The Space Orks
da BOSSES


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, your every-ork's everyday boss 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
Weapon details
(opens new window)
Back
Da Big Mek is the primary Boss in the Ork force, and almost a mandatory build. He's the linchpin that your early Mob relies on in order to carry the day. In terms of hand to hand combat, he's so-so, and chances are he'll be killed outright in any one-on-one scuffle 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 the Big Mek to fight alone, unless they're very skilled or have some devious trick in mind. In most games, he's sent out into the field attached to a gang of SluggaBoyz 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 are flashy animated flourishes where one unit bumps off another in a heroic fashion - and at the same time the killing unit is temporarily invincible while that sync kill animation plays out. When fighting early infantry there's usually no shortage funky moves as your Big Mek bumps off enemy troops. 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, which grants him and the surrounding boys a force field and the vehicle stunning spell called the Tank Zaaapppa.Back
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 ruin your day, or at least disrupt target 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
The Kustom Gadjits tech grants the Big Mek the Tank Zaaapppa, a one shot spell that only immobilizes 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.
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.



Mega Armoured Nobs
Ork Anti-Vehicle support infantry
Wot're YOU staring at 'umie?? Mega Armoured Nob 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
Spotting Range 25
Charge 7 range
Weapon details
(opens new window)
Back
Mega Armoured Nob, or da MAN (or plural: MANz) was Ork's extra unit added with the Winter Assault expansion. You're only allowed one squad of them, and there can be no more than four in the squad, but they're worth their weight in gold. A fully fleshed out Mega Armoured Nob squad can do some serious damage all by itself. They're like a gang of Nob Leaders clumping around in powered suits made of second hand tank armour. Each is a sort of Warboss-Lite, perfect for leading the charge and bulldozing their way into any enemy base, absorbing a colossal amount of damage on behalf of their members and demolishing all before them.

Hand to hand is where these guys excel. They will eviscerate nearly all infantry, including Terminator level. Certainly, they can seriously mangle anything lightly armoured. Those nasty big crab-shaped Power Klaws are the perfect counter to any squishy demons, monsters and even God-Monsters like the Bloodthirster or the Avatar. They're not quite so efficient on God-Tanks, but they'll definitely do the business for you.

However, they do come with some caveats. MANz are rather slow, so they're less likely to lead a charge as trail one or worse, given Dawn of War's wonky unit navigation, trip your forces up. Being a third slower than even your slowest Ork, and taking a while to reinforce, they're not a quick response unit by any means. They do get a single speed-boosting spell called Power Surge, but alas, this spell seriously degrades their health if you use it just a few times and almost undoes the whole point of having them. Finally, like all melee units, they can only attack one thing at a time - throw them into a big battle with little or no backup and they will be easily overwhelmed.

Other than that, they're pretty straightforward. Just send them off in a direction, and enjoy the fun. Just don't expect them to solo an entire army single handed. Apart from some health buffs from the Orky Boss upgrades, none of their weaponry can be upgraded. Combined with the Warboss, Big Mek, a gang of Nobs and a few Killer Kanz, they help make Ork look seriously formidable by the mid game.Back

Kustom Teleporter
Mega Armoured Nobs Ability
Power Surge

Keyboard Shortcut: P
Bonus doubles travel speed
Penalty -10 hp/sec each
Duration & Recharge 15 secs
The Mega Armoured Nob squad has only one spell: a simple speed boost that simply doubles their slow slog for a short while. Unfortunately, this speed boost comes at the cost of each MANz' health. Power Surge recharges the moment its worn off, so you run it continuously until you erode your squad's health - to death. Its a trade-off between getting them to a distant fight on time, or being patient and preserving their health.
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.



Mad Dok
Ork Healer Boss
Ork's field medic out to do harm 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
Weapon details
(opens new window)
Back

The Mad Dok's Burna Bomb
This is the Orks equivalent of the Space Marine Apothecary: Ork's field medic. A Mad Dok emits a modest healing aura that helps keep your Boyz alive. Like Apothecaries, they're not too shabby at fighting, but they'll die quickly when left all alone. You only get four of these Mini-Bosses, and they can be attached to any Ork squad except the Grots, Mega Armoured Nobz or the aerial Storm Boyz. Mad Doks are bargain basement spellcasters, and work best in one of two ways:

The first is, of course, to attach them to a squad and have them help heal it. Doks increase healing rates of any Ork within range by +4hp. Unfortunately, the effect doesn't stack when several Doks get together, and in a typical battle you probably won't notice much of a difference as Orks will still drop like flies. They can also cast Fightin' Juice. This is a one shot spell that grants temporary immunity from death any Ork squad targeted by it. They still take damage down to one solitary health point - but while the spell is in effect they simply can't cark it. Once it wears off though, having Orks with only one or two health points aren't going to last very long.

The second use is to drop a Burna Bomb. Burna Bombs were added in the Dark Crusade expansion, and are one shot bombs that can literally clear entire battlefields of troops. Watching one go off is pretty spectacular, as every combatant in the area is hurled almost halfway across the map. They're ideal for clearing out choke points, breaking through deadlocks and for those little magic moments at a LAN party when a big flourish is called for. They only affect infantry, doing little damage to vehicles and buildings, and can be difficult to deploy if there's little room for moving around. The Dok has to go to the target area to drop it, and can easily be held up or killed by taking too long to get there. Burna Bombs come with 600hp of light building armour, the same armour class as a Listening Post or a Turret.Back

Mad Dok Ability
FIGHTIN' JUICE

Keyboard Shortcut: F
Range 14
Duration 20 sec
Recharge 120 sec
Fightin' Juice can only be cast on a friendly squad. While it lasts, the affected units still take damage, but not below 1hp, thus cheating death temporarily. This is a targeted spell: it has to be activated and then targeted onto a squad or leader. In a big messy battle this can often be quite tricky, and the spell is easily misclicked or wasted if you cast it on a squad with lots of health. Be careful!
Mad Dok Ability
BURNA BOMB

Keyboard Shortcut: N
Radius of Effect 15
Casting Cost 100 power
Countdown 6 sec
Recharge 60 sec
Burna Bombs is a one shot spell/bomb that has to be targeted manually somewhere on the field. The Dok then attempts to reach that spot and plant the bomb without either dying or having the the bomb itself "defused" by enemy fire. The resulting blast is both spectacular and will blow every living thing within its radius into the middle of next week. It works best on infantry, but can also damage and displace tanks. However, on buildings its effects are marginal, at best. You use this to disrupt battling troops, not demolishing bases.
Perks Pros Cons

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

Burna Bomb is not only hilarious, it literally clears entire battlefields, sending everyone flying!

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

Can SPOT hidden units and mine fields

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

No Ork upgrades seem to affect them!

Only one Burna Bomb can be used at a time.

Burna Bombs can be "killed" before they go off.



Warboss
Ultimate Ork Boss
The Warboss: da BIG BOSS The Warboss
Attachable to:
Sluggaboyz
Shootaboyz
Nob Squads
Tankbustaz
Flash Gitz
Cost 190/60
Build times 50 seconds
Healing Aura +4hp/sec 10 effect radius
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
Weapon details
(opens new window)
Back

The WarBoss is the culmination of your Orky Waaagh! He becomes available when your mob has grown big and mean enough to attract his attention, and as the biggest, meanest Ork around he becomes ultimate Boss of your entire force. The Warboss is, simply a tank, and, arguably one of the most fearsome individual units you can field this side of a vehicle or a God. There's nothing particularly subtle or clever about him either - he's all health points and dps, with only a single spell that makes him, and the Ork horde he's part of, even more of a total riot than before.

The only downside is that he only appears in Tier 3, after you've upgraded your Settlement with the Orky Fort Add-On. This means that by the time he appears, most other armies will have the means to take him on with their own high-end, high damage units, and you'll have to take a little time to look after him. Ideally, you want to attach him to his own Nob Squad. Like the Big Mek surrounded by a squad of Sluggaboyz, the Warboss and his Nobs become a formidable opponent to contend with, the Nobs providing a solid meat shield and the Warboss providing them with a morale bonus, and some solid damage dealing and tanking himself.

Warboss Waaaagh!
Warboss Ability
Power of the Waaagh!

Keyboard Shortcut: P
Radius of Effect 15
Duration 20 secs
Recharge 120 secs
The Warboss comes with a mindlessly simple spell: a mighty war shout that inspires all his troops around him to go more crazy ape more than before. You'll see all affected Orks emit orange smoke and immediately speed up. The effect is temporary and only affects infantry but it does three things while active: it renders your Orks morale immune, grants a 33% bonus to moving speed and 15% attack bonus to all Orky weapons.
Perks Pros Cons

Power of the Waaagh! a Warboss spell that grants all Orks in a wide radius temporary morale immunity, speed boost of 33% and a 15% 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 maybe? Only appears in Tier 3? Can't fly or cloak?




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Last modified Sun, Jul 24 2011 by Lindsay Fleay