Shokk Attack Gun

(Entry)
Type: upgrade
EntryId: 0ced-0947-bdbe-359b
Hidden: false
Costs: 60 Points

Constraints:

max: 1

Profiles:

Weapons RangeStr.AP
Shokk Attack Gun

60"

2D6

2

Type:

Heavy 1, Large Blast, Ordnance 1 (The Shokk Attack Gun is treated as Heavy for the purposes of movement and assault)

Notes:

Roll 2D6 to determine its Strength after placing the template but before rolling the Scatter dice. If a double (or an 11) is rolled for the gun's Strength, consult the chart below.

1,1 Boom: The shokk attack gun explodes, leaving a crackling orb of unreality in its place. No shot is fired. Remove the Mek as a casualty. Models within D6" are removed from play.

2,2 Oops: The Mek operator struggles to control the gun as it spins out of control. The opponent may choose the target of the shokk attack gun this turn. This may be a unit on the same side as the Mek.

3,3 Gah: The exit hole materialises in the wrong place. Revolve this shot upon the nearest unit to the intended target, be it friend or foe.

4,4 Sploosh: The Snotling exit the tunnel in an explosive spray of bone and gore. Resolve the attack upon the target, but use the small template. Any hits are resolved with a Strength and AP of 6.

5,5 Zoink: In a freak accident, the shokk attack gun fires the Mek and leaves the Snotlings in place. No shot is fired. Immediately place the Mek in base contact with the target, and treat him as if he has initiated an assault that turn.

5,6 Bzzap: The shokk attack gun's field collapses, opening a tiny portal into the warp. Only the model under the template hole is hit, but the shot is Strength 10. The gun may not fire next turn.

6,6 Raargh: The tunnel opens a hole into the warp itself, and a ravening cloud of sentient daemonic ichor gushes out into the material realm. Any model hit by the gun this turn is removed from play. Vehicles take an automatic penetrating hit.