The Space Orks
da BOSSES
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Big Mek
Ork Primary Leader |
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BIG MEK
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| Attachable
to: |
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| 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 |
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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 from
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Perks |
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Pros |
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Cons |
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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!
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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!
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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.
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Big Mek's Weaponry |
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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!
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| 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 |
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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...
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DAMAGE
per shot |
76-93/2 |
| Min
Damage |
3.5 |
| Range |
25 |
| Rate |
1 burst
every 0.5 seconds |
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Accuracy |
base
DPS |
| stationary |
35% |
59/1.4 |
| moving |
10% |
17/0.4 |
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| 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 |
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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.
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DAMAGE
per burst |
144-254/30 |
| Min
Damage |
10 |
| Range |
30 |
| Effect
Radius |
5 |
| Rate |
1 zap every 2 seconds |
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Accuracy |
base
DPS |
| stationary |
60% |
59.7/9 |
| moving |
10% |
10/9 |
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| 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 |
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Big Mek
KUSTOM TELEPORTER
Keyboard Shortcut: J |
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| Jumps |
1 before
recharge |
| Range |
75 |
| Recharge |
120 secs |
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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.
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Big Mek
TANK ZAAAPPPA
Keyboard Shortcut: ? |
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| Range |
10 |
| Effect
Radius |
10 |
| Recharge |
90 secs |
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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.
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Perks |
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Pros |
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Cons |
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Tougher Bosses: +200hp
Even Tougher Bosses: +200hp
Lots of special melee attacks!
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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.
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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.
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Perks |
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Pros |
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Cons |
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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
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Absolutely monster on the field
Anti-everything boss
Can withstand colossal amounts of punishment
Solid God unit counter
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I'm trying to think of some. Umm... a bit slow? Appears
in Tier 3?
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Warboss
Weaponry |
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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.
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| 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 |
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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(!).
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DAMAGE
per burst |
149.6-182.9/4 |
| Min
Damage |
3.5 |
| Range |
25 |
| Rate |
1 wild shot
every 0.7 seconds |
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Accuracy |
base
DPS |
| stationary |
65% |
154.4/3.7 |
| moving |
55% |
130.6/3.1 |
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| 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 |
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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.
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DAMAGE
per burst |
80-97/12 |
| Min
Damage |
1.5 |
| Range |
35 |
| Rate |
1 burst
every 0.3 seconds |
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Accuracy |
base
DPS |
| stationary |
65% |
191.9/26 |
| moving |
55% |
162.3/22 |
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| 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 |
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