Killa Kan

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
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Dawn of War Vehicle
Killa Kan
Orkkillakan.jpg
Race Orks
Version Dark Crusade v1.2
Soulstorm v1.2
Build Info
Killa kan icon.jpg
Hotkey K
Build Cost Resource requisition.gif 190 Resource power.gif 275  Resource cap vehicle.gif 4
Build Time 30 s
Built From Da Mek Shop
Unit Size 1
Requires Resource orksquadcap.gif 60
Limit None
Unit Stats
Hitpoints 3000
Armour Vehicle High
Unit Mass 50
Move Speed 14
Sight Radius 30 (cannot detect)
Weapons
Ranged Big Shoota
Melee Buzza Saw



Contents

Killa Kan

"Stomp. Stomp! STOMP!!"

Ork Killa Kans possess the three main elements of Ork warfare - they're big, shooty, and stompy! They are often created by the combined skills of Meks and Doks because the pilot is "wired-in" to the control systems so that the huge armoured vehicle moves as if it were his own body. It's worth noting that the Kan is welded shut after this procedure. Killa Kan is a tough walking vehicle that serves as troop support and excels at destroying hard targets up close, like vehicles and buildings.

Tactics

The Killa Kan is the linebreaker Ork walker. Closing into melee to destroy morale of infantry squads and maul unsuspecting vehicles, the Killa Kan stomps just as well as it receives.

Despite possessing only 3000 HP, the Killa Kan possesses the highest vehicle armor class available, "vehicle_heavy_high," making it as resistant to damage as an Imperial Guard Baneblade or Space Marine Land Raider. This durability is what allows the Killa Kan to close lines with the enemy despite its status as the slowest walker unit in the game.

The Killa Kan's Big Shoota deals moderate ranged damage to infantry and light damage to vehicles, while its replacement Rokkit Launcha upgrade is distinctly anti-vehicle and anti-building. The DPS values for the Rokkit Launcha are fairly lackluster compared to other dedicated antivehicle options, but gives the Killa Kan an ability to deal with other vehicles without having to physically plod its way to them. An interesting note is that the Rokkit Launcha does more damage output to building_med armor than the Killa Kan's melee attacks.

The Killa Kan's ranged weapons suffer greatly in Dark Crusade due to being changed to have only 15% accuracy on the move. Due to its nature as a walker to be constantly moving, this limits the usefulness of ranged weaponry on the Kan.

Using infiltrated Gretchin to repair the Killa Kan on the battlefield as it fights is a very effective tactic, greatly lengthening the lifespan of the Killa Kan.

In terms of unit matchups, the Killa Kan will beat out other walkers by a slight margin, and will lose by a fair margin to a Space Marine Dreadnought, even if the Dreadnought is unupgraded. Support from Tankbustaz is highly recommended for these slugging matches.

Abilities

Death Explosion

Death Explosion
PassiveAbility icon.jpg Requires Nothing
Target Types Any
Range Self
Area of effect Variable Cooldown time None
Effects When the Killa Kan is destroyed, there is a chance the Killa Kan will explode and send nearby units flying in one and only one of the following ways. Each explosion's chance is calculated one by one in a random order:
  • 25% chance to do nothing
  • 25% chance to do 3.75-6.25 damage and 10 morale damage in a radius of 3
  • 25% chance to do 10-20 damage and 30 morale damage in a radius of 3
  • 25% chance to do 20-30 damage and 50 morale damage in a radius of 3

Weapons

Big Shoota

Big Shoota
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 42.9 36.8 30.6 44.1 40.3 17.5 35.0 29.4 21.0 35.0 24.5 17.5 3.5 36.8 35.0 14 12 67.5 82.5 1.5

Cost Default Weapon Range 35 Setup Time 0 s
Build Time Default Weapon Accuracy 70% Refire Rate 0.3 s
Area of Effect 0 Requires Nothing

Buzza Saw

Buzza Saw
MeleeStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 175.5 146.3 137.5 160.9 140.4 87.8 224.6 187.2 117.0 39.0 126.8 48.8 87.8 160.9 117.0 90 300 584 716 10

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy
Refire Rate
Area of Effect
Requires Nothing

Weapon Upgrades

Rokkit Launcha

Rokkit Launcha Hotkey: K
Ork-rokkit.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 11.3 1.5 1.5 3.8 1.5 3.8 58.5 51.0 26.9 58.5 75.0 66.7 50.3 1.5 26.7 3.8 50 450 550 10

Cost Resource requisition.gif 120 Resource power.gif 60  Range 35 Setup Time 0 s
Build Time 27.5 s Accuracy 60% Refire Rate 4 s
Area of Effect 0 Requires Pile O Gunz! and Resource orksquadcap.gif 46
Notes If upgraded with the Rokkit Launcha it replaces the Big Shoota. This weapon causes knockback (20-50 force).

Researchable Upgrades

Extra Vehicle Armor

Extra Vehicle Armor Hotkey: E
Research extraarmor icon.jpg Cost Resource requisition.gif 450 Resource power.gif 450  Research Time 100 s
Researched From Da Mek Shop
Requires Resource orksquadcap.gif 60 and Orky Fort
Effects


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