0-2 Big Gunz Battery

Source: Codex: Orks, p. 14; Chapter Approved – Codex: Orks Q&A (v1.0), p. 5

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.