Graviton-Charge Cannon

(Entry)
Type: upgrade
LinkId: 6ac7-34a5-6eac-0840
Hidden: false
Rules (5)
Blast
When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it.

The large area affected by the blast means it is going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the Blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon’s Maximum or Minimum Range and line of sight. This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, Hits are worked out as normal and can hit and Wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the battlefield’s edge, the shot is a complete miss and is discarded.

Once the final position of the Blast marker has been determined, take a good look at it from above – each unit suffers one Hit for each of the models included in that unit that is fully or partially beneath the Blast marker, even if those models are not within the firer’s line of sight.

Once the number of Hits inflicted on the unit has been worked out, roll To Wound and Save as normal. Note that, unlike other attacks, Wounds inflicted by an attack with the Blast special rule can be allocated to any models in the target unit, even if they are out of sight of any models from the attacking unit.

Multiple Blasts
If a unit is firing more than one shot with the Blast special rule, scatter each shot, one at a time, as described above and determine how many Hits are scored with each individual Blast marker. After the last shot, add up the total number of Hits scored and roll all of the To Wound rolls as normal.

Blast Weapons and Re-rolls
If a model has the ability to re-roll its rolls To Hit and chooses to do so after firing a Blast weapon, the player must re-roll both the Scatter dice and the 2D6. Note that this applies only to models able to fully re-roll a To Hit roll, not to models that may re-roll To Hit rolls of a specific value – for example, models that can re-roll To Hit rolls of a ‘1’ cannot re-roll either the Scatter dice or 2D6 unless another rule allows them to do so.

Blast Weapons and Snap Shots
Blast weapons cannot be fired as Snap Shots.

Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.

Massive Blast
Massive Blast weapons use the 7" Blast marker, but otherwise obey all the rules for Blast weapons.

Apocalyptic Blast
Apocalyptic Blast weapons use the 10" Blast marker, but otherwise obey all the rules for Blast weapons.

Apocalyptic Mega-blast (5"/7"/10")
Apocalyptic Mega-blast weapons use the Apocalyptic Blast marker. They obey the rules for Blast weapons, with the following exceptions:

Apocalyptic Mega-blast weapons have three Strength values and three AP values. Correspondingly, the Apocalyptic Blast marker is divided into three zones, as shown in the diagram on the next page, one for each Strength and AP value.

The Strength and AP of any Hits depends on the zone in which the target model is located. The first Strength and AP value are used for the inner zone, the second Strength and AP value are used for the middle zone, and the third Strength and AP value are used for the outer zone. Always use the best Strength and AP if a model straddles two or more zones. If a unit has models in several zones, work out the Hits inflicted for each zone separately. Note that there will be a different Wound Pool for each zone.

To determine whether a unit wounded by an Apocalyptic Mega-blast weapon is allowed a Cover Save, and when determining Wound allocation, always assume the shot is coming from the centre of the Apocalyptic Blast marker, instead of from the firing model.

Hits from Apocalyptic Mega-blast weapons made against Vehicles are always resolved against their Side Armour Value.
Concussive (X)
A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).

No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.
Graviton Pulse
Instead of rolling To Wound normally with this weapon, any model without the Vehicle, Dreadnought or Automata Unit Type that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the end of the next Game Turn.
Haywire
‘For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:
D6 Result
1: No Effect.
2-5: Vehicles suffer a Glancing Hit, other models suffer 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Wounds inflicted by this result.
6: Vehicles suffer a Penetrating Hit, Dreadnoughts and Automata suffer 1 Wound. No Saves or Damage Mitigation rolls may be taken against Wounds inflicted by this result.
Barrage
All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:
Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.
Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value.

Multiple Barrages
If a unit fires more than one shot with the Barrage special rule, they fire together, as follows:
The Barrage weapon closest to the target unit fires first. Place the Blast marker over the target, then roll for scatter as described earlier. Once the first marker is placed, roll a Scatter dice for each other Barrage weapon shot fired by the unit. If an arrow is rolled, place the marker in the direction indicated so that it is next to and touching the edge of the first marker placed (see diagram below). If a Hit is rolled, the firing player places the marker so that it touches any part of any marker in the group that has already been placed. Note that it is perfectly fine if some markers are placed overlapping one another (including being directly over the top of a previous marker). Once all of the markers are in place, add up the number of Hits and roll To Wound for these Hits. To determine Cover Saves, always assume the shot is coming from the centre of the first Blast marker that was placed in the Multiple Barrage.

Apocalyptic Barrage
An Apocalyptic Barrage follows all of the rules for a Barrage weapon, but uses the clover-shaped Apocalyptic Barrage marker. Before the marker is placed, the attacker is allowed to rotate the marker about its centre to maximise the number of models that could potentially be hit. Place the marker and roll for scatter in the same way you would for a Blast. If the marker scatters, be careful to maintain the same orientation as you move it. 

Once the final position of the marker has been determined, roll a number of dice equal to the number of attacks on the weapon’s profile. So, for example, with a weapon with the type ‘Heavy 4, Apocalyptic Barrage’, you would roll four dice. Each dice roll corresponds to a ‘strike’ on one of the circles on the Apocalyptic Barrage marker. For example, each roll of a 2 indicates a strike on circle number 2. Resolve the strikes as for a Multiple Barrage, as if each were a Barrage attack that had landed on that circle and hit all the models underneath it. To determine Cover Saves, always assume the shot is coming from the centre of the entire Apocalyptic Barrage marker.

Profiles:

Weapon RangeStrengthAP
Graviton-Charge Cannon

24"

4

Ordnance 1, Massive Blast (7"), Barrage, Concussive (1), †Graviton Pulse, Haywire

Modifiers:

increment Pts 15
repeat for every 1 selections of model in parent (recursive)
Used By (1)