Gargant: Difference between revisions
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Oh, and in case you're wondering what weapons it carried, fluff says that it's smallest weapons were the size of the main weapons on Stompas, and its primary weapon looked more like it belonged on an Imperial Flagship. If anyone ever tries to create rules for this thing, then you're wasting your time, because: a) the model will be over 20 feet tall; 2) no-one will ever play you; and d) you will be an outcast from /tg/ for evermore. Expect infinite levels of [[rage]], [[rape|Slaanesh-imitating]], and [[rip and tear|mur]][[blam|der]]. | Oh, and in case you're wondering what weapons it carried, fluff says that it's smallest weapons were the size of the main weapons on Stompas, and its primary weapon looked more like it belonged on an Imperial Flagship. If anyone ever tries to create rules for this thing, then you're wasting your time, because: a) the model will be over 20 feet tall; 2) no-one will ever play you; and d) you will be an outcast from /tg/ for evermore. Expect infinite levels of [[rage]], [[rape|Slaanesh-imitating]], and [[rip and tear|mur]][[blam|der]]. | ||
Basically if GW would remade its main | Basically if GW would remade its main headquarters in Notthingham in the shape of a Gargant this would be model appropriate to the 28mm scale of Wh40k game. Let that sink for a moment. A model in the same scale as one you use on the tabletop would be size of real life office building. | ||
== Fanmade Rules == | == Fanmade Rules == |
Revision as of 08:55, 7 April 2018
A Gargant is what most would call the Orks' main battle titan, resembling its smaller Stompa cousins, the Gargant is equivalent to the Imperial Reaver Titan and its most often mocked/praised by /tg/ for its infamous Trouser Cannon and goofy looking appearance. The construction of a Gargant alone (or anything larger) on any planet is a sign that something craptastic is about to begin. Like most Ork machinery, each Gargant is a unique albeit crude effigy of the gods Gork and Mork.
Variants
Like its smaller cousins, the Gargant has a wide range of variants and flavors for an Ork to choose from.
Mekboy Gargant
Big Meks who build their own Gargants, instead of being contracted by other Warbosses, tend to make better, flashier ones for themselves. They rig experimental weaponry and shielding to the frame, and send it into battle wired up and filled to the brim with bits and gubbins. Similar to a Mek's Stompa only bigger, the Mekboy Gargant is constructed by a very powerful Big Mek and is always a sign of prestige and pride upon its completion. The Mekboy Gargant is invariably a more shooty type of Gargant than most, relying on massive volumes of Dakka, immensely destructive energy weapons, towering force fields, or other similar techno-shenanigans in order to face opposing Titans. Typically helmed by the Big Mek who designed and constructed it, these metal monsters play double-duty, being equal parts war machine and experimental test-bed for the Mekaniak in question
These gargants are armed with all manner of "kustomized" guns and weaponry: massive and randomly potent Zzap Kannons, auto-loading high-explosive Kill-Kannons, Lifta-Droppa tractor beams for throwing enemy tanks at enemy Titans, unstable grot-guided plasma-rokkits, experimental double-ended Bubble-Chuckaz, and all kinds of other crazy junk. Where most Gargants have an arm filled with loads of guns and an arm with a fuckhuge close combat weapon, some Mekboy Gargants go so far as to do to look more like replace their close combat weapon with another gun arm, to maximize dakka and mount yet more untested weaponry. Although this may draw the mockery of more traditional Warbosses who chafe at the idea of having a non-choppy Gargant in their ranks, most Big Meks who manage to build one of these don't much care what anyone else thinks of them, since they could just blow them up.
Goff Rock-an-Rolla
Somewhere along the line, the Goff Klan got the bright idea to ROADA ROLLA their enemies. So, they strapped a giant spiked steam roller on their Gargant and thus the Goff Rock-an-Rolla was born. This monster eats infantry and small vehicles alike, demolishing them into an icky paste of blood and mush, but can't kill other Titans very well. It cuts huge lines in enemy troops, and takes no prisoners with armies that rely on massive infantry numbers such as the 'Nids. The Rock-an-Rolla falls obviously short against Titans and other super heavies, but the Goffs don't really pay much mind do anything that isn't putting axes in meaty faces. (Seriously that roller is only going to tickle the feet of a Warlord Titan).
This is a true Stompa design. Not whatever Games Workshops is calling a Stompa these days, but a tried and true Epic-scale Stompa. A walker the size of a true Stompa would be much more mobile and better for mowing down infantry, the commander would be lower to the ground and thus better able to see the gore, and a Stompa would be less of an investment and therefor give the Goffs a better incentive to experiment and actually make this guy in the first place. Comparing this guy to the other Goff design only reinforces this notion.
Goff Klawstompa
Similar to the Goff Rock-an-Rolla, the Goff Klawstompa trades in its gun arm for another close range weapon in order to shred enemy titans up close and personal. A pure close combat Gargant, it has two giant claws, and can punch out other Titans in one round of close combat. It's designed to take down other Titans and assorted super-heavy vehicles, and has more attacks in close combat than the Tyranid Bio-Titan. Too bad other Titans can hit this enemy crab's weak point for massive damage (double meme?) before it closes the distance, as it has no ranged weaponry to defend itself with. Still, it can't be stopped by anything once it hits enemy lines... if they could even get there before being reduced to molten metal by a Volcano Cannon to the face. Still, when you want to punch an enemy Titan (or one of those pesky Forge World-produced Knights) in the face, accept no substitutes.
This and the Rock-an-Rolla are the polar opposite of Mekboy Gargants as they replace their gun arms with another claw (or fist or chainblade or even wrecking ball).
Steam Gargant
Sometimes Feral Ork Pigdoks Boilerboys (their version of Meks) get particularly inspired, and lay about themselves with all the scrap they can find from their raids. They will rope up their whole tribe into building this ridiculously ramshackle machine. Steam Gargants are exclusively made by Feral Orks, who fight a level of technology approximating that of Warhammer Fantasy Orcs, so it is impressive that they can even conceive of a thing like this, much less build one.
As its name suggests, the Steam Gargant is a steampunk version of the traditional Gargant riding on giant treads instead of feet. This thing could not stand if it weren't for Feral Ork psychosensitivity being higher than the average Space Ork. The giant machine is always made as an effigy of Gork or Mork, and features a big close combat weapon (usually an oversized hammer, axe, spear, or mace), catapult and ballista emplacements, maybe a back-mounted trebuchet or two, rows of platforms for archers, all the trappings of a traditional medieval siege tower, and a GIANT METAL BOILER protruding out of the back.
This fusion of every single medieval siege engine rolled into one is run by Spannas: random Boyz conscripted to work the machine. Spannas are promised the chance to ride the giant beast into battle, literally fighting alongside their god. In truth, most run about inside the beast, maintaining its rickety (even by Ork standards!) structure and keeping the gears turning. Any Pigdoks or Spannas that get a little too excited about making the giant machine band together into a group of Boilerboyz, who form a command chain of foremen underneath the original Pigdok and strongarm the tribe into pouring more resources into the preposterous machine, often demanding even crazier weapons be added to the Gargant. It may or may not feature a chained Weirdboy or two, who will fire off bolts of lightning from the head or heat the boiler with a stream of arcane energy.
Steam Gargants are powered by a giant steam engine, and the boiler is fueled by an endless supply of wood, coal, and anything else burnable that a horde of grots (during the fight) and boyz (after the fight) can steal off the battlefield. Anything burnable in the immediate area will be nicked to throw into the massive firebox. You can map out the entire warpath of a Steam Gargant based solely on the trail of defoliation it leaves behind.
Great Gargant
A massive Ork War Engine, a Great Gargant is comparable to the Warlord Class Titans of the Imperium. These are essentially a Gargant on steroids, and are often powerful enough to hold its own against other races' Titans without the need to gang up on them like their smaller kin. These juggernauts are expensive enough to make even the richest Warboss file for bankruptcy. Due to this, they are somewhat rare; the amount of bullying and vying for resources required to get them built ensures that only the most ambitious Ork Warbosses can raise their massive bipedal forms. The majority of Great Gargants are often accompanied by other smaller Gargants or Stompas, due entirely to the fact that any Waaagh! large enough to create Great Gargants implicitly having enough materiel to spawn lesser Gargants first (not due to any need to hide behind underlings, of course). Great Gargants are a potent threat to any enemy force.
Essentially a mobile mountain made of steel and covered in the biggest, heaviest guns the Orks can come up with, such as: the infamous Gaze of Mork which is what happens when you give a Gargant a laser beam that looks like Cyclops from X-Men, Weirdboy Towers that contain allow Warpheads to flood themselves with Waaagh! energy from on high and unleash the wrath of Gork and Mork themselves, and Lifta-Droppas or any other Trakor Beam to either pull their targets in to be crumpled or lift them into the air and smash them to the ground. They often double the amount of 'Soopaguns' found on smaller Gargants, sometimes by a form of crude twin-linking that seems to involve huge amounts of rope, chains and nails. Are you fucked? You're fucked.
Mega Gargant
These are the largest Ork Gargants to date. Equivalent to the Imperium's Emperor Titans. This is what happens when a notable influential Warboss begins to whip up his boyz to create a moving personification of Gork and Mork. Once completed the Mega Gargant would be so big that not even its legs would be effective anymore, and would instead rely on the trusty old treads. Turning this into a moving battle fortress. Orks get the equivalent of a immodest orgasm and their enemies respectively shits itself. These Mega Gargants are armed with pretty much anything in the Orks plethora of weapons and can go toe to toe with even an Imperator Titan or Warlord Titan.
It carries a large number and variety of weapons including the Mega-Dropper. If you don't have the weapons necessary to combat it or lack orbital bombardment, consider yourself quite fucked.
Temple Gargant
Sorry Mega Gargant, but you've just been outdone. THIS is the biggest Gargant to date. By far. The personal Gargant of The Beast HIM-MOTHERFUCKING-SELF, this monster was taller than an Emperor-class Titan, could one-shot an entire Titan maniple, and destroyed the Ordinatus Ullanor without even breaking a sweat. It was so big, the six Prime-orks could walk about freely, and regular Gargants could be employed as sentries inside. The Beast's Throneroom within could hold six MEGA-GARGANTS. It was the site of the final battle in books 8, 10 and 11 of The Beast Arises, and its engine core was the place where Vulkan died (again), and it survived having a Primarch smash its engine with a god-weapon and having the two aforementioned demigods crammed into it's main power plant (to become literal spanners in the works). It also survived having a naval plasma drive fired at it (an event which can tear a Battle-Barge in half) without collapsing it's shields. WHAT. THE. FUUUUUUUUUU-
Oh, and in case you're wondering what weapons it carried, fluff says that it's smallest weapons were the size of the main weapons on Stompas, and its primary weapon looked more like it belonged on an Imperial Flagship. If anyone ever tries to create rules for this thing, then you're wasting your time, because: a) the model will be over 20 feet tall; 2) no-one will ever play you; and d) you will be an outcast from /tg/ for evermore. Expect infinite levels of rage, Slaanesh-imitating, and murder.
Basically if GW would remade its main headquarters in Notthingham in the shape of a Gargant this would be model appropriate to the 28mm scale of Wh40k game. Let that sink for a moment. A model in the same scale as one you use on the tabletop would be size of real life office building.
Fanmade Rules
This is for the fanmade rules of the various Gargants that GeeDubs were too lazy to make. Dat ‘anonymus git be roight, we’z Orks ar’ zoggin' pished aboot dem Gee Dub gitz not wroitin' 'em flashy codex roolz fer our Stompaz an' Gargantz! Jokes on dem d'ough, we’ll krump dem mary-sooziez when we'z find oot where Nottingham zoggin' is! Now dem 'umie Stompa's are gettin' a codex, we won't be far behind! Har har!
Mekboy Gargant
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Mekboy Gargant | * | * | * | 9 | 9 | 80 | 4 | 8 | 3+ | 2000 |
Remaining W | M | WS | BS |
---|---|---|---|
65-80+ | 10” | 2+ | 4+ |
40-64 | 8” | 3+ | 4+ |
20-39 | 6” | 4+ | 5+ |
10-19 | 4” | 5+ | 6+ |
1-9 | 4” | 5+ | 6+ |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Supa Uber Dupa Deff Gun | 120” | Heavy 2D6 | * | * | * | Consult the “Fire da Supa Uber Dupa Deff Gun!” |
"Smart" Missiles | 120" | Heavy D6 | 8 | -3 | D6 | You may re-roll failed hit rolls for this weapon, and you roll two dice when firing this weapon to determine the number of shots and discard the lowest dice. Each "Smart" Missile may only be fired once per battle. |
Uber Psycho Dakka Blasta | 60" | Heavy 10D6 | 6 | -2 | 1 | - |
Auto Loading Explosive Kill Kannon | 72" | Heavy 2D6 | 8 | -2 | 2 | Each hit counts as 3 against INFANTRY. |
Uber Zapp Gun | 48" | Heavy 3D3 | 4D6 | -4 | 6 | Choose a target before rolling to determine the weapons strength. On a strength of 20+, do not roll to wound, each hit instead deals 3 mortal wounds to the target, after which this unit takes a mortal wound for each successful hit. |
Stompy Feet | Melee | Melee | User | -3 | 3 | Make 3 hit rolls for this weapon instead of 1. |
Abilities:
- Fire da Supa Uber Dupa Deff Gun!: Supa Uber Dupa Deff Gun is a general name used to describe anything from a giant death laser, chain linked, multi barrelled Gatling guns or racks upon racks of missiles. It doesn’t really matter, it’s a big gun which produces a lot of high power dakka.
- Choose an enemy unit within the weapons range and then roll a D6 after determining the number of shots and hits made by the weapon:
- 1, (Sounds of fuses blowing): The power source/ammo supply for the weapon has malfunctioned, the Gargant takes D3 mortal wounds and you roll a D6 again, f you roll another 1 on a D6 the Gargant takes 2D3 mortal wounds and so on an so on.
- 2, Ow did we zoggin miss?: Despite initially hitting the target, the Gargant's shots have glanced off/being deflected/been randomly sucked into the warp, the shots count as missing.
- 3, Bullsey: The shots have hit the target, the target unit takes a mortal wound for each successful hit.
- 4, A Morkin good it: The Gargant's shots have impacted nicely into the target, Mork has deemed the Gargant's target to be a bad enemy, the target unit takes D3 mortal wounds per successful hit.
- 5, A Gorkin good hit: The Gargant's shots have kunningly hit a weak spot in the targets armour/force field, Gork has deemed the Gargant's target to be a bad enemy, the target unit takes a mortal wound per successful hit and no kind of save can be taken against these mortal wounds (including void shields).
- 6, A 1 in a million hit, Gork and Mork have each agreed that that enemy was a very bad enemy indeed and needed a proper krumpin, the target unit takes D6 mortal wounds per succesful hit and no saves of any kind (including void shileds) can be taken against these mortal wounds. In addition, these mortal wounds can not be diverted by eg. Saviour protocols, so zokkin shut up and just take the divine beating.
- Choose an enemy unit within the weapons range and then roll a D6 after determining the number of shots and hits made by the weapon:
- Kustom Force Field:
- This model and friendly models within 6" have a 5++ invulnerability save against shooting attacks.
- Huge 'n' Stompy: Nothing can stop a Gargant, not really, it will continue to push forward, driven against all opposing forces by sheer, undiluted determination and refusal to accept the laws of physics.
- A model with this rule can Fall Back in the Movement phase and still shoot/or charge during its turn. A model with this rule may fall back over INFANTRY or SWARM models though at the end of its move it must be more than 1” away from all enemy units. A model with this rule may fire its weapons even if there are enemy models within 1” of it unless those models have the TITANIC keyword. In this case it can shoot at the enemy unit within 1” of it or at another enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
- Repair Gang: Teams of Orks and Grots will scramble around inside the Gargant repairing damage, or at least the Orks kick the Grots until they do the work.
- At the beginning of the turn, this models Repair Gang may attempt to repair lost wounds. On a 2+ the model regains D3 previously lost wounds, on a 6+ the model instead regains D6 previously lost wounds.
A Mekboy Gargant can transport 10 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models.
Faction Keywords: ORK, <CLAN>
Keywords: VEHICLE, TRANSPORT, TITANIC, GARGANT, MEKBOY GARGANT
Goff Rock-an-Rolla
A Goff Rock-an-Rolla is a single model, it is armed with a Gut Busta, a Kannon, four shoulder mounted Big Shootas and a Huge Choppa with a built in Huge Skorcha. This model may also crush almost anything with its Assorted Rollas and Choppas.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Goff Rock-an-Rolla | * | * | * | 8 | 8 | 80 | 4 | 8 | 3+ | 2000 |
Remaining W | M | WS | BS |
---|---|---|---|
65-80+ | 12” | 2+ | 5+ |
40-64 | 10” | 3+ | 5+ |
20-39 | 8” | 4+ | 5+ |
10-19 | 6” | 4+ | 6+ |
1-9 | 4” | 5+ | 6+ |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Gut Busta | 72" | Heavy 2D6 | 8 | -2 | 2 | This weapon counts as 4D6 against units with 10 or more models. |
Kannon | - | - | - | - | - | Choose a profile when firing this weapon. |
-Metal Bawkes Shell | 72" | Heavy D3 | 9 | -3 | 4 | - |
-Humie Shell | 72" | Heavy 3D3 | 5 | -1 | 1 | - |
Big Shootas | 36" | Assault 3 | 5 | 0 | 1 | - |
Huge Skorcha | 16" | Heavy 3D6 | 6 | -2 | 2 | This weapon automatically hits its target. |
Huge Choppa | Melee | Melee | x2 | -4 | 6 | - |
Assorted Rollas and Choppas | Melee | Melee | +2 | -3 | 2 | Hits from this weapon count as 3 hits, and any successful wounds against INFANTRY inflict 2 mortal wounds instead of their normal damage. |
Abilities:
- They see me rollin, they hatin: I'll just have to say I'm too green and Orky.
- If this model would move over a unit (friend or foe) without the FLY, VEHICLE, MONSTER or TITANIC keyword then that unit suffers D3 mortal wounds. In addition, whenever this model successfully charges an enemy unit, that unit suffered 2D3 mortal wounds.
- Flatten the lot of it!: we’ll put a water feature in there and convert that imperial bunker into a wine cellar.
- If this model would move over a piece of terrain or scenery (except water or fortifications) remove that piece of scenery as the model flattens it.
- Huge 'n' Stompy: Nothing can stop a Gargant, not really, it will continue to push forward, driven against all opposing forces by sheer, undiluted determination and refusal to accept the laws of physics.
- A model with this rule can Fall Back in the Movement phase and still shoot/or charge during its turn. A model with this rule may fall back over INFANTRY or SWARM models though at the end of its move it must be more than 1” away from all enemy units. A model with this rule may fire its weapons even if there are enemy models within 1” of it unless those models have the TITANIC keyword. In this case it can shoot at the enemy unit within 1” of it or at another enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
- Repair Gang: Teams of Orks and Grots will scramble around inside the Gargant repairing damage, or at least the Orks kick the Grots until they do the work.
- At the beginning of the turn, this models Repair Gang may attempt to repair lost wounds. On a 2+ the model regains D3 previously lost wounds, on a 6+ the model instead regains D6 previously lost wounds.
A Goff Rock-an-Rolla can transport 20 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models.
Faction Keywords: ORK, GOFF
Keywords: VEHICLE, TRANSPORT, TITANIC, GARGANT, GOFF ROCK-AN-ROLLA
Goff Klawstompa
A Goff Klawstompa is a single model, it is armed with two Da Spikey Klaw's, and it may crush its foes beneath its Stompy Feet.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Goff Klawstompa | * | * | - | 10 | 9 | 80 | 8 | 8 | 3+ | 2000 |
Remaining W | M | WS |
---|---|---|
65-80+ | 12” | 2+ |
40-64 | 10” | 2+ |
20-39 | 8” | 3+ |
10-19 | 6” | 3+ |
1-9 | 4” | 4+ |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Da Spikey Klaw | Melee | Melee | x2 | -5 | 10 | Add 1 to this hit rolls for this weapon against TITANIC units. |
Stompy Feet | Melee | Melee | User | -3 | 3 | Make 3 hit rolls for this weapon instead of 1. |
Wargear Options:
- "Paint it Purple" 500 points.
Abilities:
- Zoggin el! Where id I ark da Stompa?: Gof's are tactical genius' by ork stadards, having mastered such brilliant tactics like "deploying troops at night", but they haven't yet learnt to turn off their head lights while doing so. They also have a bad habit of losing troops through such maneuvers, mostly because the orks simply get lost in the dark.
- You may "kunninly eploy" this model in reserve instead of setting it up on the battlefield during deployment. At the start of any of your turns you may attempt to deploy this model, if so, roll a D6 and consult the table below (all deployments count as moving, so unless specified the Stompa may not move until your next turn).
- 1, Where the zog are we now?: The Stompa has become lost trying to find the battlefield and may not be deployed this turn. If you roll a 1 in the next turn trying to deploy this model then it is treated as "gotten bored and started fighting itself" and is treated as slain.
- 2, Ank Mork wez inally ere!: The boyz have somehow managed to find the fight, set up the Stompa on any board edge more than 12" away from any enemy units.
- 3, I see em boss!: The "actical ploy" has somehow worked, set the Stompa up more than 12" from any enemy models.
- 4, Idin in plain sight: The Stompa is taking advantage of a tiny piece of terrain to hide itself from enemy units, set the Stompa up more than 9" from enemy units and it counts as being in cover until your next turn and enemy units must subtract 1 from their hit rolls made against this model until your next turn.
- 5, WAAAAARGHH!: An orks wet dream, the enemy is within charge range, set the Stompa up 6" or more from an enemy unit and it adds 1" to its charge distance in the following charge phase.
- 6, I ink we stood on one boss: The Stompa has somehow managed to sneak past the enemies detection grids, spotters and all common sense and has stumbled right on top of an enemy unit. Deploy the Stompa within 1" of any enemy units (aka, into melee with that unit), if that unit lacks the TITANIC keyword then it takes D3 mortal wounds as the Stompa accidentally steps on them. If the unit does have the TITANIC keyword then the enemy unit and the Stompa both take 2D6 mortal wounds as the Stompa painfully collides with the enemy Titan.
- You may "kunninly eploy" this model in reserve instead of setting it up on the battlefield during deployment. At the start of any of your turns you may attempt to deploy this model, if so, roll a D6 and consult the table below (all deployments count as moving, so unless specified the Stompa may not move until your next turn).
- Paint it purple: Have you ever seen a purple Stompa? I thought not so theres nothing to see here!
- If you have the "paint it purple" wargear then enemy units may only target this model with shooting attacks unless it is the closest unit.
- Huge 'n' Stompy: Nothing can stop a Gargant, not really, it will continue to push forward, driven against all opposing forces by sheer, undiluted determination and refusal to accept the laws of physics.
- A model with this rule can Fall Back in the Movement phase and still shoot/or charge during its turn. A model with this rule may fall back over INFANTRY or SWARM models though at the end of its move it must be more than 1” away from all enemy units. A model with this rule may fire its weapons even if there are enemy models within 1” of it unless those models have the TITANIC keyword. In this case it can shoot at the enemy unit within 1” of it or at another enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
- Repair Gang: Teams of Orks and Grots will scramble around inside the Gargant repairing damage, or at least the Orks kick the Grots until they do the work.
- At the beginning of the turn, this models Repair Gang may attempt to repair lost wounds. On a 2+ the model regains D3 previously lost wounds, on a 6+ the model instead regains D6 previously lost wounds.
A Goff Klawstompa can transport 20 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models.
Faction Keywords: ORK, GOFF
Keywords: VEHICLE, TRANSPORT, TITANIC, GARGANT, GOFF KLAWSTOMPA
Steam Gargant
A Steam Gargant is a single model, armed with 2 Spanna's Manned Balista's, 3 back mounted Dung and Boulder Orkuchet's, an array of Gitz with Rocks and Arrers, Steam Vents from its on board boiler, and a Huge Slab of Sharpened Metal. It may also grind its foes to pulp with Da Spikey Treds.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Steam Gargant | * | * | * | 10 | 8 | 80 | * | 8 | 4+ | 2000 |
Remaining W | M | WS | BS | Attacks |
---|---|---|---|---|
65-80+ | 8” | 2+ | 5+ | 6 |
40-64 | 6” | 3+ | 5+ | 7 |
20-39 | 4” | 3+ | 6+ | 8 |
10-19 | 4” | 4+ | 6+ | 9 |
1-9 | 2” | 5+ | 7+ | 10 |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Spanna's manned Balista | 60" | Macro 1 | 10 | -4 | 5 | Add 1 to the hit rolls for this weapon made against MONSTER, VEHICLE or TITANIC units. |
Gitz with Rocks and Arrers | 3D6" | Assault 6D6 | 4 | 0 | 1 | You may re-roll dice rolls of 1 when determining the number of attacks made by this weapon. On a hit roll of 6+ this weapon has an ap profile of -1 instead of 0. |
Dung and Boulder Orkuchet | 120" | Heavy D6 | 8 | -3 | 3 | This weapon may target enemies which are not visible to the bearer. Enemies hit by this weapon suffer a -1 to their leadership charecteristic and their hit rolls until your next turn. |
Steam Vents | 6" | Pistol 2D6 | 6 | -2 | 2 | This weapon automatically hits its target. INFANTRY which are hit by this weapon suffer a -1 to their hit rolls until your next turn. |
Huge Slab of Sharpened Metal | Melee | Melee | x2 | -5 | 8 | Attacks by this weapon suffer a -1 to their hit rolls. However, all models destroyed by this weapon which can explode (area of effect mortal wounds upon death) will explode. |
Da Spikey Treds | Melee | Melee | User | -3 | 3 | Make 3 hit rolls for this weapon instead of 1. Units hit by this weapon suffer a -1 to their hit rolls and move distances until your next turn. |
Da Belly Gun | 36" | Heavy 2D6 | 8 | -2 | 2 | This weapon becomes Heavy 4D6 against INFANTRY. |
Snappa | 6" | Macro 1 | 12 | -4 | 4 | Use the bearers weapon skill when firing this weapon. This weapon becomes a Melee weapon during the fight phase but you may only assign one attack to it during the fight phase (it still deals double damage to TITANIC units). VEHICLE, MONSTER and TITANIC units hit by this weapon halve their movement distances (rounding down) and suffer a -1 to their hit rolls until your next turn and may not disengage from melee with this unit until either this model or the enemy model is slain. |
Wargear:
- This model may take a captive Weirdboy for 200 points.
- This model may take a Da Belly Gun or a Snappa but may not transport any models for 200 points.
Abilities:
- Full steam ahead ladz:
- At the beginning of your turn, you may have the grots fuelling the furnaces of the gargant work even faster (via encouragement of a kick to the behind). If so, this model suffers 2D6 mortal wounds, but may use its undamaged stat line until your next turn (except for the purposes of determining the number of attacks it has) and adds 3" to its movement distances. If you wish to use this ability again in another turn, then roll a D6, on a 4+ the ability works as normal, on a 1, 2 or 3 this model suffers 2D6 mortal wounds and is immobile until your next turn.
- Tribal Warpaint:
- This model and all friendly units with 6" of it have a 6++ invulnerability save against shooting attacks and a 5++ invulnerability save in the fight phase.
- Dakka an Choppy points:
- Models embarked upon this vehicle may shoot out of it, but suffer the usual penalties for moving and firing heavy weapons etc. Models embarked upon this vehicle may also fight in melee if the Gargant is also in melee, but they do so at a -2 to hit.
- Spanna's with Spanners: The incredible primitiveness of a Steam Gargant actually works in the favour of the Spanna's who maintain and repair it, as almost anything they do will be an improvement on the Gargants current state.
- At the beginning of the turn, this models Spanna's with Spanners may attempt to repair lost wounds. On a 1, 2 or the model regains D3 previously lost wounds, on a 4+ the model instead regains D6 previously lost wounds.
- Huge 'n' Stompy: Nothing can stop a Gargant, not really, it will continue to push forward, driven against all opposing forces by sheer, undiluted determination and refusal to accept the laws of physics.
- A model with this rule can Fall Back in the Movement phase and still shoot/or charge during its turn. A model with this rule may fall back over INFANTRY or SWARM models though at the end of its move it must be more than 1” away from all enemy units. A model with this rule may fire its weapons even if there are enemy models within 1” of it unless those models have the TITANIC keyword. In this case it can shoot at the enemy unit within 1” of it or at another enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
If this model has a captive weirdboy, then it is treated as a psyker, it may cast one power and deny one other each turn, it knows smite and one power from the Power of the WAAAGH! Discipline. This model also gains +1 to its casting and deny rolls for every 10 ORKS within 12" of it, models it is transporting count towards this model count.
A Steam Gargant can transport 20 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models.
Faction Keywords: ORK, <KLAN>
Keywords: VEHICLE, TRANSPORT, TITANIC, GARGANT, STEAM GARGANT
Great Gargant
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Great Gargant | * | * | * | 10 | 10 | 120 | 4 | 8 | 3+ | 4000 |
Remaining W | M | WS | BS |
---|---|---|---|
100-120+ | 10” | 2+ | 4+ |
70-99 | 8” | 3+ | 4+ |
40-79 | 6” | 4+ | 5+ |
20-49 | 4” | 5+ | 6+ |
1-19 | 4” | 5+ | 6+ |
A Great Gargant can transport 100 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models. It may also transport up to 5 KILLA KAN's.
Faction Keywords: ORK, <KLAN>
Keywords: VEHICLE, TRANSPORT, TITANIC, GREAT GARGANT
Mega Gargant
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Mega Gargant | * | * | * | 14 | 14 | 140 | 6 | 8 | 2+ | 6000 |
Remaining W | M | WS | BS |
---|---|---|---|
110-140+ | 8” | 2+ | 4+ |
70-109 | 7” | 3+ | 4+ |
40-69 | 6” | 4+ | 5+ |
20-39 | 5” | 5+ | 6+ |
1-19 | 4” | 5+ | 6+ |
A Mega Gargant can transport 150 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models. It may also transport up to 1 GREAT GARGANT's, 2 GARGANT's and 10 KILLA KAN's.
Faction Keywords: ORK, <KLAN>
Keywords: VEHICLE, TRANSPORT, TITANIC, MEGA GARGANT
Temple Gargant
A Temple Gargant is a single model, it is armed with Da Fist of Gork, Da Choppa of Mork, 50 Big Shootas. It may also relentlessly grind over all before it with Da Great Big Treds.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Temple Gargant | * | * | * | 22 | 22 | 200 | 6 | 8 | 2+ | 10000 |
Remaining W | M | WS | BS |
---|---|---|---|
160-200+ | 8” | 2+ | 4+ |
120-159 | 7” | 3+ | 4+ |
80-119 | 6” | 4+ | 4+ |
40-79 | 5” | 4+ | 5+ |
1-39 | 4” | 5+ | 6+ |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
- | - | - | - | - | - | - |
- | - | - | - | - | - | - |
Gun of "Almost" Ultimate Dakaa | Infinite | Macro 4D6 | 32 | -6 | 4D6 | This weapon may be fired at battles occurring on different tables and this weapon ignores cover and does not require line of sight. Damage dealt by this weapon are mortal wounds instead of normal damage. |
Da Eye of Mork | 72" | Assault 1 | 5D6 | -4 | 12 | Invulnerability and void shield saves made against this weapon suffer a -1 to their saving throws. |
Da Eye of Gork | 72" | Assault 1 | 5D6 | -4 | 12 | On a wound roll of 6+ this weapon deals 12 mortal wounds instead of its normal damage. |
Big Shootas | 36" | Assault 3 | 5 | 0 | 1 | - |
Da Fist of Gork | Melee | Melee | x2 | -5 | 16 | Subtract 1 from the hit roll for this weapon, if a unit destroyed by this weapon could explode then it does explode. |
Da Choppa of Mork | Melee | Melee | x2 | -5 | 12 | Units wounded by this weapon subtract 1 from their hit rolls until your next turn. |
Da Great Big Treds | Melee | Melee | User | -4 | 4 | Make 5 hit rolls for each attacks with this weapon instead of 1. |
Abilities:
- We ar zoggin 'ancelling da Apocalypse!: When you have enough guns to shoot down a battleship in orbit, then your opponent knows that their done for.
- If a game would have an ability which would cause mortal wounds via eg exterminartus or an opponent would activate an eg orbital barrage you may choose to cancel such effects, by the gargant simply shooting down the battleship in orbit.
- All da Kustom Force Fields: You can never have too much dakka, but you can also never have too many force fields foe those time when the enemy also brings a lot of dakka.
- This model have a 6++ invulnerability save, and you may re-roll failed invulnerability saves, and re-roll failed re-rolls, and re-roll failed re-roll re-rolls, and re-roll failed re-roll re-roll re-rolls, and re-roll failed re-roll re-roll re-roll re-rolls, and re-roll failed re-roll re-roll re-roll re-roll re-rolls (that's 6 re-rolls if you were wondering). In addition, all other friendly models within 18" of this model have a 5++ invulnerability save against ranged attacks.
- Da Will of Gork and Mork:
- At the beginning of your turn, choose one of the effects below to take effect until the start of your next turn:
- Da Will of Gork: All ORK units within 24" of this model or with line of sight to it add 1" to their movement, advance and charge distances and add 1 to their attack charecteristic.
- Da Will of Mork: All unit within 12" of this model may roll twice the number of dice when determining the number of shots fired by weapons with a random number of shots (eg. D6 roll 2 dice) and discard the lowest half of dice.
- At the beginning of your turn, choose one of the effects below to take effect until the start of your next turn:
- Army of Repair Mek's:
- Roll two D6 at the start of your turn and consult below:
- 2, You zoggin idiot!: A grot has decided (in its infinite wisdom) to start hitting the side of the Gargants reactor, and Ork engineering being what it is, something has gone wrong, this model 4D6 mortal wounds.
- 3-7, Buisiness as usual:
- 8-10
- 11, Good as new: The repair work has allowed the gargant to behave as if it had never received any damage, this model heals 2D6 previously lost wounds and may use its undamaged stat line until your next turn.
- 12, Orky genius: A mek has been inspired by all the wargh energy surrounding him, and has come up with something which will dramatically improve the gargant, this model heals half of all of its previously lost wounds and may add 1 to all invulnerability saves it makes until your next turn.
- Roll two D6 at the start of your turn and consult below:
- Sumboyz Management Department: A Temple Gargant contains humongous amounts of space, so much space that there is even room for a accounts and managements department who's job it is to ensure that the Gargant and the armies surrounding it are properly fed, "paid" and just generally logistically managed. Such departments are filled with Sumboyz and Numnobz wearing accounting hats and saying things like "You 'orgot ta 'arry da zero you zoggin fool!" or "I'll 'end da Grot to Linda in OR (Ork Resources) to file da 'eport, da warboss is gonna be zoggin pished aboot dis" and these areas are rearely enetered by normal orks as they're terrified by "all dat numbo jumbo".
- At the beginning of your turn, roll a D6, on a 1, 2 or 3 nothing happens, on a 4 or 5 you gain 1 command point and on a 6 you gain D3 command points.
A Temple Gargant can transport 200 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models. It may also transport up to 1 MEGA GARGANT, 2 GREAT GARGANT's, 3 GARGANT's and 20 KILLA KAN's.
Faction Keywords: ORK, <KLAN>
Keywords: VEHICLE, TRANSPORT, TITANIC, TEMPLE GARGANT
Gallery
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Pictured here, a Mekboy Gargant displaying its massive firepower.
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Another Goff Klawstompa. More modified to look like a Killa Kan that has eaten one too many 'roids.
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Open this image bigger to see the true sizes of every Gargant! Battlefleet Gothic included for scale.