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ORK GREAT GARGANT

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ORK GREAT GARGANT


PRELIMINARY (ALPHA 2) PLAYTEST DATAFAX
M
9

WS
+5

BS
-

S
10

I
-1

A
+3

LD
-

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


Warboss.

Bigboss
Mekboss
Mekboy Gnr
Gretchin
TYPE:

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

S
4
4
3
3

T
5
5
4
3

W
2
2
1
1

I
5
4
3
2

A
2
2
7
1

LD
9
8
7
5
CREW:

Walker

RAM VALUE: Strength: 10

Damage: D20+D6
Save Mod: -6

1 Bigboss, 1 Mekboss and


lots of Mekboys and
Gretchin

TRANSPORT: Lotz

POWERFIELDS:

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

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

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

1. Gutbuster belly gun 90 deg front


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

Belly gun

SHORT LONG TO HIT


RANGE RANGE SHORT

TO
SAVE
HIT STR. DAM.
MOD.
LONG

Gutbuster Ball

0-20

20-96

Chainshot

0-20

20-96

High
Explosive

0-20

20-96

Battlecannon

0-20

20-72

Megacannon AP

6-20

20-96

ARMOUR
PENE.

SPECIAL Points

200

-6

D6+2D10+10

Sp

auto

+2 dam

D6

-3

2D6+7

6" Blast

2D6

-3

3D6+8

2" Blast

50

10

2D6

-6

3D6+10

100

10 2D10

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Megacannon HE

6-20

20-72

2D6

-3

3D6+8

4" Blast

Lifta Droppa

6-20

20-72

Sp

100

Tracta Eyes

6-20

20-96

Sp

50

Flame Cannon

0-12

12-24

D6

-3

2D6+6

3" Blast

50

Very Large Target: +2 to hit


POINTS COST: 1000(?) Including weapons
D6

LOCATION

FRONT

SIDE

REAR

Foot

23

23

23

Head/Body**

25

23**

20**

3-5

Body

24

23

20

Weapon*

23

22

22

* Randomise between weapons the firer can see


(D6 roll on the weapons list on the other page)
** Side and Rear are body hits.
D6

Foot Damage Table

The thick armour plates on the Gargant's foot hold, but the force of the blow slows it down. The
Gargant may not move in its next turn.

The Gargant is knocked sprawling. It staggers D6" in a random direction, colliding with anything
moved into.

3-4 The foot is seriously damaged. The Gargant may now only limp D6" per turn.
5-6 The foot is blown off and the Gargant crashes to a halt. It may not move for the rest of the game.
D6

Body Damage Table

The Mekboss is slain.

The Mekboy controlling left arm weapon is slain. The weapon may not be fired for the rest of the game.

The Mekboy controlling right arm weapon is slain. The weapon may not be fired for the rest of the game.

The boiler is hit but the Mekboss manages to vent it before it explodes (if he is dead, count this result as a roll of
6 instead). The Mekboss can attempt to to repair the boiler in the player's Rally phase. On a roll of 5-6 he
succeeds and the boiler comes back on line. If he fails, the boiler is shut down for the rest of the battle and the
4-5
Gargant counts as being disabled for victory point purposes. While the reactor is down, the Gargant may not
move or attack and counts as being an ordinary vehicle if attacked by enemy troop in hand to hand combat (ie.
they hit automatically).
6

D6
1

The Gargant's boiler explodes! The Gargant is destroyed creating a cloud of superheated steam 3D6" in diameter
which hits any models with the effect of a heavy plasma gun fired on maximal. The steam cloud will remain in
play, with the same effect as the plasma cloud created by a plasma grenade (though it will have a much larger
blast marker!).
Head Damage Table
The Gargant's control systems are badly damaged making it difficult to control. The Gargant may only move or
attack if you first roll a 4+ on a D6. Roll immediately before moving or attacking and note that it is possible to
end up moving and not being able to attack.

2-3 The Bigboss suffers a wound. If he has already suffered a wound he is slain as described below.
The Bigboss is slain. The Titan may not move or attack until his position is taken over by the Gargant's Mekboss,
4-5 and counts as being an ordinary vehicle if attacked by enemy troop in hand to hand combat (ie. they hit
automatically).

The Gargant's ammunition explodes. The Gargant is destroyed and any models within 3" suffer D6 Strength 10
hits with a -3 saving throw modifier. In addition, the Gargant's boiler explodes as described for a roll of 6 on the
Body Damage Table above. Note that this means that models close to the Titan will be hit twice when it goes up;
once by the exploding ammunition and once by the exploding boiler!

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D6

Weapon Damage Table

1-2 The weapon is jammed or partially damaged and can only be fired if you first roll a +4 on a D6.
3-5 The weapon is torn from the Gargant's body and is destroyed.
6

The weapon explodes! The explosion flashes back to the Gargant's body, bypassing all armor, and causing a
secondary explosion. Roll on the Body Damage Table to find the effect of this second explosion.

Gargant Special Weapons Rules


BELLY WEAPONS
Belly Gun (150 points) plus 3 battlecannons (150 points). The Belly Gun fires every turn, the battlecannons fire every turn.
Belly Gun ammo type must be noted at start of game for the round already in the chamber and each time the gun is loaded
(immediately after firing).
Belly Gun Ammo types
1 Chainshot

Roll to hit, hits legs, no power fields or void shields can be active on target. Automatically
penetrates legs and adds +2 to the damage roll.

2 Ball Round-Giant
armor piercing round

Str. Dam. Range Save Area


10 2D12 96"

-6

Special: If an Imperial Titan with void shields up is hit, all void shields are knocked down and
the round hits a random location with the above stats and adds +2 to the damage roll if it
penetrates.
3 High Explosive Round

Str. Dam. Range Save


7

D6

96"

Area

-4 6" Blast Marker

TRACTA EYES
50 Points
360 degree arc of fire. Use against vehicles and Knights. Roll to hit as normal (normal LOS applies).
Miss: No Effect
Hit:

Roll D6
1-2 Out of control next turn
3-6 Does automatic penetration to a random hit location.

SUPER LIFTA DROPPA ARM


100 Points
Use against dreadnoughts and vehicles. Roll to hit as normal (normal LOS applies).
Str.
Dam. Range Save Area
Special varies

72"

Miss: No Effect
Hit:

Target is lifted up if it fails a save roll:


6 Light vehicles (jet bikes, speeders, Sentinel, War Walker, dreadnoughts, medium vehicles (Rhino, Predator, Chimera
5+ Heavy vehicles, (Leman Russ, Land Raider,)
4+ Super heavy vehicles, Knights

The Gargant may attempt to drop a lifted vehicle on another target (normal LOS applies) within 12". To determine where the
dropped vehicle lands, roll a scatter die. If a "hit" is rolled, the target is hit. Use the table below to determine effect of hit. If an
arrow is rolled, the dropped vehicle is flung 2D6 inches away from the target in the direction of the arrow.
Damage caused by dropped vehicle
Str.
Damage Penetration

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Light vehicles

7 D8

7+D6+D8

Vehicles

8 D12 8+D6+D12

Heavy vehicles

9 D20 9+D6+D20

Super heavy vehicles 10 D20 10+D6+D20


Dropped vehicles ignore void shields on a D6 roll of 4+. Dropped vehicles are automatically destroyed.

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