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GREAT GARGANT POINTS: 2500

Great Gargants are huge walking war machines protected within powerful force fields and mounting massive weapons
of awesome destructive power. They are the Orks greatest fighting machines. Organized into Gargant Mobs, they are
used to spearhead massive assaults during large Ork Waaaghs. Each Waaagh of large size will have several Great
Gargants available to its Warboss which were spontaneously constructed during the preceding months by the
mekboys in the surrounding region.

TYPE: Super-heavy walker


STRUCTURE POINTS: 10
POWER FIELDS: 7+d3
TRANSPORT: 40 (Big Meks may not affect GGs)
ACCESS POINTS: Two forward hatches
FIRE POINTS: See below
WEAPONS AND EQUIPMENT:
Head & Da Bridge
- Gaze of Mork
- 4 Big Shoota fire points
- Crow’s Nest

Hull
- Belly Gun
- Twin Deff Rollas & Boarding Ramps
- 2 Big Shoota fire points

Right Shoulder
- Supashoota with co-axial Rokkit Launcha
- Kannon
- 3 Big Shoota fire points

Left Shoulder
- Deth Kannon & Supa Rokkit
- Twin Linked Kannon
- Flak Gun & Clusta Rokkit Pod
- 3 Big Shoota fire points

WEAPON RANGE STR AP SPECIAL


Belly Gun (select a single shot each turn) - - - Integrated Weapon

- Airburst 60” 6 3 Apocalypse Barrage


10
- Da Ball* 60” D 2 Ordnance 1, 5” Blast
Destroyer
- Chain-shot** 60” 9 3 Ordnance 1, 7” Blast

Supashoota 48“ 8 3 Heavy 6d6, Primary


Weapon
Gaze of Mork*** 60” 2d6 2 Heavy 3

Deth Kannon 72’’ 10 1 Ordnance 1, 7’’ blast

Supa Rokkit**** Unlimited 8 3 Heavy 1, One-shot

Kannon (shell only) 36’’ 8 3 Heavy 1

Big Shoota 36’’ 5 5 Assault 3

Rokkit Launcha 24’’ 8 3 Assault 1

Clusta Rokkit Pod 48’’ 8 2 Apocalypse Barrage 3

Integrated Weapon: Any weapon listed is immune to gun-crew shaken and weapon destroyed critical results.
* To fire Da Ball place the template anywhere within range and LoS and roll for scatter. The solid shot will then skid forward from it’s landing point directly away from the Great Gargant 3d6”. Any
model under its skid path will suffer a hit. Any units with Power Fields or Void Shields will additionally have them ALL downed if struck by Da Ball.

** To fire the Chain Shot place the template and roll 2d6” for scatter. Any Super-heavy walker with its legs in LoS under the template will immediately be immobilized, in addition to the standard
damage. Fields protect against the Chain shot round’s immobilization effect.

*** Roll to determine the Gaze of Mork’s Strength every time you fire it. A roll of 11 or 12 is treated as Destroyer.

**** A supa-rokkit is a grot guided weapon that hits on a result of a 2+. It can be fired once per game.
SPECIAL RULES:
• Effigy: A roaring avatar of Mork (or Gork); all ork mobs within 18” are Fearless. In addition fleeing orks may retreat in
the direction of the Great Gargant instead of the board edge as usual. However, should the Gargant be destroyed, all
ork units must make an immediate moral check and fall back towards their table edge should they fail. They may
attempt to rally as normal.

• Crows Nest: Commanded by a Grot spotter. The Great Gargant counts as BS:3. The Observation Platform is
treated as a single destroyable weapon for damage purposes.

• Mountain of Iron: Great Gargants are Immune to Driver stunned critical results, and treat all Stomp attacks as
Destroyer hits.

• Towering Inferno: Once crippled, a Great Gargant will tend to erupt in great gouts of flame, careening out of control
as internal fires tear it apart from within. Catastrophic Damage Table “Wrecked” results instead move the Gargant
ahead 2d6”. All normal movement rules apply. It is no longer scoring, may not fire any weapons or change its facing.
Roll again on the Catastrophic Damage Table at the start of each ork turn until the Great Gargant explodes or leaves
the table.

• Guns, lots of guns: Any models firing from the fire points of the Great Gargant may fire a Big Shoota instead of
their normal weapon. All models in the same section of the Gargant (head/bridge, hull, right shoulder, left shoulder)
must fire at the same target.

• Twin Deff Rollers: Any tank shock made by the Great Gargant causes D6 Strength D hits on the victim unit. If the
unit elects to make a death or glory attack, it takes a further D6 Strength D hits in addition to the usual effects.

• Boarding Ramps: Models disembarking from any access point may launch an assault on the turn they do so. In
addition any unit disembarking from a Great Gargant is treated as having stikkbombs if they charge into combat that
turn.

• Blessing of Gork and Mork: Because of the Gargant’s sheer size and resemblance to Gork (or Mork) the Great
Gargant is not affected by psychic powers with the exception of those with a Strength value. Even then no additional
effects of the power will work, only the attack.
Apocalypse Rules:

Movement Phase:
The Great Gargant can move up to 12’’ in the Movement Phase. They are slowed by difficult terrain as follows – roll
for the distance they can move as you would a monstrous creature (i.e. you can re-roll the dice), but double the result.

If the Gargant’s path is blocked by enemy models that are not gargantuan creatures or super-heavy walkers, the
Great Gargant can tank shock them, as described in the Warhammer 40,000 rulebook. Enemies affected by this must
test their morale with an extra -1 modifier to their Leadership, and can execute death or glory attacks as normal.

Shooting Phase:
The Great Gargant may fire all of it’s weapons regardless of the distance it has moved. Each weapon (other than
when specified) may be fired at a different target. Always use real line of sight for when establishing what the great
Gargant can shoot

Assault Phase:
The Great Gargant can assault any unit within reach, not only one that was shot at.

Attacks from a Great Gargant count as power weapon attacks and roll 2D6 plus Strength for Armour Penetration. In
addition, when rolling on the vehicle damage table, close combat attacks from the Great Gargant count as hits from
ordnance.

A Great Gargant can choose to do a ‘Stomp’ attack instead of it’s usual close combat attacks. A stomp allows the
Great Gargant to make one attack against every enemy model engaged in combat with it. Roll to hit once separately
against each model attacked.

If, at the end of an assault, enemy models that are not gargantuan creatures or super-heavy walkers are still engaged
with a Great Gargant, they must make a consolidate move, in order to get at least 1’’ away from the Gargant.

Terrifying:
Any enemy unit that wishes to assault the Great Gargant must make a morale check. If the test is failed, the unit may
not assault that turn.

Destroyer:
Also weapon with Strength D is a Destroyer weapon. If a Strength D weapon hits a vehicle there is no need to roll for
armour penetration – it automatically scores a penetrating hit.

This hit can be downgraded to a glancing hit by rules that have that effect (e.g. Smoke Launchers etc.) with the
exception of cover. Strength D weapons ignore cover.

Strength D weapons get a +1 when rolling on vehicle damage charts.

Strength D weapons auto wound and inflict instance death. Ignore cover saves.

Primary Weapon:
Counts as ordnance. Ignore Gun Crew Shaken or Weapon destroyed on a 4+.

Power Fields:
Great Gargants are protected by a number of energy barriers called power fields. Each hit scored against the Great
Gargant from a distance on 12’’ or more will instead hit a power field. Close combat attacks, and ranged attacks from
a distance less than 12’’, come from inside the field and are not stopped at all. Power fields are equivalent of Armour
12. Each glancing or penetrating hit scored against a power field causes it to collapse. After all the fields have
collapsed further hits are resolved against the Gargant’s armour value as normal.

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