| Points/model | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Big Gun Krew | 30 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | – |
| Slaver/Mek | +9 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ |
Mob: The battery consists of between one and three big gunz and two Gretchin krew per big gun. Weapons: All of the weapons in a battery must be of the same type, either lobbas, Zzap guns or kannon. Rules for these weapons can be found in the Wargear section. Options: You may include up to three additional Grot krew per gun at a cost of +3 points per model. Character: It is common for a Slaver and/or a Mek to accompany a battery of big gunz. You may include up to one Slaver and up to one Mek at an additional cost of +9 points each. The Slaver or Mek may have any equipment allowed from the Ork Armoury.
Special Rule
Hits on the Battery: When a battery of big gunz is fired at, randomise any hits between the krew and the gunz themselves by rolling a D6:
1-4: Hits the Krew; 5-6: Hits a big gun.
Hits against the Gretchin krew are resolved as normal, Gunz count as vehicles with an armour value of 10, any penetrating or glancing hits destroy them.
Errata — Chapter Approved: Codex: Orks Q&A (v1.0): Big Gunz can be targeted as vehicles, so they cannot be screened from fire by intervening models — only genuine terrain cover helps them.