Traktor Kannon

(Unit)
Type: upgrade
Category: Support
Categories: Support, Orks
EntryId: c3a3-8222-0fcd-6aa2
Hidden: false
Costs: 40 pts

Constraints:

max(roster): 0
Options (1)
Rules (2)
Artillery Rules
All the field artillery rules are a full page of rules for each gun. Too much to put into Battlescribe without it becoming a huge amount of clutter. Please see the Ork Field Artillery section in the codex, pg.12
Ork Field Artillery
Attacking Field Artillery:
If being shot, the artillery is considered to be a separate target from the crew. At short range, an enemy may select one of the crew or the weapon itself as the target. At long range, any shots are randomised between the weapon and any crew members.
If the crew is reduced to half strength, the weapon can only be fired on a 4+. 
If the weapon is hit, it is considered to have an armour value of 10. If penetrated the weapon is destroyed and crew slain.

Moving Field Artillery:
Can be moved 2" per turn by crew. Cannot be moved and fired. 
Can be attached to a vehicle (if at least 1 crew memeber is alive) and moved with the vehicle. Can be unhitched if the vehicle stops and placed within 1", or unhitched while the vehicle is moving. If done while moving, it is unhitched D6" in a random direction and a random facing from the point you unhitched. Work out collision damage as detailed in the vehicle rules if needed. Ram value is the same as an Ork Bike (S5, -2 save, D4 damage). The crew take an automatic hit wit ha Strength equal to the vehicle's speed -10.

Profiles:

Weapon Short rangeLong RangeShort 'To Hit’Long 'To Hit’StrengthDamageSave ModifierArmour Penetration
Traktor Kannon

36

72

Special

Special

Special

Move or Fire, Ork Artillery

Modifiers:

set max(roster) 99
and
1+ selections of Mekaniak in roster
or
1+ selections of Zodgrod Wortsnagga, Snakebite Runtmaster in parent
1+ selections of Runtherd in roster
Used By (1)
Codex - Orks(Catalogue)