Source: Warhammer Armies Project: Unofficial 9th Edition

Warp Lightning Cannon
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The Warp Lightning Cannon uses the following profile:

RangeStrengthSpecial Rules
72"Artillery Dice-

This is a non-physical attack. In case a Misfire is rolled on the first artillery dice, roll a D6 and consult the Warp Lightning Misfire chart.

The Warp Lightning Cannon fires like the normal Cannon, with the following exceptions. A roll of a Misfire on the bounce means that the energy dissipates and no hits at all are suffered. If a number is rolled, centre the small round template where the shot first lands before the bounce, to represent the crackling and exploding ball of energy. The shot then bounces like a normal cannon ball.

All models touched by the template or the bounce suffer a hit at a Strength equal to the result on the Artillery Dice for the bounce roll. Note that only the model under the centre of the template and the bounce itself suffers Multiple Wounds.

The Warp Lightning Cannon cannot fire grapeshot.

Warp Lighting Misfire Chart

D6

Result

1-2

Meltdown: The machine and its crew explode in a green fireball.

Remove the entire cannon and wonder suspiciously if it was really a malfunction or if you're being double-crossed.

3-5

Energy Overload: The unfathomable energies send the war machine spinning around before an unusually potent warp lightning shot blasts outwards.

Roll the scatter dice and turn the cannon to face the direction rolled. Resolve a shot at maximum Strength (10) that emanates from the barrel and travels along the ground in a straight line 4D6" before terminating in a large round template.

6

Spluttering Fizzle: A high-pitched descending whirring can be beard as the energy dissipates.

The cannon cannot fire this turn, but can shoot as normal next turn. Surely the Horned Rat is watching over you...

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