Some people think that if this weapon keyword stacks when used by multiple minis in the same squad that it would cost more. I disagree. Heres why.
A standard trooper unit can have 4-6 minis if they all use the impact grenades on an armored unit the average number of hits/crits before cover works out to be:
Without surges; surge-hit; surge-crit
4minis(4m)-1.5/.5; 2/.5; 1.5/1
5m- 1.875/.625; 2.5/.625; 1.875/1.25
6m- 2.25/.75; 3/.75; 2.25/1.5
Now to apply cover/dodge then impact.
# of saves after 0, 1, 2, 3 hits removed
4m- 2, 1, .5, .5/ 2.5, 1.5, .5, .5/ 2.5, 1.5, 1, 1
5m- 2.5, 1.5, .625, .625/ 3.125, 2.125, 1.125, .625/ 3.125, 2.125, 1.25, 1.25
6m- 3, 2, 1, .75/ 3.75, 2.75, 1.75, .75/ 3.75, 2.75, 1.75, 1.5
No to roll the saves. All currently spoiled units with armor have white defense with surge-block so 2/3rds of the hits will go through leading to these average wound results.
4m- 1.33, .67, .33, .33/ 1.67, 1, .33, .33/ 1.67, 1, .67, .67
5m- 1.67, 1, .417, .417/ 2.083, 1.413, .743, .417/ 2.083, 1.413, .83, .83
6m- 2, 1.33, .67, .5/ 2.5, 1.83, 1.16, .5/ 2.5, 1.83, 1.16, 1
So, on average, we are looking at 0-2 wounds to a vehicle after being attacked by a whole unit of troopers within range one. And yes range one is a big deal because it means that unless your whole unit is in that vehicles rear arc you are getting shot at when it activates in most cases.