
The new Big Mek Dakkarig rules are finally here, and GW just gave Ork players a Walker that’s built to lead a stompy new WAAAGH!.
Games Workshop kicked off its Armageddon datasheet drip with the unit everyone has been waiting on since the box reveal. The Dakkarig is the new Ork Walker in the Warhammer 40k 11th Edition Armageddon Starter Set, and it’s coming in hot with a chattering blitzkannon, a 5+ invulnerable from a kustom force field, and a stat line that makes this a potential nightmare for Space Marines players everywhere.
This isn’t just a side character to fill out the Armageddon box; it’s a new centerpiece to anchor your entire force around. It’s a Vehicle, a Walker, a Character, and a Big Mek all at once, which means it slots into Ork list-building in ways the faction hasn’t really had access to before.
- Dakkablitz turns the blitzkannon into a 14-shot Sustained Hits weapon: against anything that isn’t a Monster or Vehicle, the gun gains +6 Attacks on top of its 8 base shots, enough volume to chew through power armor in a single Shooting phase.
- T8, 11 wounds, 3+/5++ from a kustom force field: real durability for a shooting platform, with the invulnerable save shrugging off the anti-tank shots that would normally delete a Walker this size.
- Walker keyword unlocks the Dread Mob detachment for all-walker Ork lists: the Dakkarig is the unit that finally makes a full mechanical, no-Boyz Ork army work on paper for 11th Edition.
The New Ork Walker Ork Players Have Been Waiting For
The model itself is the over-the-top Mek war engine the faction’s been screaming for since the Dread Mob first showed up. Big enough to stomp Boyz who get out of line, small enough that Da Big Boss won’t try to nick it. That’s exactly the niche an Ork Walker character should fill, and on the tabletop, the rules back it up.
Big Mek Dakkarig Rules: How the Dakkablitz Ability Actually Works
Let’s be honest, when you look at this model, the most obvious source of damage comes from the massive gun, and the Dakkablitz ability is where this datasheet really ramps up the power. In your Shooting phase, if the blitzkannon targets anything that isn’t a Monster or a Vehicle, it gets +6 Attacks. That takes the weapon from 8 shots to 14 shots, with Sustained Hits 1 layered on top.
- Stat line: M8″, T8, W11, 3+ save, 5+ invulnerable, OC 3.
- Keywords: Vehicle, Walker, Big Mek, Dakkarig, with Character on top.
- First available in the Armageddon launch box alongside every new Ork in the Armageddon box.
Yes, the Dakkarig is only hitting on a 5+, or 4+ if it sits still (or only moves up to 3″ in 11th) thanks to the Heavy ability, but that volume of fire makes up for bad ballistic skill. Run the math against MEQ: 14 shots, hitting on 5+ (with re-rollable Sustained Hits triggers in the right detachment), wounding T4 on a 3+ with AP-2 and 2 damage.
That is a lot of dead Marines per turn for one model, and that kind of output usually takes a whole chain of Loota Mobs to produce.
- Blitzkannon: 24″ Heavy, Sustained Hits 1, 8 shots base, S7 AP-2 D2.
- Dakkablitz ability: blitzkannon gets +6 Attacks against anything that isn’t a Monster or Vehicle.
- Rokkit launcha: 24″ Heavy, 6 shots, S10 AP-2 D3 for the heavy targets the blitzkannon can’t crack.
Best of all, the rokkit launcha handles the Monster/Vehicle (or of course, it’s perfect against anything with three wounds) problem, the Dakkablitz ability deliberately can’t touch. Six shots at S10 AP-2 D3 isn’t quite a Big Mekka tournament-cracker on its own, but it gives the Dakkarig a real answer to enemy armor without needing a babysitter.
Defensively, T8 with 11 wounds and a 3+/5++ from the force field is a problem for opponents to chew through.
The invuln is what gives it real survivability, because it means anti-tank shots and lance hits don’t just delete the Dakkarig outright. For melee, the Stompy feet profile is fine. Four attacks at S6 AP-1 isn’t going to bully a Wraithknight, but it lets the Dakkarig park behind a wall of Ork Walkers and clean up whatever the Deff Dreads and Killa Kans can’t quite finish off.
Because the Dakkarig carries the Walker keyword, it also gets full access to the Dread Mob detachment’s stratagems and rules. It’s also a Character, which means it can take the Warlord slot.
So if you’ve been waiting for an excuse to run a full mechanical all-walker Ork list with no flesh-and-blood Boyz cluttering the board, the Dakkarig is finally the model that makes that army work on paper.
Final Thoughts on the Big Mek Dakkarig Rules
So, if you’ve been looking for an excuse to run the Dread Mob, this might just be the model that makes it all come together. Either way, it’s probably time to start building toward a mechanical Ork list now, rather than waiting for some other big new rule change to come around and make your dreams of a stompy green tide come true.
Last Year’s More Dakka detachment showed what stacking shooting modifiers can do to the 40k meta. The thing to watch for now is whether the new Ork Codex reworks Dread Mob around this new toolkit, or builds a fresh Dakkarig-specific detachment to capitalize on it.
Either way, the Armageddon box set contents and value breakdown makes the math on getting one easy. Plus, if the rest of the box stacks up the way the Dakkarig does, the new 11th Edition 40k rules for Armageddon Orks are going to look like a meta-defining army by the time the box hits shelves.
🔗 Related Reads:
- See All the Latest 11th Edition 40k Rules Changes Here
- How to Play Orks in 40k – Codex Rules Guide
- 40k Armageddon Box Set Contents & Value Breakdown
- Every New Ork on the Way for 11th Edition
- More Dakka, More Problems: How the New Orks Detachment Broke the 40k Meta
- 11th Edition Orks Second-Wave Rumors & Model Teasers




