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Games Workshop 99120103029 Ork Mek Gun Action Figure

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Mekboyz • Painboyz • Weirdboyz ( Wurrboyz) • Runtherds • Spanna Boyz • Bikerboyz • Flyboyz • Madboyz The Gretchin are happy enough in their role. They bear little resentment towards their superiors, for to them Orks are just a fact of life. Questioning this usually leads to a clip round the ear, and not much else. The bulk of an Ork horde, which can be hundreds or even thousands strong, is comprised of great mobs of infantry that call themselves Boyz. Goff klan mobs in particular are famous for the sheer number of Boyz that they can field at war, often outnumbering their foes several times over. Orks tend to be lazy and forgetful, and only war and the preparations beforehand really bring out their innate talents.

The crusade included the deployment of 100,000 Space Marines, 8,000,000 Imperial Army troops, and thousands of Imperial starships and their support personnel. The Luna Wolves spearheaded the assault into the heart of Urlakk's fortress-palace. Whether it’s constructing deadly dakka or designing wobbling bubbles of force to protect their fellow Orks, Meks are always ready to take on the next big challenge. The largest Orks push around their smaller brethren, who in turn bully the diminutive slave-race known as the Gretchin into doing their bidding. Smaller still are the Snotlings, tiny and simple-minded creatures with little use beyond fungus tending or fetching and carrying. Any of the rules discussed below apply only to ORKS models with the same Keyword , so no overlapping or crossing of Auras (no GOFFS Auras or powers affecting EVIL SUNZ units, for example). There are occasional exceptions that will affect all ORKS units, these will be called out. 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.

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 some Warbosses rise to prominence through low cunning, most seize power through the application of brute force. A Warboss will hold dominion over all he surveys, and beat the living daylights out of anyone who says different. His decisions are enforced by a ruling caste of Orks known as Nobz, who are larger, richer and more aggressive than normal Orks, and never miss an opportunity to remind them of it.

The Ullanor Crusade marked the high point of the Great Crusade's vast effort to reunite the scattered colony worlds of Humanity. The Orks of Ullanor represented the largest concentration of Orks ever defeated by the military forces of the Imperium of Man before the War of the Beast and the Third War for Armageddon began during the late 41st Millennium. The Emperor worked to collapse the self-sustaining plasma sphere that powered much of the world's scavenged Ork technology and that contained a Warp-fold envelope, so that Gorro would implode into the Warp. The Orks are a biologically-engineered species, created more than 60 million Terran years ago as a warrior race originally called the Krork by the long-vanished reptilian alien species known as the Old Ones, whom the Orks refer to as the Brain Boyz. The tools of the Mek's trade -- his massive spanners, rivet guns, welders, cutting torches, hammers, and the like -- are crude and hand-made. Each one fits the calloused hand of their creator, and withstands his constant use and abuse. In their motor pools, workshops, and foundries, Meks gleefully toil away in a cloud of cigar smoke, oily mist, exhaust fumes, and fine metal dust, attended by a small army of Gretchin attendants tasked with fetching tools, holding parts, and applying lubricants and adhesives. A Deffkopta is a rotary-wing aircraft that is often employed by the Orks, particularly Orks who are part of an Ork tribe's Kult of Speed. These flying machines are the lunatic inventions of Meks that are obsessed with the power of flight, usually in the search for ever greater speed.The anarchic nature of the Orks means that their military groupings often change, but they are always ruled by the application of martial power -- usually expressed as a punch to the face. A warband is the usual Ork army, but the term covers everything from a handful of mobs to many hundreds of fierce Greenskins.

M41 WAAAGH! Gazbag - Gazbag, a Speed Freek Warlord noted for his dogged determination if not his navigational skills, guides his WAAAGH! toward a group of largely unprotected Aeldari paradise worlds. The vengeful Asuryani of Craftworld Biel-Tan descend upon the invaders with destructive fury, yet find the Orks a numerous and deadly foe. Eventually the Aeldari are forced to withdraw, the flames of battle having reduced the paradise worlds' once verdant plains and jungles to smouldering ruins, providing Warboss Gazbag with a new empire to rule over. 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.

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. While Ork tribes are constantly changing groups of Greenskins, breaking apart and reforming, klan ties are more stable and enduring. Ork klanz are the philosophical delineations representing the various aspects of Orkish character. Each klan has its own colours, markings, defining characteristics and ways of waging war. Orks are possibly the most warlike aliens in the 41st Millennium, and their number is beyond counting. Amid constant, seething tides of battle and bloodshed, burgeoning Ork stellar empires rise and fall.

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