Seismic Cannon

(Entry)
Type: upgrade
EntryId: b843-6364-41fa-9821
Hidden: false
Costs: 2 Weapon slot140 Credits
Options (1)
Heavy Weapon Upgrades:
Rules (4)
Rapid Fire (X)
When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3’’ of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.
Seismic
If the target of a Seismic attack is Active, they are always Pinned - even if they have an ability that would normally allow them to avoid being Pinned by ranged attacks. In addition, if the wound roll for a Seismic weapon is a natural 6, no save roll can be made against that attack.
Unwieldy
A shoot action made with this weapon counts as a Double action as opposed to a Single action. In addition, a fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time – this one uses both hands.
Knockback
If the hit roll for a weapon with the Knockback trait is equal to or higher than the target’s Strength (before any modifiers are applied), they are immediately moved 1’’ directly away from the attacking fighter. If the fighter cannot be moved the full 1’’ because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are Knocked Back as described above – however, they are moved directly away from the center of the Blast marker instead. If the center of the Blast marker was over the center of their base, roll a Scatter dice to determine which way they are moved (re-rolling hits). 

If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up moving directly towards them after they have been Knocked Back to remain in contact. If the attack was made across a barricade, the attacker cannot do this.

Profiles:

Weapon Rng SRng LAcc SAcc LStrAPDAmmo
Seismic cannon - Long wave

12"

24"

-1

-

3

-

1

5+

Knockback, Rapid Fire (2), Seismic, Unwieldy

Seismic cannon - Short wave

12"

24"

-

-1

6

-1

2

5+

Knockback, Rapid Fire (1), Seismic, Unwieldy

Used By (2)
Rare (10)(Group)