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The Big Gunz Rule
Alternative weapon rules for the Ork Battlefortress

The Ork Battlefortress is a mean machine, well according to the Boyz it is… in reality a single Battlefortress is a real easy target to hit and destroy. Though they can give out quite a bit of firepower (eight) the range if quite low for such a points heavy machine, 45cm.

One on is to replace FP weapons with other options such as Pulsa Rokkits or Flak weapons.

Looking at a traditional model, you can see that the majority of the FP probably comes from the two turrets. If you replace either of the turrets with a different weapon then you lose 4 FP and must pay the additional points given below.

You can also add extra weapons to a Battlefortress at the following costs. No more than two extra weapon systems can be added and added weapons must be shown on the model.

Weapon

Fire Arc

Range

FP

Points

Notes

Pulsa Rokkitt * Front 30cm Disrupt +7  
Flak Gunz All Round 30cm 2 +20 Flak
Krooz Missulz * Front unlimited (1) +53 Place barrage template, roll one anti-tank shot against affected units.
Weapons Battery All Round 45cm 4 +24  
Gunnerz All Round 30cm 3 +12  
Big Lobba Front 45cm Hvy Barrage +36 Firepower = 1 for firefights
Weirdboy Tower All Round - (1) +25 Psyker. May use Psychic Blast Fate Cards and adds bonus in assaults and firefights.

* Note that these are one shot weapons and once fired can not be fired again.

This Battlefortress has had its two turrets replaced with Flak guns, and has had a Pulsa Rokkitt and Gunnerz (represented by Ork Buggy Gunners) added.

A converted Battle Fortress (uses turrets from a Squiggoth and two plastic Battlewagon turrets). It is has an additional Weapons Battery (in the shape of the Squiggoth Turret).