Games Workshop 99120103024" Warhammer 40,000" Ork Killa Kans Action Figure, Black

£16.995
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Games Workshop 99120103024" Warhammer 40,000" Ork Killa Kans Action Figure, Black

Games Workshop 99120103024" Warhammer 40,000" Ork Killa Kans Action Figure, Black

RRP: £33.99
Price: £16.995
£16.995 FREE Shipping

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Description

One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open). Once ensconced in their new metal bodies it is not unknown for the Grot inside to seek out and wreak some well-earned revenge on their former oppressors. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase. Killa Kanz bear many similarities to Deff Dreads, with their snipping klawz, chugging heavy weapons, and lumpy metal hulls. Though individually smaller than a Deff Dread, Killa Kans charge toward the enemy lines in jostling mobs of riveted iron and roaring saw-blades. Even with the increased fire power, Killa Kan pilots still display cowardly behavior. While they are usually deployed in small squadrons of two or three to take advantage of safety in numbers, some Kans have been known to run from the battlefield at the first sign of danger. Kans are kept asleep in pens in-between battles where they can do no harm to the rest of the tribe. [2] Armaments & UpgradesWhen a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark. A Waaagh! and Speedwaaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaaagh! at the same time. Both are active from when a Great Waaagh! is called, and each stage starts and finishes as described above. Fighta-Bommer • Wazbom Blastajet • Heavy Bommer • Mega Bommer • Grot Bommer • Minelayer • Landa • Grot Bomm • Drilla-Killa • Other Killa Kanz, while superficially smaller, even cruder cousins to the Deff Dreads (and most often with fewer limbs), are actually in many ways very different war machines. This is in no small part because they are crewed not by Orks, but rather by Grots, wired into the controls. As for the operator within, Killa Kans are not so much piloted as they are inhabited by a particularly ill-tempered Gretchin. Requiring the skills of both a Mekboy and a Painboy, fielding a Killa Kan entails first building the vehicle itself, then hard-wiring a volunteer Grot directly into the control systems.

Dreams of lording it over their larger masters and handing out some damage for a change fill their little brains with delight. This painful procedure is not unlike the technology used in the creation of Space Marine Dreadnoughts, although significantly cruder and messier. Not only is the procedure excruciatingly painful, but implanting a Grot into a Killa Kan often increases the creature’s aggression and brute savagery by an inordinate amount.

Contents

Warbike • Deffkilla Wartrike • Warbuggy • Wartrakk • Wartrakk Skorcha • Boomdakka Snazzwagon • Shokkjump Dragsta • Kustom Boosta-blasta • Megatrakk Scrapjet • Rukkatrukk Squigbuggy • Trukk • Big Trakk • Cutta • Big Lugga • Trakbike

A Killa Kan has a simple, crude design which consists of a large metal can mounted on two piston powered legs, although as with anything Orkish there is a large degree of variation. They are most often armed with a single heavy weapon welded onto one shoulder and a heavy saw or pincer close combat weapon on the other. Unlike the Deff Dread, Kans are piloted by a hardwired Gretchin, not an Ork. The process of interning a Grot into a Killa Kan is not unlike that which is used to create a Space Marine Dreadnought, but the process is far messier and more primitive. However unlike most Orks, Grots are all too eager to get the chance to pilot these smaller machines, and after implantation they will usually celebrate their new life by stomping whoever had previously bullied them into a fine paste. The new level of power a Killa Kan gives a Gretchin often sees the creatures aggression level increase massively. [2] If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your Command phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!. To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. Yar! Oose ‘da biggest an‘ da baddest now, eh? I’ll show ya, I’ll show ya all! Just try an’ stop me!" You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:

The downside of Killa Kanz is that even a massive, armoured, piston-driven Grot is still sadly a Grot at heart, despite its newfound power, and Grots can often prove cowardly, skittish and easily distracted, having none of the psychotic and often suicidal sense of invulnerability that most Orks succumb to once wired into a Deff Dread. Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.



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