The Kustom Mega-blasta

The kustom mega-blasta is the Ork Mekboy’s answer to a plasma gun, a focused blast of raw energy that can punch through terminator armour and wreck tanks. It’s also one of the most dangerous things an Ork can point at the enemy, mostly because it might kill him instead.

What the kustom mega-blasta actually is

It’s a Mek-built energy weapon, not a looted one. Mekboys sometimes assemble something far better than its scavenged parts should allow, and the kustom mega-blasta is the classic example: a gun that fires a tight beam of pure energy instead of a bullet or shell.

The ‘kustom’ part matters. No two are quite alike, because each Mek builds his own from whatever he can bolt together. That’s why it shows up in so many shapes across the tabletop and the fiction.

Why it’s feared on the battlefield

When it connects, it deletes things. Terminator armour doesn’t save you, and vehicles take it badly too. Against heavy infantry and light armour, it’s one of the best single shots in an Ork list.

The catch is reliability. Like a lot of Ork tech, it runs hot and misfires. A bad roll can leave the shooter dead rather than the target, which is very on-brand for the greenskins.

  • Vaporises heavy infantry, including terminator-armoured troops
  • Strong against vehicles and light armour
  • Prone to overheating and can kill the Ork firing it

Who carries it

Mekboys are the main users, since they’re the ones who build it. It also turns up mounted on Deff Dreads, Killa Kans, Grot Tanks and Mekboy Junkas, where a walker or vehicle can carry the thing without worrying so much about the recoil.

In 10th edition rules it’s a ranged upgrade with a 24-inch range, three shots, strength 9, AP -2 and D6 damage, and it carries the Hazardous keyword. That keyword is the whole personality of the weapon in one word: after you shoot, you roll, and on a 1 the unit eats mortal wounds.

StatValue
Range24″
Attacks3
Ballistic skill5+
Strength9
AP-2
DamageD6
KeywordHazardous

How it fits with other Ork energy weapons

The kustom mega-blasta sits in the same family as the mega-slugga, the kustom mega-kannon and the various zzap guns. Where the mega-slugga is the pistol-sized cousin and the mega-kannon is the vehicle-scale version, the mega-blasta is the middle ground: portable enough for a Mek, punchy enough to matter.

If you’re building an Ork force around Mekboys and walkers, it’s the upgrade you take when you want a real anti-armour threat and you’re willing to gamble on the dice.

Key facts

  • It’s an Ork Mekboy-built energy weapon that fires a focused blast of pure energy
  • Strong enough to vaporise terminator-armoured troops and threaten vehicles
  • Highly unreliable: it overheats and can kill the Ork firing it
  • Carried by Mekboys and mounted on Deff Dreads, Killa Kans, Grot Tanks and Mekboy Junkas
  • In 10th edition it’s 24″ range, 3 shots, S9, AP -2, D6 damage, with the Hazardous keyword
  • It sits between the mega-slugga and the kustom mega-kannon in the Ork energy weapon family

FAQ

Is the kustom mega-blasta good in 10th edition?

Yes, against heavy targets. Strength 9, AP -2 and D6 damage make it a genuine threat to vehicles and elite infantry. The Hazardous keyword means it can backfire, so it’s a calculated risk rather than a safe pick.

What does Hazardous mean for this weapon?

After the unit shoots with it, you roll a D6. On a 1 the test fails and the unit takes 3 mortal wounds, allocated to a model carrying the weapon if possible. That’s the rules version of the gun cooking its owner.

Who can take a kustom mega-blasta?

Mekboys and Big Meks can carry one, and it’s mounted on Deff Dreads, Killa Kans, Grot Tanks and Mekboy Junkas. Any Ork unit that can field one gets a serious anti-armour option.

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