Trukk

(Entry)
Type: unit
LinkId: 3973-a952-ea10-e97f
Hidden: false
Costs: 35 Points

Constraints:

max: 1
Options (2)
Rules (2)
Fast
Fast vehicles follow the normal rules for vehicles, with the additions and exceptions: 

Fast vehicles are capable of a third level of speed, called ‘flat out’. A fast vehicle going flat out moves more than 12" and up to 18". This represents the fast vehicle moving at top speed, without firing its guns and is treated in all respects exactly the same as moving at cruising speed for a vehicle that is not fast (except where noted otherwise). For example, a fast vehicle moving flat out on a road may move up to 24".

Fast vehicles that move at combat speed may fire all of their weapons, just like other types of vehicles that have remained stationary (including ordnance barrage weapons, which cannot usually be fired on the move).

Fast vehicles that move at cruising speed may fire a single weapon (plus all defensive weapons, just like other types of vehicle moving at combat speed).

Fast vehicles moving flat out may fire no weapons.

Fast vehicles that moved ‘flat out’ in the previous turn and are not immobilised are hit on a 6 in assaults (exactly as if moving at cruising speed).

Passengers may not embark onto or disembark from a fast vehicle if it has moved (or is going to move) flat out in that Movement phase.
Open-topped
Open-topped vehicles follow the normal vehicle rules, with the additions and exceptions given below.


Whenever a damage roll is made against an opentopped vehicle, add +1 to the result.


Open-topped vehicles do not have specific fire points. Instead, all passengers in an open-topped vehicle may fire, measuring range and line of sight from the hull of the vehicle. Open-topped vehicles do not have specific access points. Models can embark or disembark within 2" of any point of the vehicle. The passengers of opentopped vehicles may assault, even if the vehicle has moved before their disembarkation. As it is much easier to bail out from an open topped transport, the Strength of hits inflicted on passengers by exploding open topped transports is one point lower than it would be in a normal transport (i.e. Strength 3).

Profiles:

Transport Access PointsFire Points
Trukk

12 Models. Models in mega armour count as 2 models.

Abilities
Ramshackle:

If a Trukk suffers a Vehicle Destroyed! or Vehicle Explodes! (wrecked) result, roll on the Ramshackle table below and apply the result instead of the usual effects. If the Trukk suffers more than one Vehicle Destroyed! or Vehicle Explodes! result, roll one per dice per result on the Ramshackle table, but only apply the lowest dice roll.

1-2 Kaboom!: The Trukk explodes, catapulting flaming debris and stunned Orks in all directions. The Trukk is destroyed. All passengers and models within D6" take a Strength 3 hit. Surviving passengers must disembark and take a Pinning test.

3-4 Kareen!: The shot sends the Trukk out of control. Move the Trukk 3D6" as far as possible in a random direction (the Ork player chooses if he rolls a Hit on the Scatter dice). Then apply the Kaboom! result above. If the Trukk would careen into enemy models or terrain, stop it 1" away.

5-6 Kerrunch!: Something vital gives, but the Ork passengers bail out of their vehicle before it falls apart with a noise like a Meganob falling down a spiral staircase. The Ork passengers take no damage but must immediately disembark. The Trukk is then wrecked.

Vehicle BSFSR
Trukk

2

10

10

10

Used By (4)