Gorkanaut

Built as an effigy to the Ork god Gork, the Gorkanaut possesses all the unsubtle brutality of its namesake. Gorkanauts are all about raw killing power, acting as linebreakers and spearheading Ork infantry assaults in battle. The walker is piloted by a Nob and is everything an Ork aspires to be: big, tough, loud, and destructive. This pilot is an outcast from their own tribe for crimes such as using fellow Orks as target practice, and once inside their machine will stomp on their former settlement as a way of revenge.

Gorkanaut
Type: Walker

Tactical Speed: 7

Cruising Speed: 20 kph

Maneuverability: -10

Structural Integrity: 90

Size: Immense (8)

Armour: Front 40, Side 37, Rear 30

Vehicle Traits: Enclosed, Ponderous, Ramshackle, Walker, Mecha

Crew: 1 Nob pilot, Ork Deffstorm mega-shoota gunner, grot crew

Carrying Capacity: 6 Orks or 3 Orks in Mega armor

Weapon
* This weapon unleashes such storm of fire it is impossible to care for each bullet separately. When it is fired instead of normally allocating hits, place a Blast (8) on the target. If BS test is successful apply number of hits equal to Degrees of Success to everything in the Blast. If BS test is failed it scatters d10 meters for every Degree of Failure and all targets suffer only one hit. * If Klaw grapples something it may perform Standard Attacks against it gaining Tearing quality for that attack.
 * Deffstorm mega-shoota (150m; –/–/*; 2d10+8 I; Pen 3; Clip: Who would count?; Inaccurate)
 * Klaw of Gork (or possibly Mork)  (Melee; 4d10+22 I; Pen 6; Unwieldy, Concussive (4), Power Field, *)
 * 4x Heavy Big Shootas (120m; –/–/10; 2d10+5 I; Pen 2; Clip 120; Inaccurate)
 * 4x Rokkits (150m; S/– /–; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable)
 * Front facing Skorcha (30m; S/–/–; 1d10+7 E; Pen 3; Flame, Spray, Unreliable).

Special Rules
Gods Effigy- All Orks that see Gorkanaut have benefits of Resistance (Fear) Talent

Mecha