Orkimedes' Gargant Big Mob Army List
We’ve got our Gargantz an’ we’ve got our weapons. Wot ain't we got? We ain’t got anyfing for target practice iz wot!
Forces
The Orkimedes' Gargant Big Mob Army List uses the datasheets from the Gargant Mob Forces section.
Using The Army List
The following army list allows you to field an Ork army that is based on Orkimedes’ Gargant Big Mob that fought in the Third War for Armageddon. It can also be used as a stand in
army list for other Gargant mobs as well.
Orkimedes’ Gargant Big Mob formations come in three types: Gargant, support and aircraft formations. Each Gargant formation you include in the army allows you to field any three support or aircraft formations. Additionally, no more than one third of the points available can be spent on aircraft formations. Although you can only take a support or aircraft formation if you first take a Gargant formation, they are treated as separate independent formations during a battle and do not have to move around together.
Unlike the very rigid formations used by the Imperium, Ork formations vary widely in both size and composition. The rules for creating Ork formations reflect this. The different types of Ork formations you may choose are shown on the army list that follows, which the following information:
- Type
- The name of the formation.
- Core Units
- The units that make up the formation. An Ork player can choose to double or triple the number of units in the formation if he wishes. A formation with double the normal number of units is called a big formation, and a formation with three times the normal number of units is called a ’uge formation.
- Each Gargant, Great Gargant ans Soopa-Stompa comes with exactly three Gargant and/or Supa-Stompa Weapons. The cost of these are found in the Gargant and Soopa-Stompa Weapon charts and are not included in the cost for the formation. They are manditory upgrades that the formation must take and pay for.
- Cost
- Most Ork formations have three values. The first value is the cost for the basic formation, the second is its cost if it is a big formation, and the third value is its cost if it is a ’uge formation. If the formation only has one cost then it may not be increased in size.
- Upgrades
- An Ork formation may include upgrades. Which upgrades a formation may be given are listed in the
Upgrades
column. Each upgrade that is taken adds to the cost of the formation, as shown on the Gargant Mob Weapons and Upgrades charts. You may include any number of upgrades in a formation unless it is specifically noted otherwise. If there is a limitation then the limit is doubled for a big formation and tripled for a ’uge formation. For example, a normal sized Loota Warband can include 0–1 Oddboy, a big can include 0–2, and a ’uge 0–3. All of the core units and upgrades in an Ork formation count as being part of one large formation. The different units may not move off on their own.
Special Rules
The Mob Rule (see Mob Rule) and Power of the Waaagh! (see Power of the Waaagh!) rules apply to all formations.
Orkimedes' Gargant Big Mob Epic Tournament Special Rules
Every Orkimedes’ Gargant Big Mob army must include a supreme commander character called a Mekboy Big Boss. The Mekboy Big Boss character is free, you don’t have to pay any points for it. The Mekboy Big Boss will join the most expensive Gargant formation in the army.
All Weapon Mounts in Supa-Stompa Mob and Gargant formations must be mounted with a weapon.
'Ere We Go!
Before passing an action test a Gargant formation may declare that it is using ‘Ere We Go!. Formations using ‘Ere We Go! increase the Speed value of all their War Engine units by +5cm until the conclusion of their action. However, for each move of the action each War Engine unit suffers its critical hit effect. For example, if a Great Gargant formation carries out a double action then the Great Gargant unit catches fire twice and resolves the effects of those fires in the end phase. Whether a unit moves 0cm or less than its increased Speed value does not matter, it is still considered a move for the purposes of this rule.
Orkimedes' Gargant Big Mob Army List
Orkimedes' Gargant Big Mob armies have a strategy rating of 3. All formations have an initiative rating of 3+, but receive modifiers depending on the action chosen when activating (see Power of the Waaagh!), or the size of the formation when rallying (see Mob Rule).
Type | Core Units | Normal | Big | ’Uge | Upgrades |
---|---|---|---|---|---|
Gargant | One Gargant and three Gargant or Supa-Stompa Weapons | 475 | n/a | n/a | 0–2 Kustom Upgrades |
Great Gargant | One Great Gargant and three Gargant or Supa-Stompa Weapons | 650 | n/a | n/a | 0–2 Kustom Upgrades |
Mega Gargant | One Mega Gargant with a Gork or Mork Head | 1000 | n/a | n/a | None |
(Any three support or aircraft formations may be fielded per each Gargant formation.) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Gargant Mob Forces
- Leader
- IC
- EA(+1)
- IC
Armed with either a Big Gun or Skorcha.
- TK(D3)
Increase the unit’s starting damage capacity by D3.
The unit may add its current DC to the unit count of all Ork formations for the purposes of Mob Rule, so long as it has a line of fire to and is within 15cm of a single unit in the formation. If the unit is destroyed all Ork formations receive a Blast marker if a single unit in the formation is within 15cm of the unit and has a line of fire to it.
For every point of starting damage capacity the unit may transport: two infantry units without Jump Packs or Mounted, light vehicle units, Killa Kans, or Dreadnoughts; plus one unit of Grotz. Light vehicles and Dreadnoughts count as two units each. A maximum of one unit of Big Gunz may be transported.
- Ind
- SS
- TK(D3)
- EA(+D3)
- TK(D3)
- TK(D3)
- EA(+1)
- TK(D3)
- IC
- EA(+1)
- IC
Armed with four Big Guns, one of which may be replaced with a Skorcha and another of which may be replaced with a Flak Gun.
- EA(+1)
- TK(D3)
- EA(+1)
- MW
- Supreme Commander
- TK(D3)
- MW
Replace one Big Gun weapon with either a Supa-Zzap-Gun or a Soopagun, alternatively the unit may be given D3 Power Fields.
- D3 Power Fields
- MW
- EA(+2)
- IC
- EA(+1)
- TK(D3)
- TK(D6)
- TK(D3)
- MW
- Expendable
Formations that include at least one Ork unit don’t count Grot units that are lost in an assault when working out who has won the combat.
- EA(+1)
- Leader
- Skimmer
- EA(+1)
- MW
- Walker
- Transport
May transport one infantry unit without Jump Packs or Mounted.
- EA(+1)
- MW
- Walker
- EA(+1)
- MW
- Reinforced Armour
- Walker
Armed with either three Big Guns, or two Big Guns and a kombat ‘ammer.
- Damage Capacity 3
- Transport
May transport eight infantry units without Jump Packs or Mounted; only one of the eight units may be a Big Gunz; plus four units of Grotz. Critical Hit Effect: Move the unit D6cm in a random direction, all units under it suffer a hit. The unit is destroyed and all units being carried are destroyed unless they roll a 6+.
- TK
- FxF
- WM
- FxF
- WM
- Damage Capacity 8
- Fearless
- D3+3 Power Fields
- Reinforced Armour
- Walker
Critical Hit Effect: The unit catches fires. Roll a D6 for each fire burning on the unit in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5–6 the fire is put out. Any fires not put out cause one point of damage.
- TK
- IC
- EA(+1)
- IC
- FxF
- WM
- FxF
- WM
- Damage Capacity 12
- Fearless
- D6+6 Power Fields
- Reinforced Armour
- Walker
Armed with either two Big Guns or Skorchas, or one of each. Critical Hit Effect: The unit catches fires. Roll a D6 for each fire burning on the unit in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5–6 the fire is put out. Any fires not put out cause one point of damage.
- Damage Capacity 3
- Transport
May transport four infantry units without Jump Packs or Mounted; only one of the four units may be a Big Gunz; plus two units of Grotz. Critical Hit Effect: Move the unit D6cm in a random direction, all units under it suffer a hit. The unit is destroyed and all units being carried are destroyed unless they roll a 6+.
- TK
- FxF
- MW
- FxF
- MW
- Ind
- SS
- TK(D3)
- FxF
- TK(D3)
- FxF
- TK(D6)
- MW
- Left
- Right
- EA(+D3)
- TK(D3)
- Damage Capacity 16
- Fearless
- D6+6 Power Fields
- Reinforced Armour
- Thick Rear Armour
- Walker
May transport 32 infantry units without Jump Packs or Mounted, light vehicle units, Killa Kans, or Dreadnoughts; plus 16 units of Grotz. Big Gunz, light vehicles and Dreadnoughts count as two units each. Critical Hit Effect: The unit catches fires. Roll a D6 for each fire burning on the unit in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5–6 the fire is put out. Any fires not put out cause one point of damage.
- TK
- FxF
- WM
- FxF
- WM
- Damage Capacity 4
- Fearless
- D3 Power Fields
- Reinforced Armour
- Walker
Critical Hit Effect: The unit suffers a -1 to hit modifier for the rest of the game. Subsequent critical hits cause an extra point of damage.
- FxF
- Damage Capacity 2
- Reinforced Armour
Critical Hit Effect: Destroyed.
- MW
- Slow and Steady
- Transport
May transport twelve Landas and the units being carried on them.
- MW
Weapon Mount
Weapon Mounts are areas on a unit that may be fitted with weapon systems. When a weapon mount is mounted with a weapon (a character
unit) it gains all the abilities and special rules of the weapon while retaining any of its own. A weapon mount may only be mounted with one weapon.
Mob Rule
Orks believe that as long as there’s a bunch of them still fighting together (slightly more than they can count up to is ideal!) then there’s always a chance that they’ll prevail, no matter the odds. To represent this, Ork formations with more than five units (i.e., too many to count on the fingers of one hand), not including Gretchin or Big Gunz units, receive a +1 modifier to any rally rolls they make, and formations with more than ten such units receive a +2 modifier. For the purposes of this rule Gargants count as having more than ten units and Supa-Stompa’s count as having more than five units. All other war engine’s count each point of starting damage capacity as a unit.
Power of the Waaagh!
Orks are not noted for their organisational abilities, and thus usually have a pretty low initiative rating. However, if there is one thing that will galvanise an Ork warband, it’s the thought of a good punch-up! Because of this, Ork formations that are attempting to take engage or double actions receive a +2 modifier to their action test roll. Ork flyboyz similarly relish the chance to shoot things up, and receive a +2 modifier to their action test roll when attempting to carry out interception or ground attack actions (see Aircraft).
Power Fields
Some Ork war engines are protected by banks of power fields. The number each war engine has is noted on its datasheet. Power fields work in exactly the same manner as Imperial Void Shields (see Imperial Void Shields), with the sole exception that they may not be repaired once they have been knocked down by a hit, and will instead remain down for the remainder of the battle.