Source: Warhammer Fantasy: 7th Edition

Warp Lightning Cannon
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The Warp Lightning Cannon is a war machine and both it and the crew are considered to be a single combined model. The characteristics have been detailed for both crew and machine as they are used at different times. When being shot at or targeted with spells use the higher Toughness, while in close combat use the lower Toughness value. There is only a single combined Wounds profile that both Warp Lightning Cannon and crew draw from. If this combined Wound profile reaches zero the entire model is removed as a casualty.

Firing the Cannon

The Warp Lightning Cannon is a move or fire weapon that fires in the same way as a cannon, as presented in the Warhammer rulebook, with the following exceptions:

If a misfire is the result of the initial roll of the artillery dice, roll on the Warp Lightning Misfire chart below. The second dice roll determines how far the warp lightning bounces' and the Strength of the warp lightning shot. A roll of misfire on this second roll means that the energy dissipates and no hits at all are suffered. If a number is rolled (2, 4, 6, 8, 10) this is the distance travelled - centre the small round template at the furthest range, to represent the crackling and exploding ball of energy.

All models touched by the template or in the path of the Warp Lightning from where it hits the ground to where it explodes suffer a hit at the Strength rolled. It is a Warpstone Weapon. No armour saves are allowed against any shots from the Warp Lightning Cannon and each unsaved wound is multiplied into D6 wounds.

The Warp Lightning Cannon cannot fire grapeshot.

Warp Lightning 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 heard 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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