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CodexFactionsOrksBig Mek Dakkarig

Big Mek Dakkarig

M8"
T8
SV3+
W11
LD7+
OC3

Composition & Wargear

Big Mek Dakkarig
Choose one Wargear Stompy feet (max 1) / Blitzkannon (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Blitzkannon 24"85+ 7-22
Rokkit launcha 24"65+ 10-23

Melee Weapons

WeaponRangeAWSSAPD
Stompy feet Melee43+ 6-11

Abilities

Dakkablitz Datasheet

In your Shooting phase, while making attacks with this unit, if its blitzkannon targeted a non‑MONSTER/VEHICLE unit, that weapon has +6 A.

Waaagh! Core

If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: - Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. - Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. - Models from your army with this ability have a 5+ invulnerable save.

Sustained Hits Core

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

Heavy Core

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:  - That unit is unengaged.  - That unit was not set up on the battlefield this turn.  - No model in that unit has moved more than 3" this turn.