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ORK GREAT GARGANT http://usuarios.lycos.es/inquisitorweb/GreatGargant.html 1 / 4 16.12.2006 0:23 ORK GREAT GARGANT PRELIMINARY (ALPHA 2) PLAYTEST DATAFAX M WS BS S I A LD 9 +5 - 10 -1 +3 - WS, BS, I, A, and Ld are based on the characteristics of the Warboss. M WS BS S T W I A LD Bigboss 4 5 5 4 5 2 5 2 9 Mekboss 4 5 5 4 5 2 4 2 8 Mekboy Gnr 4 4 4 3 4 1 3 7 7 Gretchin 4 2 3 3 3 1 2 1 5 TYPE: Walker RAM VALUE: Strength: 10 Damage: D20+D6 Save Mod: -6 CREW: 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 SHORT RANGE LONG RANGE TO HIT SHORT TO HIT LONG STR. DAM. SAVE MOD. ARMOUR PENE. SPECIAL Points Belly gun - - - - - - - - - 200 Gutbuster Ball 0-20 20-96 - - 10 2D10 -6 D6+2D10+10 Sp - Chainshot 0-20 20-96 - - - - - auto +2 dam - High Explosive 0-20 20-96 - - 7 D6 -3 2D6+7 6" Blast - Battlecannon 0-20 20-72 - - 8 2D6 -3 3D6+8 2" Blast 50 Megacannon AP 6-20 20-96 - - 10 2D6 -6 3D6+10 - 100

Warhammer 40k 2.Ed [Datafax] Ork Great Gargant (Armorcast) (Playtest Version)

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Warhammer 40k 2.Ed [Datafax] Ork Great Gargant (Armorcast) (Playtest Version)

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  • ORK GREAT GARGANT http://usuarios.lycos.es/inquisitorweb/GreatGargant.html

    1 / 4 16.12.2006 0:23

    ORK GREAT GARGANTPRELIMINARY (ALPHA 2) PLAYTEST DATAFAX

    M WS BS S I A LD9 +5 - 10 -1 +3 -

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

    M WS BS S T W I A LDBigboss 4 5 5 4 5 2 5 2 9Mekboss 4 5 5 4 5 2 4 2 8Mekboy Gnr 4 4 4 3 4 1 3 7 7Gretchin 4 2 3 3 3 1 2 1 5

    TYPE: WalkerRAM VALUE: Strength: 10

    Damage: D20+D6Save Mod: -6

    CREW: 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 Terminatorarmor except that the save is a 1+ on 2D6. If the save is failed, the powerfield is destroyed and may notbe repaired.

    PSYCHIC DEFENSE:If any powerfields are functional,then they will nullify psychic powers used against the Titan on a roll of4+ on a D6. If all of the powerfields are all destroyed, then the Gargant receives no saves against psychicpowers. 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 SHORTRANGELONG

    RANGETO HITSHORT

    TO HIT

    LONGSTR. DAM. SAVEMOD.

    ARMOURPENE. SPECIAL Points

    Belly gun - - - - - - - - - 200 Gutbuster Ball 0-20 20-96 - - 10 2D10 -6 D6+2D10+10 Sp - Chainshot 0-20 20-96 - - - - - auto +2 dam - HighExplosive 0-20 20-96 - - 7 D6 -3 2D6+7 6" Blast -

    Battlecannon 0-20 20-72 - - 8 2D6 -3 3D6+8 2" Blast 50Megacannon AP 6-20 20-96 - - 10 2D6 -6 3D6+10 - 100

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    Megacannon HE 6-20 20-72 - - 8 2D6 -3 3D6+8 4" Blast -Lifta Droppa 6-20 20-72 - - - - - - Sp 100Tracta Eyes 6-20 20-96 - - - - - - Sp 50Flame Cannon 0-12 12-24 - - 6 D6 -3 2D6+6 3" Blast 50

    Very Large Target: +2 to hitPOINTS COST: 1000(?) Including weapons

    D6 LOCATION FRONT SIDE REAR1 Foot 23 23 232 Head/Body** 25 23** 20**

    3-5 Body 24 23 206 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

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

    2 The Gargant is knocked sprawling. It staggers D6" in a random direction, colliding with anythingmoved 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 Table1 The Mekboss is slain.2 The Mekboy controlling left arm weapon is slain. The weapon may not be fired for the rest of the game.3 The Mekboy controlling right arm weapon is slain. The weapon may not be fired for the rest of the game.

    4-5

    The boiler is hit but the Mekboss manages to vent it before it explodes (if he is dead, count this result as a roll of6 instead). The Mekboss can attempt to to repair the boiler in the player's Rally phase. On a roll of 5-6 hesucceeds and the boiler comes back on line. If he fails, the boiler is shut down for the rest of the battle and theGargant counts as being disabled for victory point purposes. While the reactor is down, the Gargant may notmove or attack and counts as being an ordinary vehicle if attacked by enemy troop in hand to hand combat (ie.they hit automatically).

    6

    The Gargant's boiler explodes! The Gargant is destroyed creating a cloud of superheated steam 3D6" in diameterwhich hits any models with the effect of a heavy plasma gun fired on maximal. The steam cloud will remain inplay, with the same effect as the plasma cloud created by a plasma grenade (though it will have a much largerblast marker!).

    D6 Head Damage Table

    1The Gargant's control systems are badly damaged making it difficult to control. The Gargant may only move orattack if you first roll a 4+ on a D6. Roll immediately before moving or attacking and note that it is possible toend 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.

    4-5The Bigboss is slain. The Titan may not move or attack until his position is taken over by the Gargant's Mekboss,and counts as being an ordinary vehicle if attacked by enemy troop in hand to hand combat (ie. they hitautomatically).

    6

    The Gargant's ammunition explodes. The Gargant is destroyed and any models within 3" suffer D6 Strength 10hits with a -3 saving throw modifier. In addition, the Gargant's boiler explodes as described for a roll of 6 on theBody 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 Table1-2 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 asecondary explosion. Roll on the Body Damage Table to find the effect of this second explosion.

    Gargant Special Weapons RulesBELLY WEAPONSBelly 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 types1 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 roundStr. Dam. Range Save Area10 2D12 96" -6 -

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

    3 High Explosive Round Str. Dam. Range Save Area7 D6 96" -4 6" Blast Marker

    TRACTA EYES50 Points360 degree arc of fire. Use against vehicles and Knights. Roll to hit as normal (normal LOS applies).Miss: No EffectHit: Roll D6

    1-2 Out of control next turn3-6 Does automatic penetration to a random hit location.

    SUPER LIFTA DROPPA ARM100 Points Use against dreadnoughts and vehicles. Roll to hit as normal (normal LOS applies).Str. Dam. Range Save AreaSpecial varies 72" - -Miss: No EffectHit: Target is lifted up if it fails a save roll:

    6 Light vehicles (jet bikes, speeders, Sentinel, War Walker, dreadnoughts, medium vehicles (Rhino, Predator, Chimera5+ 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 thedropped 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 anarrow is rolled, the dropped vehicle is flung 2D6 inches away from the target in the direction of the arrow.

    Damage caused by dropped vehicleStr. Damage Penetration

  • ORK GREAT GARGANT http://usuarios.lycos.es/inquisitorweb/GreatGargant.html

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    Light vehicles 7 D8 7+D6+D8Vehicles 8 D12 8+D6+D12Heavy vehicles 9 D20 9+D6+D20Super heavy vehicles 10 D20 10+D6+D20

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