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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!

Warlord Dragnatz

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).

Gargant Mob Gargant Formations
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
Gargant Mob Support and Aircraft Formations
(Any three support or aircraft formations may be fielded per each Gargant formation.)
Gargant Mob Support
Type Core Units Normal Big ’Uge Upgrades
Kan Mob Eight Killa Kans 200 350 500 Dreadnought, Flakwagon, Killa Kan, Stompa
0–1 Kill Kroozer One Kill Kroozer 150 n/a n/a Replace the Kill Kroozer with a Battlekroozer for +50 points
Loota Warband Six Boyz, two Grotz and one Big Gunz or Killa Kan 150 275 375 0–1 Battlefortress, Big Gunz, Boyz, Deth Kopta, Dreadnought, Flakwagon, 0–2 Gunfortress, Killa Kan, 0–1 Nobz, 0–1 Oddboy, Stompa
Mekboy Stompamob Four Stompas 225 400 575 Dreadnought, Flakwagon, Killa Kan, 0–1 Oddboy, Stompa
Supa-Stompa Mob One Supa-Stompa and three Supa-Stompa Weapons 150 n/a n/a Dreadnought, Flakwagon, Killa Kan, 0–1 Kustom Upgrade, Stompa
Gargant Mob Aircraft
(Up to a third of the points available may be spent on these formations.)
Type Core Units Normal Big ’Uge Upgrades
Fighta Sqwadron Three Fighta Bommers 150 n/a n/a Add up to six Fighta Bommers for +50 points each
Bommer One Bommer 175 n/a n/a None
Gargant Mob Weapons and Upgrades
Gargant Weapons
(Each weapon mount in the formation must be mounted with a weapon.)
Weapon Cost
Deth Kannon +75 points
Krooz Missiles (Arm weapon mount only) +75 points
Krusha (Arm weapon mount only) +25 points
Lifta-Droppa (Arm weapon mount only) +75 points
Supa-Lifta-Droppa (Arm weapon mount only) +50 points
Twin Soopagun +75 points
Ultra-Lobba +75 points
Supa-Stompa Weapons
(Each weapon mount in the formation must be mounted with a weapon.)
Weapon Cost
Gatling Cannon +25 points
Loadz o' Guns +25 points
Mega-Choppa (Arm weapon mount only) +25 points
Mega-Lobba +50 points
Soopagun +50 points
Snappa (Belly weapon mount only) +25 points
Supa-Zzap-Gun +50 points
Kustom Upgrades
(Each upgrade may be added to a Great Gargant, Gargant or Supa-Stompa once.)
Upgrade Cost
Banna +25 points
Big Gun or Skorcha Head Free
'Eavy Armour +75 points
Flak Gunz +25 points
Gork or Mork Head +50 points
Kart +25 points per 4 DC
Ordz Duruk +50 points
Support Upgrades
Upgrade Units Cost
Battlefortress Add one Battlefortress +115 points
Big Gunz Add one unit of Big Gunz +25 points
Boyz Add one unit of Boyz and Grotz +25 points
Deth Kopta Add one Deth Kopta +35 points
Dreadnought Add one Dreadnought, or +35 points
Replace one Killa Kan with one Dreadnought +10 points
Flakwagon Add one Flakwagon +35 points
Gunfortress Add one Gunfortress +125 points
Killa Kan Add one Killa Kan +25 points
Nobz Add one unit of Nobz +35 points
Oddboy Add one Oddboy character to a Battlefortress, Big Gunz, Gunfortress or Stompa +50 points
Stompa Add one Stompa +50 points

Gargant Mob Forces

Banna CH n/a n/a n/a n/a
-
  • Leader
Big Gun or Skorcha Head CH n/a n/a n/a n/a
0–1× Big Gun 45cm
AP5+/AT5+
0–1× Skorcha 15cm
AP4+
  • IC
and (15cm)
Small Arms
  • EA(+1)
  • IC

Armed with either a Big Gun or Skorcha.

Deth Kannon CH n/a n/a n/a n/a
Deth Kannon 90cm
MW3+
  • TK(D3)
'Eavy Armour CH n/a n/a n/a n/a
-

Increase the unit’s starting damage capacity by D3.

Flak Gunz CH n/a n/a n/a n/a
Flak Gunz 30cm
D3+1× AA6+
Gatling Cannon CH n/a n/a n/a n/a
Gatling Cannon 45cm
6× AP5+/AT5+
Gork or Mork Head CH n/a n/a n/a n/a
-

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.

Kart CH n/a n/a n/a n/a
-

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.

Krooz Missiles CH n/a n/a n/a n/a
2× Krooz Missile Unlimited
MW3+
  • Ind
  • SS
  • TK(D3)
Krusha CH n/a n/a n/a n/a
Krusha (bc)
Assault Weapons
  • EA(+D3)
  • TK(D3)
Lifta-Droppa CH n/a n/a n/a n/a
Lifta-Droppa 60cm
MW3+
  • TK(D3)
and (bc)
Assault Weapons
  • EA(+1)
  • TK(D3)
Loadz o' Guns CH n/a n/a n/a n/a
2–4× Big Gun 45cm
AP5+/AT5+
0–1× Skorcha 15cm
AP4+
  • IC
and (15cm)
Small Arms
  • EA(+1)
  • IC
0–1× Flak Gun 30cm
2× AP6+/AT6+/AA6+

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.

Mega-Choppa CH n/a n/a n/a n/a
Mega-Choppa 45cm
AP5+/AT5+
and (bc)
Assault Weapons
  • EA(+1)
  • TK(D3)
Mega-Lobba CH n/a n/a n/a n/a
Mega-Lobba 60cm
D3+3BP
Mekboy Big Boss CH n/a n/a n/a n/a
Kustom Blastas (15cm)
Small Arms
  • EA(+1)
  • MW
  • Supreme Commander
Oddboy CH n/a n/a n/a n/a
0–1× Supa-Zzap-Gun 60cm
MW3+
  • TK(D3)
0–1× Soopagun 60cm
2BP
  • MW

Replace one Big Gun weapon with either a Supa-Zzap-Gun or a Soopagun, alternatively the unit may be given D3 Power Fields.

Ordz Duruk CH n/a n/a n/a n/a
-
  • D3 Power Fields
Soopagun CH n/a n/a n/a n/a
Soopagun 60cm
2BP
  • MW
Snappa CH n/a n/a n/a n/a
Snappa (15cm)
Small Arms
  • EA(+2)
  • IC
or (bc)
Assault Weapons
  • EA(+1)
  • TK(D3)
Supa-Lifta-Droppa CH n/a n/a n/a n/a
Supa-Lifta-Droppa 45cm
MW4+
  • TK(D6)
Supa-Zzap-Gun CH n/a n/a n/a n/a
Supa-Zzap-Gun 60cm
MW3+
  • TK(D3)
Twin Soopagun CH n/a n/a n/a n/a
Twin Soopagun 60cm
3BP
  • MW
Ultra-Lobba CH n/a n/a n/a n/a
Ultra-Lobba 60cm
D6+3BP
Big Gunz INF 10cm - 6+ 5+
Big Gun 45cm
AP5+/AT5+
Boyz INF 15cm 6+ 4+ 6+
Big Shoota 30cm
AP6+/AT6+
Grotz INF 15cm - 6+ 6+
Shootas (15cm)
Small Arms
  • 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.

Nobz INF 15cm 4+ 3+ 5+
2× Big Shoota 30cm
AP6+/AT6+
Big Choppas (bc)
Assault Weapons
  • EA(+1)
  • Leader
Deth Kopta LV 35cm 4+ 6+ 5+
Twin Big Shoota 30cm
AP5+/AT6+
  • Skimmer
Dreadnought AV 15cm 4+ 4+ 5+
2× Big Shoota 30cm
AP6+/AT6+
Kombat Klaws (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Walker
Flakwagon AV 30cm 5+ 5+ 5+
Flak Gun 30cm
2× AP6+/AT6+/AA6+
  • Transport

May transport one infantry unit without Jump Packs or Mounted.

Killa Kan AV 15cm 5+ 5+ 6+
Big Shoota 30cm
AP6+/AT6+
Kombat Klaws (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Walker
Stompa AV 15cm 4+ 4+ 4+
2–3× Big Gun 45cm
AP5+/AT5+
0–1× Kombat 'Ammer 30cm
AP5+/AT6+
and (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Reinforced Armour
  • Walker

Armed with either three Big Guns, or two Big Guns and a kombat ‘ammer.

Battlefortress WE 30cm 4+ 4+ 4+
4× Twin Big Shoota 30cm
AP5+/AT6+
Big Gun 45cm
AP5+/AT5+
  • 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+.

Gargant WE 15cm 4+ 3+ 3+
Gaze of Mork 30cm
MW4+
  • TK
2× Arm Weapon Mount -
  • FxF
  • WM
1× Belly Weapon Mount -
  • 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.

Great Gargant WE 15cm 4+ 3+ 3+
Gaze of Mork 30cm
MW4+
  • TK
0–2× Big Gun 45cm
AP5+/AT5+
0–2× Skorcha 15cm
AP4+
  • IC
and (15cm)
Small Arms
  • EA(+1)
  • IC
2× Arm Weapon Mount -
  • FxF
  • WM
1× Belly Weapon Mount -
  • 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.

Gunfortress WE 30cm 4+ 4+ 4+
5× Twin Big Shoota 30cm
AP5+/AT6+
3× Big Gun 45cm
AP5+/AT5+
  • 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+.

Mega Gargant WE 15cm 5+ 3+ 4+
Gaze of Mork 30cm
MW4+
  • TK
Mega-Cannon 75cm
3BP
  • FxF
  • MW
7× Soopagun 60cm
2BP
  • FxF
  • MW
2× Krooz Missile Unlimited
MW3+
  • Ind
  • SS
  • TK(D3)
Supa-Zzap-Gun 60cm
MW3+
  • FxF
  • TK(D3)
Supa-Lifta-Droppa 45cm
MW4+
  • FxF
  • TK(D6)
Fist of Gork 45cm
MW5+/AA5+
  • MW
2× Big Gun 45cm
AP5+/AT5+
  • Left
2× Big Gun 45cm
AP5+/AT5+
  • Right
Krusha (bc)
Assault Weapons
  • 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.

Supa-Stompa WE 15cm 4+ 4+ 4+
Gaze of Mork 30cm
MW4+
  • TK
2× Arm Weapon Mount -
  • FxF
  • WM
1× Belly Weapon Mount -
  • 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.

Fighta Bommer AC Fighter-Bomber 6+ n/a n/a
Heavy Shootas 15cm
AP5+/AA5+
Tankbusta Rokkits 30cm
AT4+
Bommer AC/WE Bomber 5+ n/a n/a
Gun Turrets 15cm
D6+3× AP5+/AA6+
Blasta Bombs 15cm
D3+1BP
  • FxF
  • Damage Capacity 2
  • Reinforced Armour

Critical Hit Effect: Destroyed.

Battlekroozer SC n/a n/a n/a n/a
Orbital Bombardment n/a
D6+3BP
  • MW
  • Slow and Steady
  • Transport

May transport twelve Landas and the units being carried on them.

Kill Kroozer SC n/a n/a n/a n/a
Orbital Bombardment n/a
D6+1BP
  • 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.

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