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

£16.995£33.99Clearance
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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. When 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. Dreams of lording it over their larger masters and handing out some damage for a change fill their little brains with delight. 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: Kannon • Lobba • Zzap Gun • Kustom Mega-Kannon • Smasha Gun • Bubblechukka • Traktor Kannon • Killkannon • Supa-Kannon • Big Lobba • Soopa Gun • Supa-Zzap-Gun • Squig Katapult • Pulsa Rokkit • Grot Bomb Launcha

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. 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. 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]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. Grot Tank • Grot Mega Tank • Looted Wagon • Mekboy Junka • Battlewagon • Gunwagon • Bonebreaka • Braincrusha • Bonecruncha • Gutrippa • Spleenrippa • Gobsmasha • Lungbursta • Bowelburna • Speedsta • Hunta Rig • Kill Rig 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). 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:

Yar! Oose ‘da biggest an‘ da baddest now, eh? I’ll show ya, I’ll show ya all! Just try an’ stop me!"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. 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

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