PropertyValue
rdf:type
rdfs:label
  • Burst Cannon
rdfs:comment
  • The Burst Cannon is simply a multi-barreled version of the Tau Pulse Carbine (similar to an Assault Cannon) though it is significantly larger and unable to mount a Photon Grenade Launcher. Although its range is somewhat short, its firepower can be devastating once in range. It fires fast enough to hit roughly three targets in the time it takes a single Pulse Carbine to hit one. To this effect, XV8 Crisis Battlesuit with multiple Burst Cannons can mow down infantry quickly and efficiently. Furthermore, a five-tau Stealth Suit Team can lay down a withering hail of fire that, with luck, can mow down an entire Space Marines squad without even a chance for retaliation. When appropriately used, the Burst Cannon can be an extremely devastating weapon against infantry, though its anti-armor capabi
  • The Burst Cannon finds use all across the Tau military, although it is primarily mounted on vehicles, Tau Battlesuits, and aircraft. With heavy mountings and large plasma coils powering the weapon, Burst Cannons are a degree more deadly than smaller Pulse Weapons, and are primarily deployed as anti-infantry weapons that can scythe through massed formations, and for heavy suppressive fire; their shots are able to punch straight through most infantry armour as if it was not there. Burst Cannons are also well-suited to combating lightly armoured vehicles, which cannot defend against their powerful hails of high-speed plasma. Combat walkers, armoured transports and recon vehicles that stray within range of a Burst Cannon risk having their thin armour plating torn from them bit by bit. Even man
  • The Burst Cannon is the Primary Weapon Specialization for Attack Boats. It provides an excellent all-rounded weapon against both infantry and aircraft, increased accuracy and range effectiveness but with lesser effectiveness against heavy armor.
dcterms:subject
MaxAmmo
  • 120
Reload
  • 3.5
altreload
  • 2.5
dbkwik:battlefield/property/wikiPageUsesTemplate
Slot
  • Primary Weapon
Type
  • • DV-15
  • • RCB
dbkwik:warhammer-40k/property/wikiPageUsesTemplate
dbkwik:warhammer40k/property/wikiPageUsesTemplate
Vehicle
  • • Attack Boat
Cost
  • 25500
feature
  • • Anti-Aircraft
  • • High velocity, high ROF ammunition
Magazine
  • 32
reservereload
  • 14.0
reserveammo
  • 88
abstract
  • The Burst Cannon finds use all across the Tau military, although it is primarily mounted on vehicles, Tau Battlesuits, and aircraft. With heavy mountings and large plasma coils powering the weapon, Burst Cannons are a degree more deadly than smaller Pulse Weapons, and are primarily deployed as anti-infantry weapons that can scythe through massed formations, and for heavy suppressive fire; their shots are able to punch straight through most infantry armour as if it was not there. Burst Cannons are also well-suited to combating lightly armoured vehicles, which cannot defend against their powerful hails of high-speed plasma. Combat walkers, armoured transports and recon vehicles that stray within range of a Burst Cannon risk having their thin armour plating torn from them bit by bit. Even many main battle tanks are not immune to the firepower of a Burst Cannon, as a sustained burst directed at the weaker side or rear armour of a vehicle is capable of rupturing an engine or setting off ammunition stores. Often slaved to Drone controls, a Burst Cannon makes for an ideal point-defence weapon, keeping infantry and light vehicles away from a tank hunter like a Hammerhead, or giving a squad of Fire Warriors cover as they deploy from their Devilfish transport. This is where the Burst Cannon trades the range and accuracy of weapons like the Pulse Rifle for the ability to saturate an area with plasma fire. For this reason, Burst Cannons are used extensively as part of established defences. When guided by Tau Drones, they make effective sentry guns, silently tracking back and forth and scanning for threats. Enemies of the Tau Empire have developed a healthy respect for Burst Cannons. The weapon makes a distinctive sound when fired, the induction chamber crackling with energy as a stream of charged particles hisses across the battlefield. Imperial Guardsmen that come under fire from Burst Cannons often speak of the sound, each shot cleaving the air with a distinctive whiz-hum, not unlike the sound of solid bullets buzzing past their ear, but multiplied hundredfold as dozens of bursts are fired each second. Unlike the Heavy Bolters and Stubbers of the Imperium with their rhythmic thumping fire, a Burst Cannon makes a continuous tearing wail, with individual shots nearly indistinguishable from each other.
  • The Burst Cannon is the Primary Weapon Specialization for Attack Boats. It provides an excellent all-rounded weapon against both infantry and aircraft, increased accuracy and range effectiveness but with lesser effectiveness against heavy armor. Compared to the default 25mm Cannon and the heavier 30mm Cannon, the Burst Cannon provides the Attack Boat operator with more effective longer range attack means against both vehicles and infantry on both ground or sky. As its name suggests, the Burst cannon fires in bursts of 8 rounds from a standard magazine of 32 rounds, providing the Attack Boat operator 4 total bursts before a reload is required. It has both the highest fire rate and shell velocity than the default 25mm and heavier 30mm, but falls short of the 30mm's damage. The high rate of fire, accuracy, muzzle velocity and lack of bullet drop until at extreme ranges makes the Burst Cannon a popular choice in an anti-aircraft and anti-infantry role at further ranges. When equipped alongside Passive Radar missiles and Air Radar in the anti-aircraft role, the Attack Boat will become considerably just as dangerous as the Mobile Anti-Air. Operators must note that the higher fire rate will quickly expend both magazine and reserve ammunition, and care should be taken when firing to properly reserve ammunition. The Burst Cannon rounds also contain a light explosive charge, weaker than the 25 and 30mm but is nonetheless there. Because of this, great prejudice must be taken when operating in game modes such as Hardcore where friendly-fire is enabled by default. The Burst Cannon emits a unique firing signature which differs from the 30mm and 25mm cannon available for the same vehicle and thus, friendly or enemy troops will be able to identify what vehicle and what weapon equipped is within their proximity before visually seeing the vehicle itself. As with all ammunition and missiles, the ammunition of the Burst Cannon is neutralised by Active Protection Systems. The lack of damage against heavy ground vehicles such as Main Battle Tanks or other hostile Attack Boat will require heavier secondary weapons to make up for it. TV Missiles provide a similar long range albeit, more discrete secondary weapon option. If all 2 TV Missiles strike the target successfully against heavy ground vehicle such as Tanks or Boats, it shall deal in total approximately 70 damage, with a few follow up bursts from the cannon to guarantee target destruction. Laser Guided missiles also function similarly albeit require a physical lock. Unlike the TV Missile, the Laser Guided missiles can "trick" the enemy into prematurely deploying countermeasures, or able to accurately dispatch targets amongst high waves as in Paracel Storm. As with the TV Missiles, if both missiles hit the target, follow up bursts from the main cannon will ensure target destruction. Unguided Zuni Rockets is a more flexible secondary weapon option to accompany the Burst Cannon, as it also provides a close-range attack alternative in many situations such as defliation or destruction of cover and serving as a back-up weapon if the Burst Cannon is undergoing a reload phase or ammunition reserve is depleted. The operator of both Zuni Rockets and Burst Cannons however, will be left considerably vulnerable to heavy vehicles with more powerful long-range anti-vehicle weapons. In such cases, it is best to retreat or only Attack if the hostile vehicle is within optimum engagement range with both cannon and rockets.
  • The Burst Cannon is simply a multi-barreled version of the Tau Pulse Carbine (similar to an Assault Cannon) though it is significantly larger and unable to mount a Photon Grenade Launcher. Although its range is somewhat short, its firepower can be devastating once in range. It fires fast enough to hit roughly three targets in the time it takes a single Pulse Carbine to hit one. To this effect, XV8 Crisis Battlesuit with multiple Burst Cannons can mow down infantry quickly and efficiently. Furthermore, a five-tau Stealth Suit Team can lay down a withering hail of fire that, with luck, can mow down an entire Space Marines squad without even a chance for retaliation. When appropriately used, the Burst Cannon can be an extremely devastating weapon against infantry, though its anti-armor capabilities are practically non-existent. They take on a similar role in the Tau arsenal that Heavy Bolters do, and are often found on vehicle hardpoints or on elite Crisis Battlesuit soldiers.
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