Razorback Turret

(Entry)
Type: upgrade
LinkId: 32ed-f117-19ff-48fd
Hidden: false

Constraints:

min: 1
max: 1
Options (1)
Rules (2)
Plasma
The energy used by a plasma weapon is so vast that once it has been fired it takes time for it to recharge. If a plasma weapon is fired it cannot then be used in the player's following turn, and is only ready to fire again in the player's turn after next. Place a 'plasma weapon recharging' marker next to model as a reminder. This does not affect the model's ability to move or to use another weapon if it carries one.
Twin Linked
Only one dice roll to hit is made  for a  linked  weapon.  If a  hit  is scored  both  the linked  weapons score  a  hit. Likewise, if the shot misses both weapons miss. The hits  from  such  weapons  will  be  fairly tightly grouped, so in this case just make one  roll for location. 
Both of  the  linked  weapons  strike  the same  point,  but  roll penetration  and damage separately  for each  weapon.  In the case of linked weapons shooting at ordinary models one roll is made to hit but two rolls are made to wound  and two separate armour saves are required  if both  weapons wound. 
If a linked  weapon  has sustained  fire capability, like the  twin autocannon on an Ork  warbike, roll  to hit as  normal as  if one weapon  were firing.  If  a  hit  is  scored  roll  the  sustained  fire dice for both  weapons together: jam  results on either dice will jam  both  of  the  linked  weapons  but  as  usual any  hits  are resolved  before the weapon(s) jam.

Profiles:

Weapon Short rangeLong RangeShort 'To Hit’Long 'To Hit’StrengthDamageSave ModifierArmour Penetration
Lascannon

20

60

-

-

9

2D6

-6

3D6+9

Move or Fire

Twin Plasma Guns

6

24

+1

-

7

1

-2

D6+7

Sustained fire - 2 dice, Plasma, Twin Linked

Used By (1)