Games Workshop 99120103029 Ork Mek Gun Action Figure

£16.495
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Games Workshop 99120103029 Ork Mek Gun Action Figure

Games Workshop 99120103029 Ork Mek Gun Action Figure

RRP: £32.99
Price: £16.495
£16.495 FREE Shipping

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Description

Ork Meks go to war festooned in clanking, smoke-belching contraptions of their own design. These eccentric inventions confound friend and foe alike, as their purpose often remains a mystery until the big red button gets pushed. When triggered, a Mek's latest invention might fire blasts of directed energy that immolate swathes of the enemy, or project wobbling bubbles of gravitic force to protect nearby Boyz from harm. On the other hand, it might belch showers of sparks before engulfing its operator and everyone nearby in a roiling ball of flame. Yet occasional malfunctions are forgiven by the Orks, for even when a Mekboy's temperamental new wotsit does decide to explode, at least it gives the Boyz a good laugh. Though the bigger, meaner Ork Boyz will lord it over the smaller, ganglier ones, even a subservient Ork is of limited use when it comes to practical tasks that do not involve fighting. On the surface, Orks lore is really simple. Orks spend most of their time fighting one another, the winners growing larger and claiming ever larger territories. Specialists such as the Mekaniaks, who are born with an innate understanding of technology, or the Painboys, who provide Ork ‘medicine’, allow the Ork species to conquer whole worlds, then solar systems, then sectors.

Ork Meks are some of the most eccentric and ingenious inventors in the galaxy. Possessing a natural talent for creating all sorts of contraptions, they are particularly adept at building and fixing weapons, gadgets, and vehicles, often using little more than scrap and salvaged materials. Before long, another world will be conquered by the Orks, its cities reduced to ruins and its populace toiling in chains as slaves for their brutal Greenskin overlords. 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. M41 The War of Dakka - Warboss Grog Ironteef leads a mighty WAAAGH! against the burgeoning T'au Empire, gathering up all the dakka he can to counter the firepower of his more advanced foes. Unstoppable Momentum- If a NOB ON SMASHA SQUIG finishes a Charge Move with no enemy units within Engagement Range (ie he runs them all over), he can immediately Charge again. Very niche and unlikely to come up, though quite amusing when it does, especially against already very wounded units or Characters so you can go off and threaten something else.All Orks belong to a tribe, but most also belong to a clan or "klan" -- a permanent social grouping of like-minded fighters often marked out by the colours and crude Ork glyphs they display on their bodies and vehicles. Here are some key points to remember when reading this Primer, mainly to save it being typed out every time. Don’t forget that this presumes you have the Codex, so some basic things may not be explained here. Orks also hold numerous related and seemingly bizarre beliefs regarding the importance of colour and how it affects their wargear. Perhaps the most well-known is the widespread belief, especially among the Evil Sunz klan and members of the Kult of Speed, that "red onez go fasta." The fact that this actually seems to have any bearing on reality continues to confound the Adeptus Mechanicus. The beliefs and superstitions of the Orks, and the gestalt psychic phenomena that accompanies them, added to each Ork's ability to carry out basic construction and maintenance of his wargear, is one of the factors that makes the Greenskins so potent and successful as a species, despite their predisposition toward shortsighted violence. The Deffkopta can have its twin-linked Big Shootas replaced with a set of twin-linked Rokkit Launchas or a single Kustom Mega-Blasta. Some Ork Meks delight themselves in making even more extravagant designs, such as attaching high-yield explosives known as Bigbomms to their 'koptas so that they can drop them directly on top of their enemies, or fixing massive buzzsaw blades to the 'koptas that allow them to decapitate their foes in one fell swoop. The Orks, also called Greenskins, are a savage, warlike, green-skinned species of bestial, asexual humanoids who are spread all across the galaxy. They are unique in that they possess the physiological features of both animals and fungi. They share many physical and cultural features with the dark fantasy Warhammer universe's Orcs (and were initially called "Space Orcs" to distinguish them).

Mek Gunz are a classic Ork unit. This heavy artillery platform is crewed by meager Grots, but thanks to the variety of deadly weapons they can take, remain very deadly. Once the souped up version of the now legendary Big Gunz, Mek Gunz provide heavy fire support in a variety of forms. Why They Are Good M41 WAAAGH! Hruk - The noted Snakebites klan Warboss Hruk Teefsplinta enslaves the entire population of his old stomping grounds, the binary system Corva. Forcing his captives to build him spacecraft with holds cavernous enough to accommodate his beloved mega-menagerie, Hruk sets off for the core worlds of the Imperium. He conquers the nine Shrine Worlds of Marlisanct and uses the Basilica Imperator Majoris as a breeding pen for his famously incontinent Squiggoths. Those who have studied Ork settlements (and survived) have observed that Ork civilisation is hierarchical in the extreme. The life of a Greenskin is determined not by rank or birth, but by size and savagery.Saying a unit is hot is all well and good, but let’s take a look at how players are using it. Mek Gunz have been a staple of competitive Ork lists for a while, and continue to be featured in most lists that do well. One list that highlights them is the list that Likas Troller ran to take 2nd place at the recent Weekend at Horus GT ( via 40kstats.com) While it has been stated in many sources that there are a great many different Ork klanz, there are only six that are truly widespread and found in almost every Ork tribe in the galaxy: the Bad Moons, the Blood Axes, the Deathskulls, the Evil Sunz, the Goffs, and the Snakebites. Most warbands or tribes will contain representatives of at least one of these klanz, each of which has distinct cultural preferences, traits and strengths. Several warbands make up a tribe, which is led by the biggest and most powerful Ork, the " Warboss." Each warband is ruled by its own Warboss or any especially violent Ork, while the monstrous Warbosses known as " Warlords" are so powerful their brutal command is heeded by many tribes.

The Orks are an incredibly anarchic race. Their armies and settlements seem utterly disorganised to outside eyes. Yet in truth Ork society is governed by a rugged set of tried and tested traditions that no Greenskin would ever consider changing. If an Ork tribe is beaten by another, stronger tribe, the defeated Orks welcome the opportunity to be led into battle by a new leader of even greater power. His success draws other tribes to him, and soon a great WAAAGH! is underway -- partly a migration, partly a holy war that can exterminate the populations of entire star systems. The Deffkopta was the result of decades of experimentation, and truth be told, it is still the subject of rather a lot of experimentation to this day. It is believed by Imperial savants that the original Deffkopta was first pioneered by an Ork Mek known as Kog da Flymek.Big Mek Noshdakka - As a long-time adherent of the Kult of Speed, Big Mek Noshdakka has spent his life inventing ever-faster vehicles, much to the delight of the Speed Freeks who congregate around the Mek. The Ordinatus he found on the world of Hervara, then, is something of a paradigm shift for Noshdakka. Despite the Big Mek’s “improvements”, the Ordinatus is a slow vehicle, yet its pure grandeur and the obvious “killiness” of the sonic cannon have driven Noshdakka to obsession. Noshdakka is as devoted to the Ordinatus as an Ork could possibly be, and is prepared to fight to the last to prevent anyone -- Ork or human -- from taking it away from him. Noshdakka’s title is apt, for he towers over the Mekaniaks and Boyz that attend his work, rivalling the fearsome Nobz in size. Noshdakka has extensive experience constructing outlandish weapons for the Lootas in the warband, and his own Kustom Mega-Blasta represents the pinnacle of his weapon-smithing expertise. Though extremely temperamental, when it works, the weapon is undeniably devastating. While Noshdakka is intelligent by Ork standards, his talents are more instinctive than learned, as with most Mekaniaks. Nevertheless, Noshdakka is cunning, and has access to the deadliest equipment in the Orks’ arsenal. Combined with his loyal cadres of Lootas, Speed Freeks, and highly expendable swarms of Gretchin, Noshdakka is a deadly and unpredictable opponent to even the best-prepared enemies. 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. There are at least two noticeably different variants or derivatives of the Deffkopta that are used by the Orks: Greenskin society and ecology is so robust that it can exist almost anywhere, which is why their settlements have been found scattered to the furthest corners of the galaxy. The Speed Mob isn’t part of 10th edition 40k yet, but we’ve never seen a more likely candidate for being converted to a new Detachment.



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