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Games Workshop 99120103029 Ork Mek Gun Action Figure

£16.495£32.99Clearance
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Tide of Muscle- A non- GRETCHIN CORE unit ignores all charge modifiers for a phase. Useful to bypass Difficult Ground or as a counter or preempt to any enemy abilities. Used when you select the unit, so depending on the opponent’s rule, they may either end up wasting CP, or have the option to not use it at all, so consider this. If it helps ensure the charge however, it’s CP well spent.

Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery into the genomes of all Orks; thus Mekboyz require very little training in their function within Ork "kultur," since they understand mechanical principles at a fully instinctive level. Because a Warlord cannot be everywhere at once, the tribes are split into warbands that in turn are led by factional leaders called Warbosses. Each Warboss leads a warband of a hundred or so Orks, forming a rough and ready army that is capable of taking on almost any foe. Most warbands have a hard core of Ork Boy infantry at their heart, but beyond this they vary enormously from one to the next. Orks grasp the rudiments of their advanced technology on an instinctual level. How exactly this works remains largely a mystery to Imperial scholars, although some studies performed by the Adeptus Mechanicus' Magi Biologis suggest that this may be a result of the latent psychic potential possessed by all Greenskins. Whatever the case might be, whether Orks understand technology due to psychic powers, from hard-coded genetic memory, or simply by rote or inclination, every Ork in the galaxy can design, build, and maintain the basic weapons and vehicles used by their species. This general basic mechanical aptitude possessed by the Greenskins means each Boy in a mob can easily build and repair their own weapons, armour, and assorted wargear without having to rely on any kind of maintenance or supply infrastructure. In turn, this mobility and adaptability makes them an incredibly adaptable and frightfully efficient species. Scorched Gitbonez- PSYKER only (including the Kill Rig), granting them +1 to cast Witchfires, and a 4+++ vs Mortals taken by Perils of the Warp. It’s fine, though the Witchfires aren’t amazing when compared to the buffing powers of the Ork Disciplines. Smite isn’t a Witchfire either, so no boosted super Smites for you. If you’re feeling especially outlandish, the Artist’s Proof version represents one of the infamous Ymgarl Genestealers, complete with the tell-tale combination of scything talons and feeder tendrils. As a blank canvas, you can paint your action figure in the colours of your Hive Fleet of choice.Hit ‘Em Harder- A MEGANOBZ unit gets +1 Dmg with their Power Klaws or Killsawz for a Fight Phase. Not always useful depending on targets, but being able to have greater damage on tap can help them when going after particularly hard targets, or thus with Damage reduction. As with other Ork Stratagems, not cheap at 2CP, but can make all the difference on the right targets. The Ork way of life is as straightforward and brutal as the Orks themselves. Much like their approach to everything else, Orks do not waste time pondering why they do things, or how they might do them better. As the creature's grasp closed to throttle the Master of Mankind, Horus stormed through the press of battle and cut the Ork's arms from its body with a single blow. Together father and son led their forces deeper into the vast sphere of scrap until they reached the centre of Gorro.

Of all the races I have battled throughout the galaxy, the Ork is the hardest to comprehend. They wage war with machines that should not work, care little for strategic gains, and are just as likely to slaughter each other as the enemy. How does one battle an enemy that defies all logic?" M41 WAAAGH! Snagrod - Snagrod, then Arch-Arsonist of Charadon, unites the Ork factions of the Loki Sector. The nearby Imperial colony of Badlanding is destroyed despite a valiant defence at Krugerport. Intervention by the Crimson Fists Space Marines ensures that Snagrod's next target is the Adeptus Astartes planet of Rynn's World, where, after a titanic battle, the Crimson Fists' fortress-monastery is atomised by a devastating explosion caused when one of the citadel's own defence missiles is accidentally turned against it. The Orks are eventually driven off-world by the arrival of an Imperial reclamation fleet eighteen solar months later, but it is a hollow victory, for the once-proud Crimson Fists are reduced to a fragment of their former glory. Don’t forget that this triggers at the startof the Battle Round, so you can use it on the very first turn of the game if you’re particularly worried about enemy shooting and need that invulnerable save. Ork society is split into roving warbands under the leadership of Warbosses, but these are united by the Clan Kulturs; Goffs want to smash stuff in close combat, Evil Sunz are obsessed with speed, the show-off Freebooterz are about one-upmanship, and more.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. There are countless instances of Ork Meks trying to master flight, but only a tiny fraction of them have achieved anything more than a spectacularly entertaining disaster. The most important and skilled Mekboyz are known as "Big Meks," who lead groups of lesser Mekboyz armed with a wide variety of Greenskin kustom equipment and Kombi-weapons, sometimes including even full warbands or whole WAAAGHs! armed with a large amount of less-than-conventional Ork weaponry. A Big Mek's mastery of technology is unsurpassed amongst the Orkoid races and a Big Mek is often seen generating a "Kustom Force Field" around himself that protects his person and his creations. A Big Mek who becomes the leader of a Greenskin WAAAGH! will be known as a "Mek-Boss." In these clamourous and noisome environments, Mekboyz and their assistants churn out the countless Shootas, Sluggas, Stikkbombz, bits of armour, and other wargear required to feed the ravenous Ork war machine. Mekboyz are also constantly tinkering with and "kustomizin'" their wargear, and that of other Orks, to improve its performance. Mekboyz also create kustom weapons and vehicles for warbosses, Nobz, and any Boy with enough teef to pay for their services. Some Mekboyz even exhibit a strong inclination toward invention, and from these demented minds have sprung some of the most terrifying and dangerous war machines (both to their enemies and their users) that the galaxy has ever seen. Orks are seen by their enemies (pretty much everyone else in the universe) as primitive, barbaric, hyper-violent, and crude, but they are the most successful and widepsread intelligent species in the whole galaxy, outnumbering possibly every other intelligent starfaring species, even Humanity (with the very plausible exception of the Tyranids).

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