Orks – Big Gunz
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1

Big Gunz*

NoNAME  M WS BS S T W A Ld Sv Base
8
Big Gun (base: Use model)
1‑6
8
Big Gun
3" 5+ 4+ 2 5 3 2 4 5+ Use model
This unit contains 1 Big Gun and 2 grot krew. It can additionally contain up to 5 Big Gunz (Power Rating +1 each), with 2 grot krew each. Every Big Gun is equipped with: kannon.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kannon
Before selecting targets, select one of the profiles below to make attacks with.
Kannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag
 - Frag
36"
Heavy D6
5
0
1
Blast
Blast
 - Shell
 - Shell
36"
Heavy 1
8
-2
D6
-
Lobba
Lobba
48"
Heavy D6
5
0
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Zzap gun
Zzap gun
36"
Heavy 1
*
-3
3
Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage, and the bearer suffers 1 mortal wound.
Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage, and the bearer suffers 1 mortal wound.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Big Gun can be equipped with one of the following instead of 1 kannon: 1 lobba; 1 zzap gun.
ABILITIES
ABILITIES
Dakka Weapons
Grot Krew: Each Big Gun and its grot krew are treated as a single model for all rules purposes. The krew must remain within 1" of their Big Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Big Gun are measured from the Big Gun, not the krew.
Big Gunz: The first time this unit is set up on the battlefield, all of its Big Gunz must be placed within 6" of at least one other Big Gun, and with each grot krew within 1" of their Big Gun. From that point onwards, each Big Gun operates independently and is treated as a separate unit for all rules purposes.
Big Gunz can receive the following Kustom Jobs upgrades:
 • Shokka Hull+15Power Rating: +1
 • Squig-hide Tyres+15Power Rating: +1
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, ARTILLERY, GRETCHIN, BIG GUNZ

Datasheet-related Stratagems

GOT’EM TRAPPED2CP
Blood Axes – Battle Tactic Stratagem

Blood Axes take extra satisfaction in outmanoeuvring the enemy and mobbing them with ladz.

Use this Stratagem at the start of the Fight phase. Select one enemy unit within Engagement Range of two or more BLOOD AXES units (excluding CHARACTER units) from your army. Until the end of the phase, each time a BLOOD AXES model makes an attack against that unit, an unmodified hit roll of 6 scores 1 additional hit.
STICK IT TO ’EM, LADZ!1CP
Orks – Boarding Actions – Battle Tactic Stratagem

When Orks gather in large numbers, their sheer impetus carries them into the foe, destroying everything in their path.

Use this Stratagem in the Fight phase, when an ORKS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
DAKKA STORM1CP
Orks – Boarding Actions – Battle Tactic Stratagem

Though it is normally known for its inaccuracy, the typical deluge of Ork shooting is utterly devastating in the close confines of a ship.

Use this Stratagem in your Shooting phase, when an ORKS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Dakka weapon, if a hit is scored, that attack scores 1 additional hit.
CAREEN!1CP/2CP
Orks – Battle Tactic Stratagem

If their vehicle is on its last legs, any Ork worth his steering wheel will aim its blazing remains into the nearest cluster of enemies. The ensuing messy explosions never fail to raise a rousing cheer from nearby Ork onlookers.

Use this Stratagem in any phase, when an ORKS VEHICLE model in your army that is not within Engagement Range of any enemy models is destroyed and explodes. That model can make a Normal Move of up to 6" before resolving the explosion. If that VEHICLE is a WAGON or TITANIC model, this Stratagem costs 2CP; otherwise, it costs 1CP.
RAMMING SPEED2CP
Orks – Battle Tactic Stratagem

Ork drivers are infamous for using their vehicles as huge blunt instruments with which to clobber the foe.

Use this Stratagem in your Charge phase, when an ORKS VEHICLE unit from your army is selected to charge.
  • Until the end of the phase, when making a charge roll for that unit, roll 3D6 instead.
  • Until the end of the phase, when that unit finishes a charge move, select one enemy unit that is within Engagement Range of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
TOO ’ARD TO DIE1CP
Orks – Boarding Actions – Epic Deed Stratagem

It can take a long time for an Ork to grasp the fact that it has been mortally wounded, especially if its enjoying a good fight.

Use this Stratagem in the Fight phase, when an ORKS unit from your army that has not already been selected to fight this phase is selected as the target of an attack. Until the end of the phase, each time a model in that unit is destroyed, do not remove it from play. The destroyed model can fight after the attacking models unit has finished making attacks, and is then removed from play.
TELLYPORTA1CP
Orks – Boarding Actions – Strategic Ploy Stratagem

Nothing shocks the enemy like an angry mob of Orks suddenly appearing in a blast of green lightning!

Use this Stratagem during deployment. Select one ORKS unit from your army. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
PILE THROUGH1CP
Orks – Boarding Actions – Strategic Ploy Stratagem

Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.

Use this Stratagem in your Movement phase when a Hatchway is opened, or in your opponent’s Movement phase when a Hatchway is opened. Until the end of the turn, any ORKS units from your army that are now within Engagement Range of one or more enemy units as a result of that Hatchway being opened count as having made a charge move this turn.
TELLYPORTA2CP
Orks – Strategic Ploy Stratagem

Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!

Use this Stratagem during deployment. Select one non-MONSTER ORKS unit from your army that has Power Rating 20 or less. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. If you select a TRANSPORT unit, any embarked units remain embarked when this unit is set up on the battlefield.

Kustom Jobs

Shokka Hull

Rewired batteries ensure that careless enemies get a nasty surprise if they come too close.

VEHICLE model only. Each time an enemy unit selects this model as the target of any attacks in the Fight phase, after these attacks have been resolved, roll one D6: on a 4+ that unit suffers D3 mortal wounds.

Squig-hide Tyres

Scaly squig-hide is the perfect material for fast and grippy tyres.

VEHICLE model only (excluding WALKERZ and AIRCRAFT).
  • Add 1" to this model’s Move characteristic.
  • Each time this model Advances, add an additional 2" to this model’s Move characteristic.
Dakka Weapons

Dakka weapons unleash a terrifying volume of shots. Whether these are effective or not depends on the proximity of the target.

Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half the weapon’s range. If the target is not within half the weapon’s range, use the second value instead.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

The TRANSPORT keyword is used in the following Orks datasheets:


– if this model is equipped with a supa-gatler, it gains the TRANSPORT keyword.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.

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Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

The WAGON keyword is used in the following Orks datasheets:

The WALKERZ keyword is used in the following Orks datasheets:

The GRETCHIN keyword is used in the following Orks datasheets:

Troops
Indirect Fire Weapons
An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.

Kannon used in the following datasheets:

Lobba used in the following datasheets:

Zzap gun used in the following datasheets:

The ARTILLERY keyword is used in the following Orks datasheets:

Heavy Support
© Vyacheslav Maltsev 2013-2023