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ORK GREAT GARGANT

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http://usuarios.lycos.es/inquisitorweb/GreatGargant.html

ORK GREAT GARGANT
PRELIMINARY (ALPHA 2) PLAYTEST DATAFAX
M
9

WS
+5

BS
-

S
10

I
-1

A
+3

LD
-

WS, BS, I, A, and Ld are based on the characteristics of the
Warboss.

Bigboss
Mekboss
Mekboy Gnr
Gretchin
TYPE:

M WS BS
4
5
5
4
5
5
4
4
4
4
2
3

S
4
4
3
3

T
5
5
4
3

W
2
2
1
1

I
5
4
3
2

A
2
2
7
1

LD
9
8
7
5
CREW:

Walker

RAM VALUE: Strength: 10

Damage: D20+D6
Save Mod: -6

1 Bigboss, 1 Mekboss and
lots of Mekboys and
Gretchin

TRANSPORT: Lotz

POWERFIELDS:

The Gargant is equipped with 6+D6 powerfields. Each powerfield provides a save similar to Terminator
armor except that the save is a 1+ on 2D6. If the save is failed, the powerfield is destroyed and may not
be repaired.
PSYCHIC DEFENSE:

If any powerfields are functional,then they will nullify psychic powers used against the Titan on a roll of
4+ on a D6. If all of the powerfields are all destroyed, then the Gargant receives no saves against psychic
powers. Also note that this will affect 'friendly' psychic powers as well.
PSYCHOLOGY:

The Gargant causes Terror as described in the Psychology section of the rulebook.
WEAPONS FIRE ARC:

1. Gutbuster belly gun 90 deg front
2. 3 Battlecannons 90 deg front
3. Megacannon 90 deg front
4. Super lifta-droppa 90 deg front, 90 deg side
5. Tracta Eyes 360 deg.
6. Flame Cannon 270 deg.
WEAPONS DATA:
WEAPONS

Belly gun

SHORT LONG TO HIT
RANGE RANGE SHORT

TO
SAVE
HIT STR. DAM.
MOD.
LONG

-

-

-

-

-

Gutbuster Ball

0-20

20-96

-

-

Chainshot

0-20

20-96

-

-

-

High
Explosive

0-20

20-96

-

-

Battlecannon

0-20

20-72

-

Megacannon AP

6-20

20-96

-

-

ARMOUR
PENE.

SPECIAL Points

-

-

-

200

-6

D6+2D10+10

Sp

-

-

-

auto

+2 dam

-

7

D6

-3

2D6+7

6" Blast

-

-

8

2D6

-3

3D6+8

2" Blast

50

-

10

2D6

-6

3D6+10

-

100

10 2D10

16.12.2006 0:23

6 D6 1 The Gargant's boiler explodes! The Gargant is destroyed creating a cloud of superheated steam 3D6" in diameter which hits any models with the effect of a heavy plasma gun fired on maximal. In addition. 6 The Gargant's ammunition explodes. 2-3 The Bigboss suffers a wound. The Mekboss can attempt to to repair the boiler in the player's Rally phase. they hit automatically). The Gargant may not move in its next turn. The weapon may not be fired for the rest of the game. The Bigboss is slain. once by the exploding ammunition and once by the exploding boiler! 16.ORK GREAT GARGANT 2/4 http://usuarios. Note that this means that models close to the Titan will be hit twice when it goes up. 3 The Mekboy controlling right arm weapon is slain. but the force of the blow slows it down. D6 Body Damage Table 1 The Mekboss is slain. colliding with anything moved into. the Gargant's boiler explodes as described for a roll of 6 on the Body Damage Table above. On a roll of 5-6 he succeeds and the boiler comes back on line.2006 0:23 . 5-6 The foot is blown off and the Gargant crashes to a halt. with the same effect as the plasma cloud created by a plasma grenade (though it will have a much larger blast marker!). D6 Foot Damage Table 1 The thick armour plates on the Gargant's foot hold. Head Damage Table The Gargant's control systems are badly damaged making it difficult to control. The Titan may not move or attack until his position is taken over by the Gargant's Mekboss. The Gargant is destroyed and any models within 3" suffer D6 Strength 10 hits with a -3 saving throw modifier. count this result as a roll of 6 instead). 2 The Gargant is knocked sprawling.12. It may not move for the rest of the game. The steam cloud will remain in play. The Gargant may only move or attack if you first roll a 4+ on a D6. the boiler is shut down for the rest of the battle and the 4-5 Gargant counts as being disabled for victory point purposes. the Gargant may not move or attack and counts as being an ordinary vehicle if attacked by enemy troop in hand to hand combat (ie.es/inquisitorweb/GreatGargant.html Megacannon HE 6-20 20-72 - - 8 2D6 -3 3D6+8 4" Blast - Lifta Droppa 6-20 20-72 - - - - - - Sp 100 Tracta Eyes 6-20 20-96 - - - - - - Sp 50 Flame Cannon 0-12 12-24 - - 6 D6 -3 2D6+6 3" Blast 50 Very Large Target: +2 to hit POINTS COST: 1000(?) Including weapons D6 LOCATION FRONT SIDE REAR 1 Foot 23 23 23 2 Head/Body** 25 23** 20** 3-5 Body 24 23 20 6 Weapon* 23 22 22 * Randomise between weapons the firer can see (D6 roll on the weapons list on the other page) ** Side and Rear are body hits. While the reactor is down. Roll immediately before moving or attacking and note that it is possible to end up moving and not being able to attack. If he has already suffered a wound he is slain as described below. The weapon may not be fired for the rest of the game. 2 The Mekboy controlling left arm weapon is slain. The boiler is hit but the Mekboss manages to vent it before it explodes (if he is dead. If he fails. 3-4 The foot is seriously damaged. It staggers D6" in a random direction.lycos. they hit automatically). 4-5 and counts as being an ordinary vehicle if attacked by enemy troop in hand to hand combat (ie. The Gargant may now only limp D6" per turn.

bypassing all armor. Dam. SUPER LIFTA DROPPA ARM 100 Points Use against dreadnoughts and vehicles.) 4+ Super heavy vehicles. Dam. the target is hit.lycos. 3 High Explosive Round Str. Chimera 5+ Heavy vehicles. roll a scatter die. hits legs. Damage Penetration 16. all void shields are knocked down and the round hits a random location with the above stats and adds +2 to the damage roll if it penetrates. Gargant Special Weapons Rules BELLY WEAPONS Belly Gun (150 points) plus 3 battlecannons (150 points).2006 0:23 . the battlecannons fire every turn.es/inquisitorweb/GreatGargant. Belly Gun Ammo types 1 Chainshot Roll to hit. no power fields or void shields can be active on target. Dam. (Leman Russ. 6 The weapon explodes! The explosion flashes back to the Gargant's body. Range Save Area Special varies 72" - - Miss: No Effect Hit: Target is lifted up if it fails a save roll: 6 Light vehicles (jet bikes. Roll to hit as normal (normal LOS applies).12. Predator. Sentinel. dreadnoughts. Range Save Area 10 2D12 96" -6 - Special: If an Imperial Titan with void shields up is hit. Roll to hit as normal (normal LOS applies). Range Save 7 D6 96" Area -4 6" Blast Marker TRACTA EYES 50 Points 360 degree arc of fire. Use against vehicles and Knights. medium vehicles (Rhino. speeders. Land Raider. and causing a secondary explosion. Miss: No Effect Hit: Roll D6 1-2 Out of control next turn 3-6 Does automatic penetration to a random hit location. Damage caused by dropped vehicle Str. Use the table below to determine effect of hit. Str. The Belly Gun fires every turn. 2 Ball Round-Giant armor piercing round Str. Automatically penetrates legs and adds +2 to the damage roll. Belly Gun ammo type must be noted at start of game for the round already in the chamber and each time the gun is loaded (immediately after firing). 3-5 The weapon is torn from the Gargant's body and is destroyed. If an arrow is rolled. the dropped vehicle is flung 2D6 inches away from the target in the direction of the arrow.ORK GREAT GARGANT 3/4 http://usuarios.html D6 Weapon Damage Table 1-2 The weapon is jammed or partially damaged and can only be fired if you first roll a +4 on a D6. Roll on the Body Damage Table to find the effect of this second explosion. To determine where the dropped vehicle lands. Knights The Gargant may attempt to drop a lifted vehicle on another target (normal LOS applies) within 12". If a "hit" is rolled. War Walker.

12.2006 0:23 .html Light vehicles 7 D8 7+D6+D8 Vehicles 8 D12 8+D6+D12 Heavy vehicles 9 D20 9+D6+D20 Super heavy vehicles 10 D20 10+D6+D20 Dropped vehicles ignore void shields on a D6 roll of 4+.es/inquisitorweb/GreatGargant. Dropped vehicles are automatically destroyed. 16.lycos.ORK GREAT GARGANT 4/4 http://usuarios.