.