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Killa Kan
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== 8th Edition == Killa Kans are a mixed bag on the tabletop. While they benefit from a Grot's BS of 4+ and the Dakka Dakka Dakka rule, you really want to get these guys in melee so they can chop up sum gitz with their high-strength, high-AP [[Miscellaneous_Weapons#Buzz_Saw|Saws]], [[Power_Weapon#Kan_Klaw|Klaws]], and [[Miscellaneous_Weapons#Drilla|Drillas]]. While they only hit on a WS of 5+, each Kan gets 3 melee attacks to start with, a +1 bonus attack in a mob of 3 or more, and some of the Kan melee weapons grant an additional +1 attack as well. That's potentially 3-5 melee attacks per Kan, which isn't too shabby when each unsaved hit means an [[Intercessor]] just bit the dust. On paper T5, W5, and a 3+ save is not terrible, but concentrated small arms fire will eventually pick them apart, and many of the heavier anti-tank weapons can potentially one-shot them as well. Unfortunately, with a move of only 6" Kans will often struggle to get into melee before getting shot up unless assisted by kunnin' tricks such as hiding within the radius of a Kustom Force Field. Also, Kans are still Grots, meaning that they receive no benefit from Klan Kultures and many of the best Stratagems and Ork traits cannot affect them, and if a Kan mob takes even a single casualty it can potentially lead to the hilarious result of otherwise undamaged Kans waddling off the battlefield in terror. All that being said, if you somehow manage to herd a full-strength mob of these guys into the enemy line the results will be messy, glorious, and probably unstoppable. This is all the reason that an Ork player needs to take them. ...'course, if yew was cunnin' as ya were brutal, they'ze yer best [[DISTRACTION CARNIFEX]], too.
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