Shuriken Shrieker Cannon

(Entry)
Type: upgrade
LinkId: 678e-ec03-ed7c-0aab
Hidden: false
Costs: 15 pts
Options (1)
Rules (2)
Special Shrieker Ammo
Decide if using standard ammo or special shrieker ammo before firing.
Shrieker ammo can only affect living creatures and has no effect on vehicles. If a target is hit make any saving throw with a -3 modifier.
If the save is failed the target is affected by the ammo. Roll 2D6 during the targets movement phase, this is how far the victim moves in a random direction even if it would cause it to leave coherency. If the 2D6 roll is a 7 or any double number, the victim explodes. 
Place a 1" radius area effect marker over the explodiung victim: any target within the area automatically takes a single Strength 3 hit with 1 damage.
If the victim does not explode during his first turn of random movement, roll the 2D6 again on their next movement phase until they either leave the board or explode. They may do nothing else.
Any squad which has one or more of its members within 2" of a shrieker victim at the start of their movement phase must take a Break test. This applies to troops on either side.
Sustained Fire
The player nominates the initial target and rolls to hit exactly as normal. If the player makes the to hit roll he can roll one or more special sustained fire dice to see how many actual hits are scored. The first of these hits will be scored on the initial target but any extra hits can be allocated to other visible targets within 4" of the first. Once all hits have been allocated roll to wound as normal. 
The number of sustained fire dice a weapon can roll is indicated in its description in the Wargear book. A sustained fire weapon can always be fired using less dice than its maximum if desired.

Profiles:

Weapon Short rangeLong RangeShort 'To Hit’Long 'To Hit’StrengthDamageSave ModifierArmour Penetration
Shuriken Shrieker Cannon

20

40

+1

-

5

D4

-3

D6+D4+5

Sustained fire - 2 dice, Special Shrieker Ammo

Used By (16)