I think 5th element has it, but I too wondered about point 3. I thought it meant hits per gun, so a battery unit which rolled 2 hits, (a 3, 4 and 5) would cause 2 glancing results? Thats how I first read it, but no I think its 1 glancing hit per volley too. ( I have no idea what the intent was/is in this bizarre unit).
That said,
be careful, vibrocannons are not as easy to play as I thought. I did a unit of 3 up, thinking they'd be great vs vehicles, and easy to hide and shoot through someones army all game... Not so, here are some reasons:
1 Escalation, they start off board, ensuring they loose at least 2 turns of fire.
2 reserves: see above
3 Your own units get in the way (Assuming you can't hit them) especially difficult in a mechanized eldar wing. What happens if you target an enemy unit(s), lay out the 3 feet, and it crosses a distant unit of your own? (Undefined)
4 They are really fragile (T3 5sv gets easily killed by anything
5 It's hard to hide a 3 cannon unit because the bases are so huge, and there are also 6 seperate crewmen to worry about.
6 Artillery rules are bizarre, do the guns count for coherency? What happens if they do and the line breaks? Does the unit have to move to restore coherency? Does it matter which gunner fires which gun? (Sniper and mind war) Which gun do you measure from when the unit fires? Does it always have to be the same one? Can the gun fire less than 36, to say, avoid a distant friendly unit?
They're a pain, I would have advocated them at one point, but after having tried them out, I give them a C-
Good luck whatever you choose!