Assault Cannon

The Assault Cannon is a ballistic six-barreled, self-loading rotary Autocannon, effective against infantry targets and light vehicles at close to medium range. It is a medium calibre rotary Autocannon, with its 6 barrels cycled by an electric motor past a single chamber. This weapon is the standard alternative to the Heavy Flamer as a Terminator Squad’s special ranged weapon.

The barrels and other firing components are made of a heat-dispersing ceramic/metallic alloy, helping the weapon to withstand the intense heat generated by its high rate of fire. Despite this, the barrels still reach temperatures of over 150°C.

Motor and barrel failure are common problems with the Assault Cannon, making the weapon prone to exploding during sustained bursts after an initial ammo reload.

The Assault Cannon has two modes of fire, Normal and Full Auto. Normal mode is for single targets whereas Full Auto can be used to attack multiple targets, even through multiple layers of doors.

Normal Fire Mode

AP Cost to Fire1
Attack Dice3
Score to Hit4+ (Hybrids 2+)
Sustained FireNo
Can Overwatch?Yes
Can Parry?NO
Target AreaSingle Unit
RangeUnlimited
Overwatch Range12
Ammo12
Ammo Usage1
Viable TargetsDoor, Compressed Canister, Tyranid and Marine Units
In Normal fire mode, the Assault Cannon in the above situation can only shoot at either Stealer unit’s A and B or at the Door 1. The Fire blocks LOS to the other Stealer units.

Full Auto Fire Mode

AP Cost to Fire2
Attack Dice3
Score to Hit4+/5+/6+ (Hybrids Auto/2+/3+)
Sustained FireNo
Can Overwatch?No
Can Parry?NO
Target AreaSpecial LOS
RangeUnlimited
Overwatch RangeNA
Ammo12
Ammo Usage4
Viable TargetsDoor, Compressed Canister, Tyranid and Marine Units

Assault Cannon in Full Auto fire mode is so powerful it can on occasion blast through multiple doors. To represent this, identify all valid targets in the Assault Cannon’s LOS including doors.
The Roll to Hit score has 3 numbers, separated by slashes. This represents the loss of power and accuracy after each destroyed door.

When firing using Full Auto mode, follow these steps:

  • The Assault Cannon LOS area is exactly as normal LOS except Units, Electrical Outburst, Fire and Toxic Gas do NOT block the Assault Cannon LOS to other units.
  • For each valid target, roll attack dice to hit using the first number (4+). All targets that are hit are killed or in the case of a Door, destroyed.
  • If any Doors were destroyed then the process is repeated to find any more valid targets. Each of these new targets will have an attack dice roll made but using the second number (5+)
  • From this point onwards, the process is repeated but now using the last number (6+) for all attack dice rolls.
In Full Auto fire mode, the Assault Cannon in the above situation can shoot at all Stealer unit’s A, B, C and D and at the Doors 1 and 2. The Fire does not block Assault Cannon LOS.
Let’s assume that after all the first Roll to Hits (using the first number), only Stealer unit C survived. Because the door 2 was destroyed, a new round of Roll to Hits are done for the new targets, Hybrid unit E and Door 3 (using the second number). No further valid targets past Door 1 can be seen by the Assault Cannon as they will be outside the 90 degree field of view.
After the second round of Roll to Hits, only theHybrid Unit E was killed. Since Door 3 was not destroyed, no more Rolls to Hit are needed. The Assault Cannon couldn’t get past the second door and therefore has no more valid targets

Ammo Reload

This weapon comes with 12 ammo. If a new ammo reload is found during a mission, then it will equip the Assault Cannon back to 12. Even if there was still some ammo remaining before the reload, they do not carry over and it will only ever have a maximum of 12 ammo.

Explosion

If the Assault Cannon explodes, then the Marine unit and any unit (Marine or Tyranid) in 1 square radius is killed on a 3+.

Explosion blast radius

Credits

  • Original Game Design: Richard Halliwell.
  • This Advanced Edition Revision: Ken Allen
  • Original Expansions and Revisions Design: Jervis Johnson, Matt Forbeck and Andy Chambers.
  • Additional Material: Paul Murphy, Alex Goh, Dean H. Bass and Martin Kay.
  • Illustrators: Dave Andrews, John Blanche, Wayne England, David Gallagher, Jes Goodwin, Pete Knifton, Ian Miller, Steve Tappin, Kevin Walker, Paul Bonner, Fangorn, Mark Gibbons, Paul Green, Gary Harrod, Tony Hough, Richard Wright, Tony Ackland, Nick Coleman and Ken Allen.
  • Tactical Cards and Additional Counter Designs: Ken Allen
  • Copyright: All original game design, artwork, concepts and story are owned by Games Workshop: UK – Games Workshop, Willow Road, Lenton, Nottingham, NG7 2WS – US – Games Workshop, 6711 Baymeadow Drive, Suite A, Glen Burnie, Maryland 21060-6401 – Australia – Games Workshop, 23 Liverpool Street, Ingleburn, NSW 2565 – Canada – Games Workshop, 2679 Bristol Circle, Unit 3, Oakville, Ontario, L6H 6Z8

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