Dissonance Cannon

(Entry)
Type: upgrade
EntryId: cd5a-c66d-df6f-d612
Hidden: false
Costs: 10 pts

Constraints:

max: 1
Rules (2)
Pinning
If a non-vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its shooting attacks for that phase. This is called a Pinning test. If the unit fails the test, it is Pinned and must immediately Go to Ground. As the unit has already taken its saves, Going to Ground does not protect it against the fire of the Pinning weapon that caused the test - it's too late! As long as the test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them. If a unit has already Gone to Ground, no further Pinning tests are taken. If the special rules of a unit specify that the unit can never be Pinned, the unit automatically passes Pinning tests. Such units can still Go to Ground voluntarily if they wish.
Vibro-pulse
For each model from the same unit that scores a 6 To Hit when firing a weapon with this special rule, while targeting the same target unit, add +1 to the Strength (to a maximum of 10) and subtract -1 from the AP (to a minimum of 1) when resolving To Wound rolls for all weapons with this special rule during this Shooting attack only.

Profiles:

Weapon RangeStrengthAPType
Dissonance Cannon

24"

5

4

Heavy 1, Pinning, Vibro-pulse