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Kanz
By Garbonk from Da Grot Bukkit.

Kans are similar to Dreadnoughts, and can be occasionally equipped with close combat weaponry.
Although it is a vehicle, it is attacked like another Ork, with a different injury table. It's profile is as follows:
M WS BS S T W I A Ld Save
Kanz 6 3 3 5 5 2 1 2 7 4+
A walker may be armed with a Heavy Weapon, or two twin-linked gunz. It also has a seperate injury table (I'd love to see a Walker with a flesh wound):
1-2 BAADDOOING!The shot shakes the walker and it sways slightly. Add +1 to this table next time you roll. Subsequent results of this will add a further +1 to +2 for example.
3-5 BLAAAANNGG! The blow makes the walker almost topple right over, and it trips slightly. It must remain stationary in the next movement phase, but can shoot in the shooting phase. If in Hand-to-Hand combat, it may not attack (Counts as Weapon skill 1, rolls no attack dice).
6 TIMMMMBERRRR!! The walker explodes like a firework, and slowly begins to fall. It topples to it side in a random direction, and any models underneath take a S4 hit on a 4+. The walker is taken OOA.

At the end of the battle, if the walker is OOA it is destroyed on a D6 roll of 1. On a 2-6, it is repaired quite (un)happily.
Walkers may not gain experience or dig for scrap, or go to da Docs. They may have suitable gubbinz though. They may not have thrusters of any kind. A walker may move and shoot it's heavy weapon, but not run/charge and shoot it.