After testing Killa Kans for a bit, I'd like to discuss them. I believe that they are an extremely powerful tool in the Ork's arsenal that I rarely see be utilized. But first, let me list the elite and doctrine setup that I used to test them.
Elite 1: Da Kommando (Rokkit Jump)
Elite 2: Warboss Gorgutz (Healn' WAAAGH)
Elite 3: Mad Dread (Hit 'n Run)
Doctrine 1: Get 'em Boyz
Doctrine 2: Rokkit Re-fill
Doctrine 3: Long Range Rokkit
Discussion: After testing, I would replace the long range rokkit doctrine with another doctrine to help secure your early game into Killa Kans. Anyways, Rokkit Jump from Da Kommando allow Killa Kans to jump a reasonable distance and stealth for a couple seconds upon landing (60 second cooldown). Rokkit Re-fill allows Killa Kans to right-click on our Pile O' Gunz in quickly stock up on rokkits. Long range rokkit allows Killa Kans to fire a rokkit at long range to do questionable damage (3 Killa Kans using it couldn't kill 1 squad of Banshees, however, 5 would). Furthermore, the ability is on a 15 second cooldown, however, i won't deny the range is great to harass with and the slow it applies is great to escape with as well on top of our rokkit jump. Hit 'n run from the Mad Dread allows Killa Kans to gain a shield upon full rokkits and increased movement speed when not. So now, let me post the stats for the Killa Kans from upgrade 0 (fresh) up to upgrade 3 (max).
Upgrade 0 - 725 HP
Upgrade 1 - 833 HP
Upgrade 2 - 942 HP
Upgrade 3 - 1051 HP
Upgrade 0 - Melee 21 DPS / Range 400 DPS (True)
Upgrade 1 - Melee 24 DPS / Range 460 DPS (True)
Upgrade 2 - Melee 28 DPS / Range 520 DPS (True)
Upgrade 3 - Melee 31 DPS / Range 580 DPS (True)
Discussion: The (True) next the damage represents true damage. Yes folks, Killa Kans deal True Damage on their auto attack (doesn't apply with long range rokkits) and this allows them to annihilate everything. During my testing I was running around with 3 fully upgraded and looted Killa Kans (increases max missiles from 3 to 6) primarily against Eldar and they were able to 100% Eldar Sky Portals, Webway Gates, Warrior Portals, Infinity Portals, Dire Avengers, Banshees, Wraithguards, etc before running away to a nearby Pile O' Gunz to restock and running back in for more harass. If Killa Kans were caught out I was able to utilize their increase speed from an empty load and their Rokkit Jump + Stealth to keep them safe. Now, that brings me to the final section regarding cost, loot ability, rokkit generation time, and rokkit jump animation.
Basic cost - 100 requisition & 175 power.
Scrap cost - 50 requisition & 88 power.
Loot ability - Increase Rokkit storage from 3 to 6.
About 10 seconds per Rokkit generation from passive ability.
About 2-3 seconds per Rokkit generation from Pile O' Gunz with Rokkit Re-fill doctrine.
Able to use Rokkit Jump during attack animation to squeeze in attack while avoiding damage.
While they may be resource intensive out of the Mech Bay, building through level 3 scrap makes them extremely efficient for what they can do. So, maybe it's just me, however, I have a new found respect for Killa Kans and have been trying to incorporate them more into my Ork gameplay.