Mek Gunz

Orks datasheet · 1 model — 55 points, 2 models — 110 points, 3 models — 165 points, 1 model — 65 points, 2 models — 120 points, 3 models — 175 points

From guns that spew unstable force-bubbles to overcharged energy cannons, gravity beamers that crumple their targets like a squig-oil canister in a Nob’s fist to tractor-beams that toss foes about and drag planes from the air, the only unifying factor about the madcap Mek Gunz is what a mess they make of the foe.

Statline

MTSvWLdOC
Mek Gunz5"64+ (6+ inv)68+2

Ranged weapons

RangeABS/WSSAPD
Smasha Gun [BLAST 1]48"44+7-33
Bubblechukka [BLAST 3, LETHAL HITS]48"84+3-31
Kustom Mega-kannon [BLAST 1, HAZARDOUS]36"D3+14+12-24
Traktor Kannon [ANTI-FLY 2+]48"24+6-2D3+3

Melee weapons

RangeABS/WSSAPD
Scavenged Shivs55+201

Abilities

Madcap Artillery
In your Shooting phase, when this unit has shot, if all ranged weapons equipped by each Mek Gunz model in this unit are the same, select one enemy unit hit by those attacks. That enemy unit has the ability below that matches that weapon's name until the start of your next turn: ▪ Bubblechukka: This unit is wobbled. While a wobbled unit is attacking, its targets have the benefit of cover against those attacks. ▪ Kustom Mega-kannon: This unit is zapped. While a unit is zapped, that unit has -1 Ld. ▪ Smasha Gun: This unit is smashed. While a unit is smashed, that unit has -2" M. ▪ Traktor Kannon: This unit is grounded. While a unit is grounded, it cannot take to the skies. Place five Grot Crew tokens next to each Mek Gun model, removing one each time its Mek Gun model loses a wound (a Mek Gun model itself is considered to represent its final wound).

Unit composition

Keywords

Frame, Grots, Vehicle, Orks