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I was thinking of adding one to my army but am a little confused about wound resolution.
Is the Cannon resolved using the stats of the Techmarine, and removed from play if he is killed? Can the cannon itself be destroyed and the Techmarine allowed to roam free? I'm assuming the latter is true since the rules stated for the Cannon seem to imply this situation happening.
Any help on this would be greatly appreciated.
I would guess it would be the rules for Artillery (pg 55, basic rulebook). It has you roll a die to see who takes the wound and gives the gun an AV (left column, almost bottom of page).
Darby is correct. If you are shot at, your opponent rolls a dice according to the artillery rules. Also means, that regular bolter fire and enough of it can kill a Thunderfire Cannon, while the techmarine is still harder to kill. When the cannon is destroyed, you have a techmarine free to run arround and fix tanks as normal.
Awesome Guys! Thanks for the help.
On a slightly different note...How Does this thing usually perform in Folks armies? Worth the $ and points, or send them both elsewhere?
One of my friend uses it every game, never seen it do much apart from atract ememy fire . Tends to be destroyed in first 2 turns.
Depends on your opponent, but it's capable of absolutely shredding hordes and anything not in power armor really.
Don't forget, you get the tech marine with the cannon, thus you get to fortify a single piece of terrain in your deployment zone to get +1 to the cover save. Stick him in there, and you should be fine. Yes, the cannon would get a cover save. Is it helpful? Extremely, Would 2-3 be better than 1? Most definitely.
I've only had a few games proxying it, but it's rather nasty when you shoot well. It loves to tear holes in guard; It'll make them think twice about taking that cameleoline and carapace armor.
The techmarine does get to roam around and fix vehicles once his cannon has been sundered. Unfortunately, the TFC is fragile against most basic fire, as already mentioned.
Last edited by aetherguy881; February 6th, 2009 at 18:21.
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Also don't forget you can only fortify terrain classified as ruins. Almost all of my opponents miss that part of the "Bolster Defenses" rule.Don't forget, you get the tech marine with the cannon, thus you get to fortify a single piece of terrain in your deployment zone to get +1 to the cover save.
General assessment, can be solid when it goes off, but the thing is made of glass. If you fight an army it can actually harm, it usually dies after 1 round of shooting if that. Against other armies the weapon is a rock thrower and might be ignored unless your opponent wants an easy Kill Point.
While you sometimes end up with a techmarine after the gun blows up, my experience has been that the techie usually eats a wound pretty easily (he's only got one after all) regardless of what happens to the gun.
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I think the only reason to take a Thunderfire is to get the Techmarine. Yah maybe u'll keep it the whole game, but if it dies, which is more likely to happen then the techmarine dieing, atleast you have a full blown techmarine which cost the same amount, give er take. Otherwise, if your taking it for the firepower, look at something else.