Tarantula Turret Crewman can control from 4" away
Can move 4" per turn, but not through difficult terrain or obstacles.
May move and fire in the same turn
In short range distance, enemy can choose to shoot the Tarantula turret or the crewman. At long range, it is random. If the crewman dies, the weapon is useless until someone else takes over. Armour value of Tarantula is 10 and if penetrated it is automatically destroyed.
Weapons attached are twin linked and fired as a pair.
Twin Linked Only one dice roll to hit is made for a linked weapon. If a hit is scored both the linked weapons score a hit. Likewise, if the shot misses both weapons miss. The hits from such weapons will be fairly tightly grouped, so in this case just make one roll for location.
Both of the linked weapons strike the same point, but roll penetration and damage separately for each weapon. In the case of linked weapons shooting at ordinary models one roll is made to hit but two rolls are made to wound and two separate armour saves are required if both weapons wound.
If a linked weapon has sustained fire capability, like the twin autocannon on an Ork warbike, roll to hit as normal as if one weapon were firing. If a hit is scored roll the sustained fire dice for both weapons together: jam results on either dice will jam both of the linked weapons but as usual any hits are resolved before the weapon(s) jam.