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===Temple Gargant=== A Temple Gargant is a single model, it is armed with Da Gun of "Almost" 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. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts |- | Temple Gargant || * || * || * || 22 || 22 || 200 || 6 || 8 || 2+ || 10000 |} {| border=1 cellspacing=0 cellpadding=4 align=right |- valign=top ! Remaining W !! M !! WS !! BS |- | 160-200+ || 8β || 2+ || 4+ |- | 120-159 || 7β || 3+ || 4+ |- | 80-119 || 6β || 4+ || 4+ |- | 40-79 || 5β || 4+ || 5+ |- | 1-39 || 4β || 5+ || 6+ |} <br style="clear: both; height: 0px;" /><br> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- | - || - || - || - || - || - || - |- | - || - || - || - || - || - || - |- | Gun of "Almost" 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. |- | 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. |- |} <br style="clear: both; height: 0px;" /><br> Abilities: *Dakkaest of Dakka: **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. *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 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. *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. **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. *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. ***3-6, Wuz dat meant to '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's choice cannot fire during this turn as the mekboyz repair it (probably by just smacking it with spanners). ***7-10 Buisiness as usual: Unusually for orks, nothing has gone horribly wrong. Nothing has exploded, no portals have opened, gork and mork havenβt decided to join the battle, things are just... normal, nothing happens. ***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 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. *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 staffed to the literal brim with Sumboyz, lead by Numnobz and commanded by a Calcuboss 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''' </div></div>
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