Mekboy

“Nothin' I can't fix!”

The Mekboy serves as one of the engineers who builds all the weapons, vehicles, and other advanced technology used by the WAAAGH!. A Big Mek's mastery of technology is unsurpassed amongst the Orkoid races and a Big Mek is often seen generating a "Kustom Force Field" around himself that protects his person and his creations.

Unit stats
typehero
squad1
health600
energy100
courage100
Model stats
typehero
armorcommander
sizesmall
xp500
global30
health600
melee skill60
speed5
rotation1000
sight40 (5)
charge speed-
charge range12
charge duration-
charge cooldown6
leapno
12345678910
health600630662695729766804844886931
health regen0.50.530.550.580.610.640.670.70.740.78
energy100110120130140155165175185200
energy regen11.051.11.161.221.281.341.411.481.55
melee skill60616263646566676869
melee damage11.041.071.111.151.191.231.271.321.36
range damage11.021.041.061.081.11.131.151.171.2

Default


ork_shoota_mekboy

piercing_pvp damage
42 damage per hit
24.5 damage per second

ork_fist_mekboy

melee_pvp damage
10 damage per hit
10 damage per second

Dakka Dakka Dakka


ork_big_shoota_mek

piercing_pvp damage
63 damage per hit
37.8 damage per second

ork_fist_mekboy

melee_pvp damage
10 damage per hit
10 damage per second

Deffgun


ork_deff_gun_mekboy

suppression_pvp damage
350 damage per hit
180.81 damage per second

ork_fist

melee_pvp damage
8 damage per hit
8 damage per second

Beamy Deffgun


ork_deff_gun_beamy_mekboy

armor_piercing_pvp damage
160 damage per hit
28.57 damage per second

ork_fist

melee_pvp damage
8 damage per hit
8 damage per second

Melee Resistance Aura

This unit takes 40% less damage from melee weapons. Passive ability.

Teleport
35

Instantly teleport to the target location within a radius of 50. Cooldown 12 seconds.

Repair

Repair an allied vehicle or building for 10 health per second. Cooldown 5 seconds.

Ork Turret
150 20 15

A turret emplacement armed with heavy bolters that do equivalent damage through entire firing distance. Limited firing arc. Build time 15 seconds.

Waaagh! Banner
75 10

A banner that increases the damage, speed and damage resistance of nearby infantry. Build time 10 seconds.

'Ave A Taste'
40

Restores 150 health (per model) and 70 energy to an allied squad. Range 25, cooldown 60 seconds. Requires the Battery Pack upgrade.

Electric Shock
10 and then 5 per second

Makes yer armour all sparky! Inflicts 10 melee power weapon damage every second to enemies within radius 10 of the Mekboy. Cooldown 45 seconds. Slows the Mekboy by 30% while active. Requires the Electric Armor upgrade.

Mega-Rumblah
40

Makes da earth shake around ya! After a 5 second delay, unleashes an expanding earthquake in radius 20 that lasts 15 seconds. Enemy units are stunned and enemy infantry units take weapon knockback. Non-HQ buildings are completely destroyed. All vehicles in the area of effect have their rotation speed reduced by 80%. Also deals 7 explosive damage and weapon knockback to all units at 10 points at different times within the earthquake's radius. Cooldown 100 seconds. Requires the Mega-Rumblah upgrade.

Proximity Mines
40

Scatters 4 infiltrated mines around the targeted position. When detonated, the mines do up to 30 explosive damage, weapon knockback, and suppress infantry in radius 7. Vehicles hit by the mines are slowed by 70% for 10 seconds. Range 30, cooldown 30 seconds. Requires the Proximity Mines upgrade.

Force Field Overcharge
40

Power up a force field for 15 seconds, gaining immunity to knockback, suppression, and melee attacks, and taking 50% less ranged damage. The shield inflicts 10 piercing damage and ability knockback to all units in radius 4. Cooldown 60 seconds. Requires the Kustom Force Field upgrade.

Supa Tuff Beam
70

Covers a friendly infantry squad with one of da Mek's forcefields, reducing received damage by 60% and making them immune to knockback for 10 seconds. Range 35, cooldown 60 seconds. Requires the Supa Tuff Beam upgrade.

Deffgun  | T1
115 30 15

Equips the Mek with a deffgun, a heavy suppression weapon effective against infantry but requiring a brief set-up time. 180.81 suppression DPS.

Battery Pack  | T1
120 25 15

Grants the 'Ave A Taste ability, which allows the Mek to restore 70 energy and 150 health to friendly infantry. Also increases the Mek's energy by 50.

Proximity Mines  | T1
100 20 15

Grants the Proximity Mines ability, 4 deployable mines that damage and suppress infantry, and slow vehicles by 70% for 30 seconds.

Dakka Dakka Dakka  | T1
100 25 15

Equips the Mek with a big shoota. 37.8 piercing DPS, 10 melee DPS.

Electric Armor  | T1
100 25 15

Grants the Electric Shock ability, which deals 10 power melee DPS to nearby enemies when activated. Also increases the Mekboy's health by 200.

Kustom Force Field  | T2
110 35 15

Gives the Mek a force field. The force field makes the Mek immune to melee attacks. The Mek also takes reduced damage from ranged attacks and knocks down nearby units for a short time, dealing 10 piercing damage when they get too close.

Beamy Deffgun  | T2
150 50 15

Equips the Mekboy with a beamy deffgun, an anti-vehicle weapon that requires a brief set-up time. 28.57 armor piercing DPS. 180 armor piercing damage per shot.

Mega-Rumblah  | T3
150 50 15

Increases the Mekboy's health by 200 and grants the Mega-Rumblah ability, which knocks down and stuns enemies around the Mekboy when triggered.

Supa Tuff Beam  | T3
150 50 15

Grants the Supa Tuff Beam ability which makes an allied infantry unit 40% more resistant to damage, and immune to knockback and suppression.

More Dakka  | T1
75

Decrease weapon cooldown and reload times by 50% (Plague Marines and Tactical Marine rocket launcher are not affected), and increase the damage of Stikkbomma grenades and Tankbusta rokkits by 25% for 20 seconds. Cooldown 50 seconds.

Call da Boyz!  | T1
200 200

Instantly reinforce squads in a radius 50 around your hero for 5 seconds. Increases unit speed by 1.5 and damage output by 15% for all infantry units in your army for 20 seconds. Cooldown 90 seconds. Cooldown 90 seconds.

Kult of Speed  | T2
100

Decrease the reload time of all allied vehicles by 25% and increase their speed by 3 for 25 seconds. Cooldown 50 seconds.

Roks  | T3
500

Targets an area for an orbiting Ork Rok to drop an assortment of smaller rokks on. The barrage includes 33 very small rokks that do 65 explosive damage in radius 2, 6 small rokks that do 85 explosive damage in radius 3, 3 medium rokks that do 175 explosive damage in radius 4, 3 large rokks that do 250 explosive damage in radius 6, 3 huge rokks that do 250 explosive damage in radius 8, and one very huge rokk that does 275 explosive damage in radius 8. The first huge rokk falls after a 4 second delay, and all rokks do ability knockback on hit. Cooldown 120 seconds.