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Warhammer 40k 2.ed (Datafax) Ork Great Gargant (Armorcast) (Playtest Version)
Warhammer 40k 2.ed (Datafax) Ork Great Gargant (Armorcast) (Playtest Version)
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http://usuarios.lycos.es/inquisitorweb/GreatGargant.html
WS
+5
BS
-
S
10
I
-1
A
+3
LD
-
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
Damage: D20+D6
Save Mod: -6
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:
Belly gun
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
LOCATION
FRONT
SIDE
REAR
Foot
23
23
23
Head/Body**
25
23**
20**
3-5
Body
24
23
20
Weapon*
23
22
22
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
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
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.
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
-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
D6
96"
Area
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.
72"
Miss: No Effect
Hit:
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
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