Allied super-science unveils the latest in APE weaponry: the mighty Tesla Cannon!
This is a custom model I made for the US Lucky 7th faction in the Incursion boardgame.
I've dreamed of making an APE with a Tesla Cannon or Heat Ray ever since
reading the fluff on pg 2 of the SNAFU rulebook 13 years ago. I've
finally fulfilled my dream! 😊
Conversion Details
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The model is an
HMG APE from Incursion, with a pneumatic fist instead of clippers.
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The main Tesla coil barrel is from Zinge Industries:
Tesla Coils - Sprue of 8. I carefully sawed off the cooling barrel of the HMG using a Tamiya Handy Craft Saw II (#74111) to make room for the Tesla coil.
- The copper and silver ribbed cables are from Zinge: Poseable Wire Wrapped Cables.
- The terminals where the ribbed cables connect to the gun and backpack are from Zinge: Cable Terminals - Plugs & End Caps.
- The tiny Tesla coil on his fist is from Zinge: Mad Scientist Bits Sprue.
- The large metal "battery" thing on his back is from my Warhammer 40K bits box. I think it was part of some Imperial Guard tank stowage or something similar.
- The base is from Dragon Forge Design. Read more about my scenic Incursion bases here.
Game Stats
Tesla Cannon APE
Requisition Points | 5 |
Action Points | 3 |
Fortitude | 6 |
Damage Points | 2 |
Limit | 1 |
Armaments:
- Tesla Cannon – ROF 1 (w/ 1 DD on Reaction Fire). Range 8. Treat all targets as having Fortitude 4. Can hit targets up to 1 square outside Line of Sight (ex: around a corner, but not through a door).
- Charged Shot – Special Ranged Attack (costs 2 AP). Pick a square in Line of Sight (ignoring intervening models). Draw a line to that square. Every square at least partially covered by the line is hit. Make a separate DD roll against each target, treating their Fortitude as 3.
- Tesla Fist – Adds +2 to each DD for HTH attacks.
Special:
- Unstable – When the Tesla Cannon APE becomes a casualty (except by V-Gas), roll a D6. On a roll of 1-2 it explodes: Every model within Range 4 (including around corners) is hit. Make a separate DD roll against each target, treating their Fortitude as 3.