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Orks · Datasheet

Killa Kans

Other125–250 pts60mmOrks
M
6"
T
6
Sv
3+
Inv
6+
W
5
Ld
8+
OC
2
Ranged Weapons4 profiles
  • Kan shoota
    devastating wounds, rapid fire 2
    Rng
    36
    A
    3
    BS
    4+
    S
    5
    AP
    0
    D
    1
  • Grotzooka
    blast, ignores cover
    Rng
    18
    A
    D3+3
    BS
    4+
    S
    6
    AP
    -1
    D
    1
  • Rokkit launcha
    blast
    Rng
    24
    A
    D3
    BS
    4+
    S
    9
    AP
    -2
    D
    3
  • Skorcha
    ignores cover, torrent
    Rng
    12
    A
    D6
    BS
    N/A+
    S
    5
    AP
    -1
    D
    1
Melee Weapons1 profile
  • Kan klaw
    Rng
    Melee
    A
    3
    WS
    4+
    S
    8
    AP
    -2
    D
    3
Abilities3 abilities
Core
Faction
DatasheetShooty Power TripShooting
Each time this unit is selected to shoot, you can roll one D6:
  • On a 1-2, this unit suffers D3 mortal wounds.
  • On a 3-4, until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in this unit.
  • On a 5-6, until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in this unit.
Wargear Options
  • Each Killa Kan’s Kan shoota can be replaced with one of the following:
    • 1 grotzooka
    • 1 rokkit launcha
    • 1 skorcha
Legend
Surgically wiring grots into combat walkers is risky: the runty loons tend to go on a bit of a power trip, hazardous to every Ork that ever treated them badly. On the other hand, their ability to shoot straight renders their hails of rokkits, bullets and grotzooka-launched scrap- shrapnel even more hazardous to the foe.