SKU: 40535564313

Texas Chainsaw Massacre (1974) Leatherface One: 12 Collective Deluxe Edition

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Texas Chainsaw Massacre (1974) Leatherface One: 12 Collective Deluxe EditionWho will survive and what will be left of them? One of the first and most influential killers of the horror genre, Leatherface joins the One: 12 Collective fully loaded with every dreadful weapon he wielded in the cult classic horror "The Texas Chainsaw Massacre" including his infamous chainsaw with revving sound! The One: 12 Collective Leatherface comes complete with 3 equally gruesome head portraits, including the infamous "Pretty Woman" and "Old

Who will survive and what will be left of them?

One of the first and most influential killers of the horror genre, Leatherface joins the One:12 Collective - fully-loaded with every dreadful weapon he wielded in the cult classic horror "The Texas Chainsaw Massacre" including his infamous chainsaw with revving sound!

The One:12 Collective Leatherface comes complete with 3 equally gruesome head portraits, including the infamous "Pretty Woman" and "Old Lady" masks as seen in the film. He is outfitted in a short-sleeved collared shirt and tie, Pam's bracelet on his wrist, slacks, and cowboy boots. Also included is a removable suit jacket that Leatherface can wear with his "Pretty Woman" mask and an additional removable apron that he can wear with his "Old Lady" mask.

Leatherface packs a nightmarish arsenal including a chainsaw with revving sound with 2 add-on blood splatter FX, a mallet with add-on blood splatter FX, a cleaver, a bone knife, and a bucket.

In 'The Texas Chainsaw Massacre', a group must do everything they can to escape a murderous group of outcasts including the chainsaw-wielding Leatherface, who wears a mask made of human skin.
THE ONE:12 COLLECTIVE LEATHERFACE FIGURE FEATURES:

One:12 Collective body with over 28 points of articulation
Three (3) head portraits
Hand painted authentic detailing
Approximately 17cm tall
Eight (8) interchangeable hands
One (1) pair of fists (L&R)
One (1) pair of posing hands (L&R)
One (1) pair of grabbing hands (L&R)
One (1) pair of holding hands (L&R)
COSTUME:

Short-sleeved collared shirt
Suit jacket (removable)
Necktie
Two (2) interchangeable aprons
Slacks
Cowboy boots
ACCESSORIES:

One (1) chainsaw with revving sound
Two (2) chainsaw blood splatter FX (attaches to chainsaw)
One (1) cleaver
One (1) bone knife
One (1) mallet
One (1) mallet blood splatter FX (attaches to mallet)
One (1) bucket
One (1) One:12 Collective display base with logo
One (1) One:12 Collective adjustable display post
Each One:12 Collective The Texas Chainsaw Massacre (1974): Leatherface - Deluxe Edition figure is packaged in a collector friendly box, designed with collectors in mind.

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SKU: 40535564313

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robert thompson
West Palm Beach, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Verified Purchase
Vincent Marias
Lowell, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
Bozeman, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Lowell, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019
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Verified Purchase
Tyler aldrich
Whiting, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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