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		<title>Gargant</title>
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		<updated>2020-04-28T02:16:46Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:8419:8400:34C7:141F:442F:DA88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:OrkGargant.jpg|300px|right|thumb|[[/d/|Behold! The Gargant&#039;s glorious trouser cannon!]] [[Rape| Penetrating those who will not submit to the rule of the Orks!]]]]&lt;br /&gt;
&#039;&#039;For the giants from [[Age of Sigmar]], see [[Sons of Behemat]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Gargant&#039;&#039;&#039; is what most would call the Orks&#039; main battle [[Titan (Warhammer 40,000)|Titan]]. Closely resembling its smaller [[Stompa]] cousins, the Gargant is equivalent to the Imperial [[Reaver Battle Titan|Reaver Titan]] and its most often mocked/praised by [[/tg/]] for its infamous &#039;&#039;&#039;&amp;quot;Trouser Cannon&amp;quot;&#039;&#039;&#039; and goofy looking appearance. The construction of a Gargant alone (or anything larger) on any planet is [[WAAAGH|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]]. &lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
Like its smaller Stompa cousins, the Gargant has a wide range of variants and flavors for an Ork to choose from.&lt;br /&gt;
&lt;br /&gt;
=== Mekboy Gargant ===&lt;br /&gt;
[[File:MekboyGargant.jpg|170px|right|thumb|A Mekboy Gargant. Subtlety? I never understood that meaning...]]&lt;br /&gt;
The super-superheavy Ork artillery unit.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.  &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
These gargants are armed with all manner of &amp;quot;kustomized&amp;quot; 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. It is the ultimate weapon testing platform.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;[[meme|do to look more like]]&amp;lt;/s&amp;gt; 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&#039;t much care what anyone else thinks of them, since they could just blow them up.&lt;br /&gt;
&lt;br /&gt;
=== Steam Gargant ===&lt;br /&gt;
[[File:250SteamGargant.jpg|200px|right|thumb|Choo Choo Motherfuckers! The rape train has no brakes!]]&lt;br /&gt;
Sometimes Feral Ork &amp;lt;s&amp;gt;Pigdoks&amp;lt;/s&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
As its name suggests, the Steam Gargant is a [[Awesome|steampunk version of the traditional Gargant riding on giant treads instead of feet.]] This thing &#039;&#039;could not&#039;&#039; stand if it weren&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Great Gargant ===&lt;br /&gt;
[[File:Great_Gargant.PNG|250px|right|thumb|A Great Gargant. For when you need to pile up the phallic imagery with even &#039;&#039;MORE&#039;&#039; phallic imagery.]]&lt;br /&gt;
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&#039; 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.&lt;br /&gt;
&lt;br /&gt;
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 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 krumped or lift them into the air and smash them to the ground. They often &#039;&#039;double&#039;&#039; the amount of &#039;Soopaguns&#039; 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&#039;re &#039;&#039;fucked&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Mega Gargant ===&lt;br /&gt;
[[File:Mega Gargant.jpg|300px|thumb|right|The Mega Gargant back in the Age of Yore that is [[Epic|Epic.]]]]&lt;br /&gt;
&lt;br /&gt;
These are the largest Ork Gargants (besides the unique Temple Gargant) to date. Equivalent to the Imperium&#039;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 trusty old treads, turning this into a moving &amp;lt;s&amp;gt;[[Battlefortress]]&amp;lt;/s&amp;gt; battle fortress. Orks get the equivalent of a [[/d/|immodest orgasm]] and their enemies respectively shits themselves. 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. &lt;br /&gt;
&lt;br /&gt;
Like the Imperator Titan, it could be safe to assume that the Mega Gargant is the Ork&#039;s equivalent and answer to these God Machines in function. It could be said that the Mega Gargant prioritize as a gigantic line breaker that could instantly turn the tide of a long-drawn slug out. The massive and impressive weaponry that the Mega Gargant could carry would be able create a breach in a defensive formation and allow smaller Ork infantry and vehicles to exploit the situation.&lt;br /&gt;
&lt;br /&gt;
Additionally, the vast amount of weapons would mean that it would also be effective as a giant siege engine. The amount of forward-facing belly guns as well as the Skullkrusha Mega-Cannon would make quick work of any enemy fortresses whilst its Mega-Dropper would use the immense weight of enemy Titans against themselves. The Mega Gargant is an overall excellent answer to the Imperium&#039;s modus operandi of sending a wave of tanks and vehicles.&lt;br /&gt;
&lt;br /&gt;
However there is a catch. The Mega Gargant&#039;s large size and sluggish movement makes it exceptionally vulnerable to air and orbital strikes. Furthermore, the majority of the Mega Gargant&#039;s weapons are forward facing, meaning that it is vulnerable to the side and rear. If the Mega Gargant is flanked by a Titan or superheavy tank legion, then it is fucked without proper protection from smaller Gargants and Stompas. &lt;br /&gt;
&lt;br /&gt;
Still, if you don&#039;t have the weapons necessary to combat it or lack orbital bombardment, [[Rape|consider yourself quite fucked.]]&lt;br /&gt;
&lt;br /&gt;
=== Temple Gargant ===&lt;br /&gt;
Sorry Mega Gargant, but you&#039;ve just been outdone. THIS is the biggest Gargant to date. By far. The &#039;&#039;personal&#039;&#039; Gargant of [[The Beast]] HIM-MOTHERFUCKING-SELF, this ABSOLUTE UNIT of a Titan was taller than an [[Emperor Battle Titan|Emperor-class Titan]], could one-shot an entire Titan maniple, and destroyed the [[Ordinatus]] Ullanor [[derp|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&#039;s Throneroom within could hold six MEGA-GARGANTS. It was the site of the final battle in books 8, 10 and 11 of &#039;&#039;[[the war of the beast|The Beast Arises]]&#039;&#039;, and its engine core was the place where [[Vulkan]] died (again), and it &#039;&#039;survived&#039;&#039; having a Primarch smash its engine with a god-weapon &#039;&#039;and&#039;&#039; having the two aforementioned demigods crammed into it&#039;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) &#039;&#039;without collapsing it&#039;s shields&#039;&#039;. &#039;&#039;&#039;WHAT. THE. &#039;&#039;FUUUUUUUUUU-&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oh, and in case you&#039;re wondering what weapons it carried, fluff says that it&#039;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&#039;re wasting your time, because: a) the model will be over 20 feet tall; b) no-one will ever play you; and c) you will be an outcast from /tg/ for evermore. Expect infinite levels of [[rage]], [[rape|Slaanesh-imitating]], and [[rip and tear|mur]][[blam|der]].&lt;br /&gt;
&lt;br /&gt;
Basically if GW would remake its main headquarters in Nottingham in the shape of a Gargant this would be model-appropriate to the 28mm scale of the Wh40k game. Let that sink for a moment. A model in the same scale as one you use on the tabletop would be the size of a real life office building.&lt;br /&gt;
&lt;br /&gt;
== Fanmade Rules ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This is for the fanmade rules of the various Gargants that GeeDubs were too lazy to make. &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;Dat ‘anonymus git be roight, we’z Orks ar’ zoggin&#039; pished aboot dem Gee Dub gitz not wroitin&#039; &#039;em flashy codex roolz fer our Stompaz an&#039; Gargantz! Jokes on dem d&#039;ough, we’ll krump dem mary-sooziez when we&#039;z find oot where Nottingham zoggin&#039; is! Now dem &#039;umie Stompa&#039;s are gettin&#039; a codex, we won&#039;t be far behind! Har har!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Mekboy Gargant===&lt;br /&gt;
A Mekboy Gargant is a single model, it is armed with a Supa Uber Dupa Deff Gun and a Mekboy Kustom Choppa. It may also crush its foes beneath its Stompy Feet.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts &lt;br /&gt;
|-&lt;br /&gt;
| Mekboy Gargant || * || * || * || 9 || 9 || 80 || 4 || 8 || 3+ || 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS &lt;br /&gt;
|-&lt;br /&gt;
| 65-80+ || 10” || 2+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 40-64 || 8” || 3+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 20-39 || 6” || 4+ || 5+ &lt;br /&gt;
|-&lt;br /&gt;
| 10-19 || 4” || 5+ || 6+ &lt;br /&gt;
|-&lt;br /&gt;
| 1-9 || 4” || 5+ || 6+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Supa Uber Dupa Deff Gun || 120” || Heavy 2D6 || * || * || * || Consult the “Fire da Supa Uber Dupa Deff Gun!”&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Smart&amp;quot; Missiles || 120&amp;quot; || 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 &amp;quot;Smart&amp;quot; Missile may only be fired once per battle.&lt;br /&gt;
|-&lt;br /&gt;
| Uber Psycho Dakka Blasta || 60&amp;quot; || Heavy 10D6 || 6 || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Auto Loading Explosive Kill Kannon || 72&amp;quot; || Heavy 2D6 || 8 || -2 || 2 || Each hit counts as 3 against &#039;&#039;&#039;INFANTRY&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Uber Zapp Gun || 48&amp;quot; || 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.&lt;br /&gt;
|-&lt;br /&gt;
| Mekboy Kustom Choppa || Melee || Melee || x2 || -4 || 6 || SWARM models hit by this weapon are automatically slain, hits against INFANTRY with this weapon count as 2 hits instead of 1, attacks against VEHICLES made by this weapon add 1 to their hit rolls and hits against TITANIC models deals 8 damage instead of 6.&lt;br /&gt;
|-&lt;br /&gt;
| Mega Lifta Droppa || 96&amp;quot; || Heavy 1d6 || - || - || - || This weapon hits automatically. Each time an enemy unit is hit by this weapon, roll 3d6. If the result equals or exceeds the unit&#039;s strength, it suffers 1d6 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
| Mega Skorcha || 24&amp;quot; || Assault 4d6 || 7 || -2 || 2 || This weapon hits automaticaly.&lt;br /&gt;
|-&lt;br /&gt;
| Stompy Feet || Melee || Melee || User || -3 || 3 || Make 3 hit rolls for this weapon instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear options:&lt;br /&gt;
*This model may take up to 5 &amp;quot;Smart&amp;quot; Missiles 5 points each.&lt;br /&gt;
*This model may take a Uber Psycho Dakka Blasta, a Auto Loading Explosive Kill Kannon, a Mega Skorcha, a Mega Lifta Droppa or a Uber Zapp Gun, 200 points each.&lt;br /&gt;
*This model may replace its Mekboy Kustom Choppa with a Uber Psycho Dakka Blasta, a Auto Loading Explosive Kill Kannon, a Mega Skorcha, a Mega Lifta Droppa  or a Uber Zapp Gun, 200 points each.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Dakka Dakka Dakka:&lt;br /&gt;
*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.&lt;br /&gt;
**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:&lt;br /&gt;
***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.&lt;br /&gt;
***2, Ow did we zoggin miss?: Despite initially hitting the target, the Gargant&#039;s shots have glanced off/being deflected/been randomly sucked into the warp, the shots count as missing.&lt;br /&gt;
***3, Bullsey: The shots have hit the target, the target unit takes a mortal wound for each successful hit.&lt;br /&gt;
***4, A Morkin good it: The Gargant&#039;s shots have impacted nicely into the target, Mork has deemed the Gargant&#039;s target to be a bad enemy, the target unit takes D3 mortal wounds per successful hit.&lt;br /&gt;
***5, A Gorkin good hit: The Gargant&#039;s shots have kunningly hit a weak spot in the targets armour/force field, Gork has deemed the Gargant&#039;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).&lt;br /&gt;
***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.&lt;br /&gt;
&lt;br /&gt;
*Kustom Force Field:&lt;br /&gt;
**This model and friendly models within 6&amp;quot; have a 5++ invulnerability save against shooting attacks.&lt;br /&gt;
&lt;br /&gt;
*Huge &#039;n&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
A Mekboy Gargant can transport 10 &#039;&#039;&#039;ORK INFANTRY&#039;&#039;&#039; models. Each &#039;&#039;&#039;MEGA ARMOUR&#039;&#039;&#039; or &#039;&#039;&#039;JUMP PACK&#039;&#039;&#039; model takes up the space of two models.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;ORK&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;CLAN&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;, &#039;&#039;&#039;TRANSPORT&#039;&#039;&#039;, &#039;&#039;&#039;TITANIC&#039;&#039;&#039;, &#039;&#039;&#039;GARGANT&#039;&#039;&#039;, &#039;&#039;&#039;MEKBOY GARGANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Steam Gargant===&lt;br /&gt;
A Steam Gargant is a single model, armed with 2 Spanna&#039;s Manned Balista&#039;s, 3 back mounted Dung and Boulder Orkuchet&#039;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.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts &lt;br /&gt;
|-&lt;br /&gt;
| Steam Gargant || * || * || * || 10 || 8 || 80 || * || 8 || 4+ || 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Attacks&lt;br /&gt;
|-&lt;br /&gt;
| 65-80+ || 8” || 2+ || 5+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 40-64 || 6” || 3+ || 5+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| 20-39 || 4” || 3+ || 6+ || 8&lt;br /&gt;
|-&lt;br /&gt;
| 10-19 || 4” || 4+ || 6+ || 9&lt;br /&gt;
|-&lt;br /&gt;
| 1-9 || 2” || 5+ || 7+ || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Spanna&#039;s manned Balista || 60&amp;quot; || Macro 1 || 10 || -4 || 5 || Add 1 to the hit rolls for this weapon made against &#039;&#039;&#039;MONSTER&#039;&#039;&#039;, &#039;&#039;&#039;VEHICLE&#039;&#039;&#039; or &#039;&#039;&#039;TITANIC&#039;&#039;&#039; units.&lt;br /&gt;
|-&lt;br /&gt;
| Gitz with Rocks and Arrers || 3D6&amp;quot; || 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.&lt;br /&gt;
|-&lt;br /&gt;
| Dung and Boulder Orkuchet || 120&amp;quot; || 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.&lt;br /&gt;
|-&lt;br /&gt;
| Steam Vents || 6&amp;quot; || Pistol 2D6 || 6 || -2 || 2 || This weapon automatically hits its target. &#039;&#039;&#039;INFANTRY&#039;&#039;&#039; which are hit by this weapon suffer a -1 to their hit rolls until your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Da Belly Gun || 36&amp;quot; || Heavy 2D6 || 8 || -2 || 2 || This weapon becomes Heavy 4D6 against &#039;&#039;&#039;INFANTRY&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Snappa || 6&amp;quot; || 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 &#039;&#039;&#039;TITANIC&#039;&#039;&#039; units). &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;, &#039;&#039;&#039;MONSTER&#039;&#039;&#039; and &#039;&#039;&#039;TITANIC&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*This model may take a captive Weirdboy for 200 points.&lt;br /&gt;
*This model may take a Da Belly Gun or a Snappa but may not transport any models for 200 points.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Dakka Dakka Dakka:&lt;br /&gt;
*Full steam ahead ladz:&lt;br /&gt;
**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&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*Tribal Warpaint:&lt;br /&gt;
**This model and all friendly units with 6&amp;quot; of it have a 6++ invulnerability save against shooting attacks and a 5++ invulnerability save in the fight phase.&lt;br /&gt;
&lt;br /&gt;
*Dakka an Choppy points:&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
*Spanna&#039;s with Spanners: The incredible primitiveness of a Steam Gargant actually works in the favour of the Spanna&#039;s who maintain and repair it, as almost anything they do will be an improvement on the Gargants current state.&lt;br /&gt;
** At the beginning of the turn, this models Spanna&#039;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.&lt;br /&gt;
&lt;br /&gt;
*Huge &#039;n&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;ORKS&#039;&#039;&#039; within 12&amp;quot; of it, models it is transporting count towards this model count.&lt;br /&gt;
&lt;br /&gt;
A Steam Gargant can transport 20 &#039;&#039;&#039;ORK INFANTRY&#039;&#039;&#039; models. Each &#039;&#039;&#039;MEGA ARMOUR&#039;&#039;&#039; or &#039;&#039;&#039;JUMP PACK&#039;&#039;&#039; model takes up the space of two models.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;ORK&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;KLAN&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;, &#039;&#039;&#039;TRANSPORT&#039;&#039;&#039;, &#039;&#039;&#039;TITANIC&#039;&#039;&#039;, &#039;&#039;&#039;GARGANT&#039;&#039;&#039;, &#039;&#039;&#039;STEAM GARGANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Great Gargant===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts &lt;br /&gt;
|-&lt;br /&gt;
| Great Gargant || * || * || * || 10 || 10 || 120 || 4 || 8 || 3+ || 4000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS &lt;br /&gt;
|-&lt;br /&gt;
| 100-120+ || 10” || 2+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 70-99 || 8” || 3+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 40-79 || 6” || 4+ || 5+ &lt;br /&gt;
|-&lt;br /&gt;
| 20-49 || 4” || 5+ || 6+ &lt;br /&gt;
|-&lt;br /&gt;
| 1-19 || 4” || 5+ || 6+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Dakka Dakka Dakka:&lt;br /&gt;
&lt;br /&gt;
A Great Gargant can transport 100 &#039;&#039;&#039;ORK INFANTRY&#039;&#039;&#039; models. Each &#039;&#039;&#039;MEGA ARMOUR&#039;&#039;&#039; or &#039;&#039;&#039;JUMP PACK&#039;&#039;&#039; model takes up the space of two models. It may also transport up to 5 &#039;&#039;&#039;KILLA KAN&#039;&#039;&#039;&#039;s.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;ORK&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;KLAN&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;, &#039;&#039;&#039;TRANSPORT&#039;&#039;&#039;, &#039;&#039;&#039;TITANIC&#039;&#039;&#039;, &#039;&#039;&#039;GREAT GARGANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Mega Gargant===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts &lt;br /&gt;
|-&lt;br /&gt;
| Mega Gargant || * || * || * || 14 || 14 || 140 || 6 || 8 || 2+ || 6000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS &lt;br /&gt;
|-&lt;br /&gt;
| 110-140+ || 8” || 2+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 70-109 || 7” || 3+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 40-69 || 6” || 4+ || 5+ &lt;br /&gt;
|-&lt;br /&gt;
| 20-39 || 5” || 5+ || 6+ &lt;br /&gt;
|-&lt;br /&gt;
| 1-19 || 4” || 5+ || 6+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Dakka Dakka Dakka:&lt;br /&gt;
&lt;br /&gt;
A Mega Gargant can transport 150 &#039;&#039;&#039;ORK INFANTRY&#039;&#039;&#039; models. Each &#039;&#039;&#039;MEGA ARMOUR&#039;&#039;&#039; or &#039;&#039;&#039;JUMP PACK&#039;&#039;&#039; model takes up the space of two models. It may also transport up to 1 &#039;&#039;&#039;GREAT GARGANT&#039;&#039;&#039;&#039;s, 2 &#039;&#039;&#039;GARGANT&#039;&#039;&#039;&#039;s and 10 &#039;&#039;&#039;KILLA KAN&#039;&#039;&#039;&#039;s.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;ORK&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;KLAN&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;, &#039;&#039;&#039;TRANSPORT&#039;&#039;&#039;, &#039;&#039;&#039;TITANIC&#039;&#039;&#039;, &#039;&#039;&#039;MEGA GARGANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Temple Gargant===&lt;br /&gt;
A Temple Gargant is a single model, it is armed with Da Gun of &amp;quot;Almost&amp;quot; Ultimate Dakka, Da Eye of Gork, Da Eye of Mork, 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.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts &lt;br /&gt;
|-&lt;br /&gt;
| Temple Gargant || * || * || * || 22 || 22 || 200 || 6 || 8 || 2+ || 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS &lt;br /&gt;
|-&lt;br /&gt;
| 160-200+ || 8” || 2+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 120-159 || 7” || 3+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 80-119 || 6” || 4+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 40-79 || 5” || 4+ || 5+ &lt;br /&gt;
|-&lt;br /&gt;
| 1-39 || 4” || 5+ || 6+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Gun of &amp;quot;Almost&amp;quot; Ultimate Dakaa || Infinite || Macro 4D6 || - || - || 4D6 || This weapon may be fired at battles occurring on different tables and this weapon ignores cover and does not require line of sight. Hits from this weapon cause mortal wounds instead of normal damage.&lt;br /&gt;
|-&lt;br /&gt;
| Da Eye of Mork || 72&amp;quot; || Assault 1 || 5D6 || -4 || 12 || Invulnerability and void shield saves made against this weapon suffer a -1 to their saving throws.&lt;br /&gt;
|-&lt;br /&gt;
| Da Eye of Gork || 72&amp;quot; || Assault 1 || 5D6 || -4 || 12 || On a wound roll of 6+ this weapon deals 12 mortal wounds instead of its normal damage.&lt;br /&gt;
|-&lt;br /&gt;
| Big Shootas || 36&amp;quot; || Assault 3 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Da Choppa of Mork || Melee || Melee || x2 || -5 || 12 || Units wounded by this weapon subtract 1 from their hit rolls until your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Da Great Big Treds || Melee || Melee || User || -4 || 4 || Make 5 hit rolls for each attacks with this weapon instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Dakkaest of Dakka:&lt;br /&gt;
**A unit with this rule automatically hits with its ranged weapons on a natural 5 or 6. In addition to this, hit rolls of 5+ generate an additional hit with the same weapon.&lt;br /&gt;
*We ar zoggin &#039;ancelling da [[Apocalypse]]!: When you have enough guns to shoot down a battleship in orbit, then your opponent knows that their done for.&lt;br /&gt;
**If a game would have an ability which would cause mortal wounds via eg exterminatus 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.&lt;br /&gt;
&lt;br /&gt;
*All da Kustom Force Fields: You can never have too much dakka, but you can also never have too many force fields for those time when the enemy also brings a lot of dakka.&lt;br /&gt;
**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&#039;s 6 re-rolls if you were wondering). In addition, all other friendly models within 18&amp;quot; of this model have a 5++ invulnerability save against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
*Da Will of Gork and Mork:&lt;br /&gt;
**At the beginning of your turn, choose one of the effects below to take effect until the start of your next turn:&lt;br /&gt;
***Da Will of Gork: All &#039;&#039;&#039;ORK&#039;&#039;&#039; units within 24&amp;quot; of this model or with line of sight to it add 1&amp;quot; to their movement, advance and charge distances and add 1 to their attack charecteristic.&lt;br /&gt;
***Da Will of Mork: All unit within 12&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*Army of Repair Mek&#039;s: &lt;br /&gt;
**Roll two D6 at the start of your turn and consult below:&lt;br /&gt;
***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.&lt;br /&gt;
***3-6, Wuz dat meant to &#039;appen?: Ork Engineering, notoriously ramshackle, has failed and an important system has decided to go on strike. Roll one d6; on a 4+ one weapon of your opponent&#039;s choice cannot fire during this turn as the mekboyz repair it (probably by just smacking it with spanners). &lt;br /&gt;
***7-10 Buisiness as usual: Unusually for orks, nothing has gone horribly wrong. Nothing has exploded, no portals have opened, gork and mork haven’t decided to join the battle, things are just... normal, nothing happens.&lt;br /&gt;
***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.&lt;br /&gt;
***12, Orky genius: A mek has been inspired by all the Waaagh! 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.&lt;br /&gt;
&lt;br /&gt;
*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&#039;s job it is to ensure that the Gargant and the armies surrounding it are properly fed, &amp;quot;paid&amp;quot; and just generally logistically managed. Such departments are staffed to the literal brim with Sumboyz, lead by Numnobz and commanded by a Calcuboss wearing accounting hats and saying things like &amp;quot;You &#039;orgot ta &#039;arry da zero you zoggin fool!&amp;quot; or &amp;quot;I&#039;ll &#039;end da Grot to Linda in OR (Ork Resources) to file da &#039;eport, da warboss is gonna be zoggin pished aboot dis&amp;quot; and these areas are rearely enetered by normal orks as they&#039;re terrified by &amp;quot;all dat numbo jumbo&amp;quot;.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
A Temple Gargant can transport 200 &#039;&#039;&#039;ORK INFANTRY&#039;&#039;&#039; models. Each &#039;&#039;&#039;MEGA ARMOUR&#039;&#039;&#039; or &#039;&#039;&#039;JUMP PACK&#039;&#039;&#039; model takes up the space of two models. It may also transport up to 1 &#039;&#039;&#039;MEGA GARGANT&#039;&#039;&#039;, 2 &#039;&#039;&#039;GREAT GARGANT&#039;&#039;&#039;&#039;s, 3 &#039;&#039;&#039;GARGANT&#039;&#039;&#039;&#039;s and 20 &#039;&#039;&#039;KILLA KAN&#039;&#039;&#039;&#039;s.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;ORK&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;KLAN&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;, &#039;&#039;&#039;TRANSPORT&#039;&#039;&#039;, &#039;&#039;&#039;TITANIC&#039;&#039;&#039;, &#039;&#039;&#039;TEMPLE GARGANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:1000Gargant.jpg|Pictured here, a Mekboy Gargant displaying its [[/d/|massive]] [[Dakka|firepower.]]&lt;br /&gt;
File:Gargant_Size-Chart_Bigger.PNG|Open this  image to see the true sizes of every Gargant!  [[Battlefleet Gothic]] included for scale. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Orks-Forces}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:8003:8419:8400:34C7:141F:442F:DA88</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Syll%27Esske&amp;diff=462417</id>
		<title>Syll&#039;Esske</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Syll%27Esske&amp;diff=462417"/>
		<updated>2020-04-28T02:15:42Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:8419:8400:34C7:141F:442F:DA88: fixing the image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SyllEsskeCuddling.jpeg|300px|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|You wished for union, in pursuit of power and glory. Now you have it. Vengeance comes for you.|The pair to their new initiate}} &lt;br /&gt;
&lt;br /&gt;
Who says daemons can’t find love?&lt;br /&gt;
&#039;&#039;&#039;Syll’Esske&#039;&#039;&#039; is the collective name for a [[Daemonette|Herald of Slaanesh]] and [[Daemon Prince]] pair. A synchronized union where neither being is greater or lesser than another. They are two halves of one glorious whole, and possibly the most wholesome relationship in AoS.&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
Once there was a cunning Herald of Slaanesh called &#039;&#039;&#039;Syll Lewdtongue&#039;&#039;&#039; (yes, that’s really her name). She did the usual Slaanesh gig of inspiring mortals to grandiose acts of depravity and indulgence, however what separated her from her kin was her tendency to grow emotionally attached to her chosen recipient, which earned her the ridicule of fellow Heralds. She ignored these jeers and eventually she found a new champion that would change her life forever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Esske the Scarred&#039;&#039;&#039; was a proud but jaded warrior-slave in the gladiator pits of Slaanesh’s gardens. His origins are a mystery, apparently coming from neither the Mortal Realms nor [[Warhammer: The Old World|The Old World]] (so as far as we&#039;re concerned he&#039;s confirmed as a former [[Blood Bowl]] player until stated otherwise). The leader of some tribal society, he willingly traversed the Realm of Chaos to swear fealty to the Dark Prince, only to be stuck in the Moebius loop that was the outer arenas of Slaanesh’s Palace. Then came Syll.&lt;br /&gt;
&lt;br /&gt;
She saw magnificence in the warrior and offered her service as a patron. He proved to be a perfect host for Syll’s blessings, causing him to skyrocket in the arena’s leaderboard, much to the ire of the Herald’s many rivals.  Syll was killed in her sleep and then banished from Slaanesh’s palace by her jealous peers, leaving both her and Esske out in the cold.  While Esske continued his fighting, Syll made a deal with some daemonsmiths to regain her original form.  As part of the deal, she was temporarily reborn as a fucking Soul Grinder and began an obsessive search to return to her sugar baby.  She did find him, having lost his eyes and fighting off an invading Khorne army, and actually killed him in a mindless rage thanks to being well, a Soul Grinder.  As Esske’s lifeless body fell to the ground, Syll returned to her original form. Howling in anguish, she desperately returned his soul to his body and fed him her own blood to return him to life.  Though she could not restore his eyes, it worked and the two embraced one another and began to slaughter the marauding Khornate daemons, Syll standing atop Esske’s shoulders to serve as his eyes.  They hacked and whipped their way into Slaanesh’s chambers, slaying a trio of Bloodthirsters just before the Dark Prince’s throne.&lt;br /&gt;
&lt;br /&gt;
Slaanesh applauded the efforts of the bloodied mortal and broken lesser daemon, especially since he could gloat to Khorne about the victory, and rewarded them with stronger bodies, new weapons, and ascension to Daemon Prince (for Esske). And in front of the Dark Prince, the two swore to fight at one another’s side in synchronized harmony. They were now Syll’Esske, the Vengeful Allegiance. And their first goal after their reunion was slaughtering the gossiping heralds that tried to tear them apart.&lt;br /&gt;
&lt;br /&gt;
===The Syll&#039;Esskan Host===&lt;br /&gt;
&lt;br /&gt;
In the Mortal Realms, Syll&#039;Esske is worshipped by Slaaneshi cults as a demigod that represents symbiosis between mortals and the daemonic, especially for the purposes of revenge. Thus, the host of Syll&#039;Esske consists of both mortals and daemons, who join in hopes of obtaining a permanent pact with the other half. Hellstriders are a common sight in these forces, since the union between mortal rider and daemonic steed is exactly the kind of thing the symbiosis cults are into. Another common unit are Soul Grinders; since the Forge of Souls was not very pleased about Syll saving Esske&#039;s soul instead of giving it to them, they have made a deal to compensate that they will always bring a cohort of Slaaneshi Soul Grinders with them to war, with the addition that every sixth soul the Grinders collect do not count towards their personal debt. &lt;br /&gt;
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While there is little information on the two in the 40k setting, one can easily assume they could have a similiar alliance with Daemonkin cults of the Chaos Space Marines, also based on the union of mortal and daemon (albeit through [[Possessed Marine|possession]]). &lt;br /&gt;
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==On The Tabletop==&lt;br /&gt;
===40k===&lt;br /&gt;
So lets start off with points, because since Syll&#039;Esske is an amalgamation of a Herald of Slaanesh and a Daemon Prince, lets compare them. As of Chapter Approved 2019, a basic Herald is 50 points and a Daemon Prince without wings and an axe (since Syll&#039;Esske has an axe) is 156 points, for a combined total of 206 points and two HQ slots. Syll&#039;Esske is a straight 210. Four extra points for a whole lot of goodness.&lt;br /&gt;
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Now for their stat line, Syll&#039;Esske has 9&amp;quot; movement (pretty alright given they don&#039;t have wings and are Slaaneshi), with 2+ weapons and ballistic skills (standard for DP&#039;s), S 4 (don&#039;t worry it&#039;s not that bad), T 6 (again, standard for DP), an ungodly 8 attacks (although at max a Daemon Prince of Khorne with duel Malefic Talons can make 8 as well, 9 with Hateful Assault, but hey, this is better), 9 Leadership (not like that matters) and a 4+.&lt;br /&gt;
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Syll&#039;Esske has the following weapons:&lt;br /&gt;
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&#039;&#039;&#039;Axe of Dominion&#039;&#039;&#039;: S+3, AP-3 and D3. That&#039;s it, so S7 attacks, pretty nice&lt;br /&gt;
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&#039;&#039;&#039;Scourging Whip (melee)&#039;&#039;&#039;: S&#039;&#039;user&#039;&#039; AP-1, D1. Every attack you make you does d3 additional attacks instead. So if you&#039;re super lucky you can make a total of 24 shots&lt;br /&gt;
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&#039;&#039;&#039;Scourging Whip (ranged)&#039;&#039;&#039;: Range 6&amp;quot;, Assault d6, S&#039;&#039;user&#039;&#039;, AP-2, D1. Standard whip profile, basically a 6&amp;quot; pistol that has the assault keyword&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Now onto the cool shit, Syll&#039;Esske&#039;s abilites&#039;&#039;&#039;&lt;br /&gt;
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Well they have Daemonic (5++), Quicksilver Swiftness (fight first in the fight phase except for charged units) and Daemonic Ritual (summon daemons). Standard Slaanesh daemon abilities.&lt;br /&gt;
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Prince of Slaanesh: reroll hit rolls of 1 for Slaanesh models w/in 6&amp;quot;. Standard for Daemon Princes&lt;br /&gt;
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Regal Authority: re-roll morale tests for Slaanesh Daemons w/in 6&amp;quot;. Standard for Heralds (wow what a shocker)&lt;br /&gt;
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Locus of Slaanesh: Slaanesh Daemons w/in 6&amp;quot; gain 1+ to Strength (including himself). So that whip is actually S5 and the Axe is S8, goodbye tanks!&lt;br /&gt;
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Now the last ability, Deadly Symbiosis: In the fight phase, you select only ONE melee weapon to attack with. Once a consolidation move is made, you can then make attacks equal to the model&#039;s attack characteristics (so 8, duh) with the other melee weapon this model has. So basically unless the tanks and infantry are right next to each other, like in the case of transports who just dropped off their payload, you&#039;re going to be doing overkill on some guardsmen or throwing a bunch of light taps on a Taurox. Pretty sweet ability but its max capabilities are kinda niche.&lt;br /&gt;
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If they&#039;re your warlord, they gain the &#039;&#039;Bewitching Aura&#039;&#039; ability from the Slaanesh Warlord table, so -1 attacks (with a minimum of 1) to enemy attack characteristics w/in 6&amp;quot;. Not bad considering the amount of attacks they can dish out.&lt;br /&gt;
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&#039;&#039;&#039;ALSO&#039;&#039;&#039;&lt;br /&gt;
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Shoulda mentioned earlier that Syll&#039;Esske is also a psyker. Cast two, deny one, knows smite and two powers from the Slaanesh Discipline. No surprise here, but it&#039;s the same as other Daemon Princes.&lt;br /&gt;
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&#039;&#039;&#039;Keywords&#039;&#039;&#039;&lt;br /&gt;
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Faction- Chaos, Slaanesh, Daemon&lt;br /&gt;
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Non-faction- Character, Monster, Psyker, Daemonette, Herald of Slaanesh, Daemon Prince, Syll&#039;Esske&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
Syll&#039;Esske in AoS at first seems weaker than in 40k. The buff aura now requires a Command Ability to activate instead of being a passive, they aren&#039;t as good at magic, they have less attacks, and can&#039;t use the whip in the shooting phase. Sounds bad, right? Wrong. The real reason you take Syll&#039;Esske is because White Dwarf gives them their own subfaction, which gives out a few battalions that help you use Slaves to Darkness units in Hedonites and gives you a bunch of free command points for having an equal amount of Mortal and Daemon units, but most importantly it gives them an aura that double the amount of Depravity Points generated around them. Given that before their nerf, Hedonites of Slaanesh had the most powerful summoning in the game, this tells you how strong that ability is.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[Grumlok and Gazbag]], an [[Orcs &amp;amp; Goblins]] pair who had the same concept. &lt;br /&gt;
* [[Vlad von Carstein|Vlad]] and [[Isabella von Carstein|Isabella]], another surprisingly wholesome couple belonging to a dark faction.&lt;br /&gt;
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{{Chaos-Champions}}&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
[[Category:Chaos]][[Category:Hedonites of Slaanesh]][[Category:Daemons]][[Category:Age of Sigmar]][[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2001:8003:8419:8400:34C7:141F:442F:DA88</name></author>
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