Super-GRAM

unexist

Super-GRAM: M10" WS4+ BS2+ S10 T10 W20 A3 Sv2+ Ld12

The Super-GRAM is a single tank armed with a Voidborne Annihilator Railgun, a Pulse Cannon, Two Twin-linked Pulse Miniguns, and a Fletchette Launcher.

Voidborne Annihilator Railgun: 36" Heavy 4d3 S9 AP-4 D4

- Broad Power: 36" Heavy 2d6 S9 AP-4 D3 Blast.

- Concentrated Power: 48" Heavy 1d6 S10 AP-6 D5 Blast optional.

- "See that? I don't want to.": Heavy 2 S12 AP-6 D10. You may re-roll all failed hits. This weapon profile can only be used once per game.

Pulse Cannon: 30" Assault D6+2 S7 AP-2 D2

Twin-linked Pulse Miniguns: 35" Rapid Fire 14 S7 AP-3 D4

Fletchette Launcher: 30" Rapid Fire 5 S7 AP-3 1d3+1

-Multiple Charged Fletchettes 24" Heavy 4 S7 AP-2 D2 Blast.

Wargear: There are no wargear options for this unit.

Abilities: Internal Mega-Spike: This unit, or the leader of this unit if it includes more than 2 models, has the Network ability.

Network (SUPER-GRAM): This unit may give orders. However they may only order other UNION units within 36" that can receive it or have a Command Spike themselves.

Just Too Damn Big: This unit cannot receive the benefits or ill effects of terrain or cover.

Literally Just Too Fricking Big: This unit is eligible to shoot after falling back.

Support Node: When this unit is on the field, all friendly VEHICLES can not lose more than 2 wounds each turn if that vehicle is within 12 inches.

Optimized Pattern: When this unit takes a mortal wound, roll a D6. On a 4+, that wound is not lost.

Incinerator Shield: This unit has a 3+ invulnerability save.

Grinding Advance (GRAM): If this model remains stationary or moves under half speed in its movement phase (i.e. it moves a distance in inches less than half of its movement stats), then this model may fire all of its weapons twice at the same enemy unit.

Explodes: When this unit's wounds reach zero, roll a d6. On a 4 it explodes, and all units within 12" suffers 4 mortal wounds.

Faction Keywords: UNION, SOLIAN, [SEK]

Keywords: VEHICLE, TITANIC, GRAM