The Space Orks
da BOSSES

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Orky Overview Waaagh? Mob Bonus da BOYZ da NOBZ da BOSSES da TRUKKS da HUTZ da TEKZ Top


da Big Mek
Ork Primary Leader
da BIG MEK
Attachable to:
Sluggaboyz
Shootaboyz
Nob Squads
Tankbustaz
Flash Gitz
Cost 190/60
Build times 60 seconds
+12 seconds with Kustom Gadjits
Repair Rate +20hp/sec repair cost: 20%
Armour class 1310hp Commander Armour
1610hp (Tougher Bosses: +300hp)
1910hp (Even Tougher Bosses: +300hp)
Morale 400
9
morale regen
breaks at 50
broken for at least 10 sec
Attached Squad adds +150 morale, +2 morale regen
Spotting Range 25
Charge 7 range
Da Big Mek is the primary Boss in the Ork force. He's almost a mandatory build: the linchpin that your early Mob forms around and relies on in order to carry the day. In terms of hand to hand combat, he's so-so, an chances are he'll be killed outright in any one on one with another Hero, especially up against the likes of the Chaos Lord or the Force Commander.

But no Ork player in their right mind ever sends out their Big Mek to fight alone, unless their very skilled or have some devious trick in mind. In most games, he's sent out into the field attached to a gang of Slugga Boyz or Nobs - who act as a buffer against other foes and defences. Attaching him to an early Slugga squad improves his - and their - chances of survival no end, and the combination can make him one of the hardest bosses to deal with early in the game.

The Big Mek relies on a lot of sync kills in close combat to get by - if you recall, sync kills in the game render the killing unit temporarily invincible - and fighting early infantry there's usually no shortage of flasghStill, if you do lose him, he's one of the cheapest Bosses to replace. although his build times are quite substantial these days.

The Big Mek gets all kinds of upgrades and perks, and as Bosses go he's probably one of the most versatile out there. One of the best upgrades for him is the Kustom Gadjits upgrade (available fromBack

Perks Pros Cons

Kustom Gadjits equips the Big Mek with the Kustom Force Field that permanently grants a +10% defensive bonus to all Orks within a 20 unit radius; and the Tank Zzzaaappper.

Tougher Bosses: +300hp; +0.5hp regen; +15% melee attack; -10% spell recharge time

Even Tougher Bosses: +300hp; +0.5hp regen; +20% melee attack; -10% spell recharge time

Big Shooty Boss Weapons equips the Big Mek with the Mega-Blasta, a powerful area effect weapon.

Counts as 3 Orky pop when calculating the Mob Bonus!

Comes with an in-built one shot teleport.

Good early melee boss - if you know how to keep him alive.

Very cheap as bosses go.

SPOTS infiltrated units.

Counts as 3 Ork Pop for the Mob Bonus!

Frequent kill animations keep him alive for some time.

Can repair Ork buildings and vehicles at 20hp/sec.

Repairs at 20% of the original unit cost!

Guaranteed to lose in any 1v1 duel with another boss on his own.

Uses 2 Orky pop.

Takes 12 seconds longer to build with Kustom Gadjits Research.


da Big Mek's Weaponry
Big Mek
Big Mek
POWER KLAW

Marine crushin' Swiss Army Knife
One of the more spectacular hand weapons in the game. The Big Mek can also use it to repair Ork units!
DAMAGE
per smack
193-256/75
222-294/5 (Tougher Bosses)
266-353/5 (Even Tougher Bosses)
Min Damage 10
Range hand to hand
Rate 1 wallop every 1.2 seconds
Accuracy base DPS Tougher Bosses Even Tougher Bosses
stationary 100% 187/62.5 215/62.5 258/62.5
Armour piercing (approx) against...
36% builders
77% inf_med
71% inf_high
83% marines
71% terminators
35%
commanders
91% daemons
91% God monsters
30% light vehicles
25% vehicles
9% God vehicles
31% building_low
12%
buildings
14% HQ's
Big Mek
Big Mek
SLUGGA PISTOL

Big Boss Ranged Weapon
Sometimes called the "lottery gun" in Automatch circles. Its extremely powerful, but woefully inaccurate. It'll either take half the points of that enemy Boss, or your Big Mek is about to die...
DAMAGE
per shot
76-93/2
Min Damage 3.5
Range 25
Rate 1 burst every 0.5 seconds
Accuracy base DPS
stationary 35% 59/1.4
moving 10% 17/0.4
Armour piercing (approx) against...
52% builders
72% inf_med
50% inf_high
78% marines
50% terminators
38% commanders
75% daemons
18% God monsters
29% light vehicles
15% vehicles
0% God vehicles
58% building_low
10% buildings
0% HQ's
Big Mek's Kustom Mega-Blasta
Big Mek
KUSTOM MEGA-BLASTA

Bigga Boss Area Effect Weapon
da Big Mek gets his own custom shooter with the Big Shooty Boss Weapons upgrade near the end of Tier 2. This thing is an area effect weapon that can only be fired when the Big Mek is stationary, and only does satisfactory amounts of damage to grouped infantry. Damage seems to dissipate on single targets.
DAMAGE
per burst
144-254/30
Min Damage 10
Range 30
Effect Radius 5
Rate 1 zap every 2 seconds
Accuracy base DPS
stationary 60% 59.7/9
moving 10% 10/9
Armour piercing (approx) against...
32% builders
62% inf_med
50% inf_high
45% marines
35% terminators
38% commanders
35% daemons
18% God monsters
29% light vehicles
15% vehicles
0% God vehicles
25% building_low
10% buildings
0% HQ's
Kustom Teleporter
Big Mek
KUSTOM TELEPORTER

Keyboard Shortcut: J
Jumps 1 before recharge
Range 75
Recharge 120 secs
The Big Mek comes equipped with his own one shot teleporter, which in the hands of a reasonably adept player can be used to pluck him out of trouble or land a whole heap of it on the opposition. Having the Big Mek and a full squad of Nobs materialise into your shooter ranks can often turn a Marine killing force into a rout, or at least disrupt enemy forces enough to turn the tide of battle. Be careful with it though: as with jump troops, there can be mysterious delays between when you order a jump and when it finally occurs, especially if the Big Mek and his attached squad is caught up in close combat. Sometimes the squad will teleport without the Big Mek; he may follow seconds later or simply die in combat.
Tank Zapper
Big Mek
TANK ZAAAPPPA

Keyboard Shortcut: ?
Range 10
Effect Radius 10
Recharge 90 secs
At Tier 1.5, the Kustom Gadjits tech grants the Big Mek the Tank Zaaapppa, a one shot spell that only immobilises vehicles. Nothing else is affected by its area effect. This is a fairly short ranged zap, but it can affect a lot if aimed right. It may not feel like much in a big fight, but its one of those small things that can swing battles in your favour. It all comes down to picking the right target at the right time.


Mega Armoured Nobs
Ork Anti-Vehicle support infantry
MANz pic goes in here
Mega Armoured Nobs Details
Squad 1-4 Mega Armoured Nobs
Cost 100/45 base squad
100/45 to reinforce (max 300/135)
Build times 45 seconds to build 45 seconds to reinforce
Armour class 900 hp Commander Armour
1100 hp (Tougher Bosses: +200hp)
1300 hp (Even Tougher Bosses: +200hp)
Morale 400 (restores at 100?) broken for at least 10 sec
Charge 7 range

Mega Armoured Nobs are sometimes just called da MAN (plural: MANz). This was Ork's extra unit added with the Winter Assault expansion. Essentially, its a Nob Leader clumping around in a powered suit made of tank armour, a sort of Warboss-Lite. You only get one squad of them, and you can have no more than four in the squad, but they're worth their weight in gold. A four man MAN squad can do some serious damage all by itself, and leading the charge (or rather trailing, they're rather slow) they can crash through most major defences and help the Boyz overwhelm their enemies.

MANz text goes in hereBack

Perks Pros Cons

Tougher Bosses: +200hp

Even Tougher Bosses: +200hp

Lots of special melee attacks!

Monster melee and bullet soak, great for leading an Orky charge or helping out when things get rough.

Full squad can handle just about anything.

Great against God monsters like the Squiggoth, Avatar or Bloodthirster.

Limited to just one squad.

Morale breaks very easily - although it doesn't seem to make much of a difference.

Slow to move; a third slower than yer standard Ork.

Slow to build and reinforce.

Using Power Surge erodes a little bit of health.

Usually snuffs it in most situations if there's only one in the squad.

MAN Shootas and Power Klaws unaffected by any Boss upgrades.


Mega Armoured Nob Weaponry
Mega Armoured Nob
POWER KLAW

Evil Close Combat Weapon
Does a fair whack of damage, but this time Ork's MAN hits every time. Lethal against infantry, and devastating against vehicles and buildings. Now imagine what four of these buggers do!
DAMAGE
per smack
145-165/75
Min Damage 10
Range hand to hand
Rate 1 whump every 1.2 seconds
Accuracy base DPS
stationary 100% 129.2/62.5
Armour piercing (approx) against...
36% builders
77% inf_med
71% inf_high
83% marines
71%
terminators
35% commanders
91% daemon
91% God monsters
30% light vehicles
25% vehicles
9% God vehicles
31% building_low
12%
buildings
14% HQ's
Mega Armoured Nob
SHOOTA

Powerful Ranged Shooter
A pretty solid ranged weapon.
DAMAGE
per burst
85-95/10
Min Damage 20.5
Range 25
Rate 1 burst every second
Accuracy base DPS
stationary 65% 58.5/6.5
moving 50% 45/5
Armour piercing (approx) against...
65% builders
60% inf_med
55% inf_high
50% marines
45% terminators
25% Commanders
45% daemons
10% God monsters
20% light vehicles
20% vehicles
10% God vehicles
25% building_low
15% buildings
10% HQ's


Mad Dok
Ork Healer Boss
mad dok pic goes 'ere
Mad Dok
Attachable to:
Sluggaboyz
Shootaboyz
Nob Squads
Tankbustaz
Flash Gitz
Cost 50/50
Build times 15 seconds
Healing Aura +4hp/sec 10 effect radius
Armour class 500 hp Commander Armour
Morale 300 (breaks at 30 broken for at least 10 sec
Attached Squad adds +200 morale, +2 morale regen
Charge 7 range

This is the Orks equivalent of Space Marine Apothecary. You only get four, and they attach to any Ork squad except the Grots, MAN and the flying Storm Boyz. Doks emit a healing aura that helps keep your Boyz alive, and like Apothecaries, they're not too shabby at fighting, although they'll die very fast all alone.

Mad Dok text goes in hereBack

Perks Pros Cons

Fightin' Juice works as a cut price version of the Space Marine's Word of the Emperor spell

Adds +4hp/s Healing Aura to all Orks within a small radius

Can SPOT hidden units and minefields

Hard capped to 4 units

Healing Aura does not stack.

Fightin' Juice spell is far more fiddly to use and far less effective than the Librarian's Word of the Emperor spell

They seem to come too late for most Ork online games - assuming you can even reach Tier 3, that is.

No Ork upgrades seem to affect them!


Mad Dok Weaponry
Mad Dok
Mad Dok
INJECTOR

Erratic Close Combat Weapon
Mad Dok's are awful healers, not good fighters. Their instruments can extract a nasty wound, but a Tier 3 leader that fight little better than a Sluggaboy is not someone you let fight Terminators on their own.
DAMAGE
per smack
63.3-77.3/15
Min Damage 3.75
Range hand to hand
Rate 1 chop every 1.5 seconds
  Accuracy base DPS
stationary 40% 18.8/4
Armour piercing (approx) against...
48% builders
74% inf_med
53% inf_high
64% marines
54% terminators
19% commanders
47% daemon
0% God monsters
16% light vehicles
0% vehicles
0% God vehicles
27% building_low
7%
buildings
0% HQ's
Mad Dok
Mad Doc
SLUGGA PISTOL

Pathetic Pistol
After all that effort getting to Tier 3, having an attachable leader with a handgun that'd embarrass a Sluggaboy is a little bit of a letdown. Too little, too late.
DAMAGE
per shot
15-19/2 per shot
Min Damage 2.5
Range 25
Rate 1 wild shot every 0.5 seconds
  Accuracy base DPS
stationary 35% 11.9/1.4
moving 27.5% 9.35/1.1
Armour piercing (approx) against...
42% builders
55% inf_med
46% inf_high
48% marines
35% terminators
23% Commanders
46% daemons
0% God monsters
6% light vehicles
2% vehicles
0% God vehicles
36% building_low
9% buildings
0% HQ's


Warboss
Ultimate Ork Boss
warboss pic goes 'ere
The Warboss
Attachable to:
Sluggaboyz
Shootaboyz
Nob Squads
Tankbustaz
Flash Gitz
Cost 190/60
Build times 50 seconds
Armour class 2240hp Commander Armour
2640hp (Tougher Bosses Research: +400hp)
3040hp (Even Tougher Bosses Research: +400hp)
Morale 700 (breaks at ??) broken for at least 10 sec
Attached Squad adds +200 morale, +2 morale regen
Charge 7 range

The WarBoss is the ultimate Boss in the game. He is a tank.

Warboss text goes in hereBack

Perks Pros Cons

Power of the Waaagh! a Warboss spell that grants all Orks in a wide radius temporary morale immunity and a xx% attack bonus

Tougher Bosses: +400hp;+0.5hp regeneration; +30% max melee attack

Big Ranged Boss Weapons: equips the Warboss with the Kustom Shoota

Even Tougher Bosses: +400hp; +20% max melee attack

Absolutely monster on the field

Anti-everything boss

Can withstand colossal amounts of punishment

Solid God unit counter

I'm trying to think of some. Umm... a bit slow? Appears in Tier 3?


Warboss Weaponry
Warboss
Warboss
POWER KLAW

Ultimate Combat Weapon
Crikey! You wouldn't want to get caught in this thing! It'll munch anything. Especially big, end game units, Space Marines, Terminators and those pesky Demons. Best of all, the Warboss's Klaw never seems to miss.
DAMAGE
per smack
180-220/80
180-286/80 (Tougher Bosses)
180-343/15 (Even Tougher Bosses)
Min Damage 10
Range hand to hand
Rate 1 chop every 1.5 seconds
  Accuracy base DPS Tougher Bosses Even Tougher Bosses
stationary 100% 133.3/53.3 155.3/53.3 174.3/53.3
Armour piercing (approx) against...
36% builders
77% inf_med
71% inf_high
83% marines
71% terminators
35% commanders
91% daemon
68% God monsters
30% light vehicles
25% vehicles
68% God vehicles
31% building_low
13%
buildings
14% HQ's
Warboss
Warboss
SHOOTA

Ultimate Ranged Hand Weapon
An suitably powerful weapon for the biggest Boss in the game. Great against everything, except headquaters and giant Tanks(!).
DAMAGE
per burst
149.6-182.9/4
Min Damage 3.5
Range 25
Rate 1 wild shot every 0.7 seconds
  Accuracy base DPS
stationary 65% 154.4/3.7
moving 55% 130.6/3.1
Armour piercing (approx) against...
52% builders
72% inf_med
50% inf_high
78% marines
50% terminators
23% Commanders
50% daemons
18% God monsters
29% light vehicles
14% vehicles
0% God vehicles
38% building_low
10% buildings
0% HQ's
Warboss
Warboss
KUSTOM SHOOTA

Ultimate Ranged Hand Weapon Mk II
With the Big Ranged Boss Weapons upgrade, the Warboss gets the Kustom Shoota: less damage, but more firepower. Its a better all round gun, especially adept at popping Heroes, Daemons, all Infantry and Light Buildings.
DAMAGE
per burst
80-97/12
Min Damage 1.5
Range 35
Rate 1 burst every 0.3 seconds
  Accuracy base DPS
stationary 65% 191.9/26
moving 55% 162.3/22
Armour piercing (approx) against...
52% builders
72% inf_med
50% inf_high
78% marines
50% terminators
38% Commanders
75% daemons
18% God monsters
29% light vehicles
14% vehicles
0% God vehicles
58% building_low
10% buildings
0% HQ's


Orky Overview Waaagh? Mob Bonus da BOYZ da NOBZ da BOSSES da TRUKKS da HUTZ da TEKZ Top


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Last modified Sun Jan 4 2009 by Lindsay Fleay