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Background:
Gargants are the Ork equivalent of Imperial and Eldar Titans. Unlike the Titans of
their more civilised and advanced foes, Ork Gargants are neither sleek nor uniform in design. Each Gargant varies wildly from
another. The basic prerequisite of Gargant design and construction is that the bigger and shootier... the better!
Furthermore, each Gargant is a giant, lumbering idol to the Ork Gods, Gork and Mork.
The beginnings of a Gargant Big Mob usually lie with one deranged Big Mek. This Mek
will recieve a vision from Gork, telling him he is destined for greatness, and inciting him to create the massive walking
gun-platform that is a Gargant. This Mek will set about the task with fervour, and his passion for all things armoured and
shooty will soon spread amongst the other Meks in the area.
Before too long, Stompas, Super Stompas and Gargants begin to spring up across the
area, with the massive Gargant factories in which the behemoths are constructed belching oily smoke into the skies.
The construction of a Gargant Big Mob is as sure a sign as any that the Orks in the
area are readying themselves for a WAAAGH!.
At their smallest, Gargants can be identified with the Killa Kans and Dreadnoughts
of regular Ork forces. They share many of the same aesthetics and design aspects; they are stompy, armoured, carry powerful
close-combat weapons and plenty of guns. The largest "variant" (though the word is not truly appropriate) of Gargant is the
massive Mega Gargant, which comes close rivalling the size and power of the Imperial Emperor Class Titans, the largest Titans
in the Galaxy.
The most commonly encountered "variants" of Gargant however are the Slasher Gargant
(sometimes merely referred to as a Gargant), and the Great Gargant. Great Gargants are generally the epicentre around which
a Big Mob is formed, particularly in the absence of a Mega Gargant. Both of these variants are packed with weapons, and are
capable of smashing many forces that lack superheavy support.
Also included in many mobs, although technically not a true Gargant, are the Supa
Stompas and Stompas. These are more akin to walking superheavy battle tanks than Gargants. Comparatively lightly armed, and
armoured in comparison to their mightier cousins, Stompas are still capable of inflicting damage on even the heaviest of vehicles.
They mount both short and long range weaponry, including a warmachine close-sombat weapon.
The Supa Stompas are scaled up "go betweens". Bigger and more heavily armed than Stompas,
but still far smaller than a Gargant, Supa Stompas are oftened commanded by a successful and influential Mek. They are capable
of mounting even some of the smaller Gargant weapons.
Finally, for the most influential, most powerful Meks, there is the Mekboy Gargant.
These Gargants are something of a rarity; Meks are generally employed to construct Gargants for their masters, not for themselves,
but some accrue enough teef to do just that. While not as large as the Slasher Gargant, the Mekboy Gargant is far bigger than
a Supa Stompa.
They are even zanier and eccentric than regular Gargants, with the Meks who build
them pulling out all of the stops. New "invenshuns" such as the "Mekboyz Kustom Force Field" are added, to improve the shields,
firepower or all round perfomance of the Gargant.
Gargants are controlled by dozens of Meks, Ork Slaverz, and hundreds of Gretchin
slaves. The slaves do most of the heavy, manual work; the Slaverz keep them in order, and the Meks keep the whole thing running
smoothly... or rather, as smoothly as can be expected of something held together with spit and oil!
In this way, Gargants can be extremely unreliable. Weapons often shut down at
the worst possible time, internal fires get out of control and in the "cokpit" sparks fly and flames lick from the
control panels.
For all this, the dense and interwoven "design" of the Gargant makes it impressively
difficult to destroy, even despite its weaker armour levels than Imperial counterparts.
Gargant Big Mob Special Rules
- Due to their more dense construction, Gargants do not use the same damage charts as regular
Super Heavy vehicles. Gargant damage charts are as follows:
For each Glancing Hit, roll on this Chart:
1
- No effect 2 - No effect 3 - No effect 4 - Gargant Shaken; The opponent chooses one structure point (body, right
arm, left arm, head) which includes a weapon/weapons - one of those weapons (chosen by the opponent) cannot fire next turn 5
- Gargant Stunned; as per "Gargant Shaken", but with two weapons 6 - Direct Hit! The shot fired strikes something important!
Roll again on the Direct Hit! table.
For penetrating hit, roll on the following table:
1 - No effect 2 -
Gargant Shaken (as per Glancing Hit) 3 - Gargant Stunned (as per Glancing Hit) 4 - Weapon Destroyed! Opponent chooses
one weapon which is destroyed 5 - Direct Hit! Roll again on the Direct Hit! table. 6 - Direct Hit! The shot causes serious
problems for the Meks. Roll twice on the Direct Hit! Table.
Direct Hit Table:
1 - Fire in the Right Arm! A fire
breaks out in a section of the Gargant. Countless grots are incinerated and the whole section descends into chaos as the crew
try to extinguish the flames. The Right Arm may not fire next turn.
2
- Fire in the Left Arm! A fire breaks out in a section of the Gargant. Countless grots are incinerated and the whole
section descends into chaos as the crew try to extinguish the flames. The Left Arm may not fire next turn.
3
- Immobilised! The Gargant is immobilised by the weight of enemy fire. It may not move again for the rest of the game.
4
- Explosion! Something inside the Gargant explodes. Shrapnel rips through the crew and Slaverz alike and the Gargant rocks
back with the force. The Gargant loses 1 Structure Point.
5 - Explosion! Fire! A massive Explosion rips through
the Gargant and the great lumbering behemoth rocks. Gargant loses 1 Structure Point and a fire breaks out. For every following
turn, roll a Ld test. If it is passed, the fire is extinguished; if it is failed, the Gargant loses another Structure Point.
6
- Chain Reaction! A chain reaction of explosions ripples through the Gargant. Flames lick out of control panels, sparks fly
from cables which have come loose, oil spills from split piping and steam vents out into galleries. The Gargant suffers 2
Structure Points in Damage, plus 2 fires break out. For each following turn, the Gargant must take 2 Ld tests; one for
each fire. If passed, the fire is extinguished; if failed, the Gargant takes another Structure Point in damage.
CODEX: Gargants
HQ:
Mega Gargant 0-1:

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CLOSE COMBAT VEHICLE DATAFAX |
|
Name |
Points |
WS |
BS |
S |
Front |
Side |
Rear |
I |
A |
|
|
|
Mega Gargant |
4200 |
4 |
2 |
5(10) |
14 |
14 |
12 |
2 |
2 |
|
|
Type: Walker |
Size: War machine |
Speed: Lumbering |
|
Weapons: 1 x “Gaze of Mork” 2 x Krooz Missiles 1
x Skullkrusha MegaKannon 4 x Kannon 1 x Mega Lobba + co-axial Big shoota 5 x Twin-linked Big shoota 1 x Deth Ray 1
x War machine CC weapon
1 x Soopa
Lifta Droppa
1 x Weirdboy
Tower
1 x Gun
Deck |
Special
Options: 10 x Ork field |
Vehicle
Category: War machine |
|
Structure
points: 18 |
The Mega Gargant is the largest of all Gargants. As large even as an Emperor Titan,
this monstrosity is capable of wiping out armies all by its lonesome!
Special Rules:
See Wargear
Section for Weapons Stats
Great Gargant 0-1:

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VEHICLE DATAFAX |
|
Name |
Points |
Front Armour |
Side Armour |
Rear Armour |
BS |
|
|
|
Great
Gargant |
1390 |
14 |
13 |
12 |
2 |
|
|
Type: Walker |
Size: War machine |
Speed: Lumbering |
|
Weapons: 1 x “Gaze of Mork”
2 x Mega
Blastas
1 x Soopagun
1 x Twin
Soopagun
1 x Lifta
Droppa |
Special
Options: 9 x Ork field |
Vehicle
Category: War machine |
|
Structure
points: 12 |
The Great Gargant is smaller than the Mega Gargant, and more frequently seen on the
battlefield. Where a Mega Gargant is absent, the Great Gargants of a Big Mob assume the role of Commander, leading the charges,
soaking up fire and acting as a general centre of gravity for the Ork forces.
Special Rules:
See Wargear
Section for Weapons Stats
ELITES:
Mekboy
Gargant 0-1:

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CLOSE COMBAT VEHICLE DATAFAX |
|
Name |
Points |
WS |
BS |
S |
Front |
Side |
Rear |
I |
A |
|
|
|
Mekboy
Gargant |
1450 |
4 |
2 |
5(10) |
12 |
12 |
10 |
2 |
2 |
|
|
Type: Walker |
Size: War machine |
Speed: Lumbering |
|
Weapons: 1 x Soopa Lifta Droppa
2 x Megablastas
1 x Belly
Kannon
2 x Zzap
Gun 1 x War machine CC weapon |
Special
Options: 6 x Ork field |
Vehicle
Category: War machine |
|
Structure
points: 4 |
Certain Mekboyz get the urge to construct Gargants
for themselves, and not just for the Warboss who’s employ they find themselves in. These are wildly different,
depending on the tastes of the Mekboy in question. The above is a generic Mekboy Gargant stat-line.
Special
Rules:
- See Wargear Section for Weapons.
- The Mekboy Gargant may replace the Zzap Guns with Mega Kannons for +50 points.
- The Mekboy may replace the Belly Kannon with a Long Barrelled Zzap Gun for +10 points.
- The Mekboy Gargant may replace its Warmachine CC weapon with a Long Barrelled Mega Kannon for +75 points.
- The Mekboy Gargant may add co-axial Big Shootas to either or both Mega Blastas at a cost of +30
points per Big Shoota.
- The Mekboy Gargant may take a "Mekboyz Kustom Force Field" at an additonal cost of +75 points
(See Wargear Section).
TROOPS:
Slasher Gargant 0-3

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CLOSE COMBAT VEHICLE DATAFAX |
|
Name |
Points |
WS |
BS |
S |
Front |
Side |
Rear |
I |
A |
|
|
|
Slasha
Gargant |
1228 |
4 |
2 |
5(10) |
12 |
12 |
10 |
2 |
2 |
|
|
Type: Walker |
Size: War machine |
Speed: Lumbering |
|
Weapons: 2 x Mega Kannon + co-axial Big shoota 1 x Belly Kannon 4
x Twin-linked Big shoota 1 x War machine CC weapon |
Special
Options: 5 x Ork field |
Vehicle
Category: War machine |
|
Structure
points: 7 |
The “Slasha”
Gargant is the most common Gargant variant encountered. Larger than a Supa Stompa, but smaller than a Great Gargant, the Slasha
combines heavy firepower with thick armour and a ready, cheap availableness.
Special Rules:
See Wargear Section for Belly Gun Stats
Supa Stompas,
0-6
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CLOSE COMBAT VEHICLE DATAFAX |
|
Name |
Points |
WS |
BS |
S |
Front |
Side |
Rear |
I |
A |
|
|
|
Supa Stompa |
633 |
4 |
2 |
5(10) |
12 |
11 |
10 |
2 |
2 |
|
|
Type: Walker |
Size: War machine |
Speed: Lumbering |
|
Weapons: 4 x Twin-linked Big shoota 1 x Twin-linked Kannon 1
x War machine CC weapon |
Special
Options: 2 x Ork field |
Vehicle
Category: War machine |
|
Structure
points: 4 |
The Supa Stompa is a larger variant of the basic
Stompas encountered on most battlefields. More heavily armoured, its has little in the way of weapons upgrades. The main difference
between the two is the increased structure points and ork fields.
Special Rules
- The Supa
Stompa may replace its CC weapon with an additional Kannon at a cost of +15 points
- The Supa
Stompa may upgrade up to 2 of its twin-linked Big Shootas to Zzap Guns at a cost of +20 points per Zzap Gun.
- The Supa
Stompa may additionally take a Belly Kannon at a cost of +25 points.
- The Supa
Stompa may increase its number of Ork Fields by +1 for a cost of +50 points
Stompas 0-6 :

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CLOSE COMBAT VEHICLE DATAFAX |
|
Name |
Points |
WS |
BS |
S |
Front |
Side |
Rear |
I |
A |
|
|
|
Stompa
(Basic) |
300 |
4 |
2 |
5(10) |
14 |
12 |
10 |
2 |
2 |
|
|
Type: Walker |
Size: War machine |
Speed: Agile |
|
Weapons: 1 x Kannon + co-axial Big shoota 1 x War machine CC
weapon |
Special
Options: 1 x Ork field |
Vehicle
Category: War machine |
|
Structure
points: 2 |
This is the very basic of Stompa designs, mounting a long barrelled Kannon, and a co-axial Big Shoota.
This makes it effective against both infantry and lighter vehicles.
Special
Rules:
- The Stompa may replace the Kannon with a Zzap Gun at a cost of +10 points
- The Stompa may replace its CC Weapon with an additional Kannon at a cost of +25 points
- The Stompa may increase its total number of Ork Fields by +1 at a cost of +100 points.
If it does so, its speed reverts to Lumbering
|
Name |
Points |
Front Armour |
Side Armour |
Rear Armour |
BS |
|
|
|
Stompa
(Rokkit) |
275 |
14 |
12 |
10 |
2 |
|
|
Type: Walker |
Size: War machine |
Speed: Agile |
|
Weapons: 2 x Twin-linked Rokkit launcher |
Special
Options: 1 x Ork field |
Vehicle
Category: War machine |
|
Structure
points: 2 |
The “Rokkit” Stompa is a solely anti-vehicular Stompa. Designed by gun
crazed Mekboyz, it has no CC weapons, and mounts instead two twin linked Rokkit Launchers. Whilst very cheap, it lacks punch;
its Rokkits are useful for breaking up mass formations of infantry and as a deterrent to light vehicles, but leave the Stompa
lacking in mass weapon power.
Special Rules:
- The Stompa may increase its total number of Ork Fields by +1 for a cost of +100 points.
In doing so, its Speed reverts to Lumbering.
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CLOSE COMBAT VEHICLE DATAFAX |
|
Name |
Points |
WS |
BS |
S |
Front |
Side |
Rear |
I |
A |
|
|
|
Stompa
(Big Shoota) |
340 |
4 |
2 |
5(10) |
14 |
12 |
10 |
2 |
2 |
|
|
Type: Walker |
Size: War machine |
Speed: Lumbering |
|
Weapons: 1 x Twin-linked Long-barrelled Big shoota + co-axial Big
shoota 1 x War machine CC weapon |
Special
Options: 1 x Ork field |
Vehicle
Category: War machine |
|
Structure
points: 2 |
The “Big Shoota” Stompa is the standard variant of “anti-infantry”
Stompa. This Stompa is capable of pumping out 3 Strength 5 shots, with re-rolled misses, and three more Strength 5 shots per
turn, which makes it an effective anti-infantry unit. Furthermore, its CC weapon is capable of slicing through tanks and vehicles
as easy as swathes of weedy ‘umies!
Special
Rules:
- The Stompa may increase its total number of Ork Fields by +1 for a cost of +100 points.
In doing so, its Speed reverts to Lumbering.
- The Stompa may replace its CC Weapon with a Twin Linked Long Barrelled Big Shoota at a
cost of +35 points.
- Additionally, if it replaces its CC Weapon with another Big Shoota, it may add a co-axial
Big Shoota to this at a cost of +25 points.
Wargear
Skullkrusha: Range
= 72”, Strength = 8, AP = 3, Ordnance 3 Blast
Gun Deck: Range
= 54”, Strength = 5, AP = 5, Heavy 12d3
Krooz Missile: Range = Unlimited, Strength = 9, AP = 2,
Heavy 1d3 Blast*
Deth Ray: Range = 60”, Strength = 10, AP = 2, Ordnance
1 Blast*
Soopa Lifta Droppa: Range = 72”, Strength = 10,
AP = 1, Heavy 2**
Big Lobba: Range = Guess 72”, Strength = 6, AP =
4, Ordnance 3 Blast
Weirdboy Tower: Range = 36”,
Strength = 6, AP = 4, Heavy 3d3
*Titan Killer [d3]
**Titan Killer [2d3]
Gaze of Mork: Range = 24”, Strength = 2d6, AP =
2, Heavy 1d3
Megablasta: Range = 24”, Strength = 7, AP = 2, Heavy
1 Blast, Overheats
Soopagun: Range = 80”, Strength = 6, AP = 4, Heavy
1 Large Blast OR Strength = 9, AP = 2, Heavy 1
Twin Soopagun: Range = Guess 72”, Strength = 6,
AP = 4, Heavy 2 Large Blast
Lifta Droppa: Range = 54”, Strength = 2d6+1, AP
= 1, Heavy 1
Belly Gun: Range – 36”, Strength = 6, AP =
4, Heavy 1
Mekboyz Kustom Force Field
Mekboyz
are well known for their innovative, if uncontrollable "Invenshuns". One such invention is the Kustom Force Field. This is
a special type of Force Field, which begins the battle deactivated. It may be activated at any point in the Battle (only in the Ork players turn!), however... once it is activated, it is impossible to shut off.
The activated
Kustom Force Field provides +1 shield to the total number of Shields on the Gargant.
Eventually, the Field will burn
itself out. At the beginning of each turn since it was activated, take a Leadership test, with a progressive "-1" to the roll
for each turn the Field has been activated (so Turn 1 = 2d6 - 1, Turn 2 = 2d6 -2 etc); if you fail, the Field burns out and
the Gargant loses the extra Shield.
Furthermore, each turn the Field is active and the Leadership Test is passed (with
the exception of the turn in which it was activated in the first place), roll 1d6.
On a d6 roll of "6", roll again,
and consult the chart below:
1 - No Effect 2 - No Effect 3 - No Effect 4 - Minor Power Surge; Soopa Lifta
Droppa inactive for this turn 5 - Moderate Power Surge; Soopa Lifta Droppa and Zzap Gunz inactive for this turn 6 -
Major Power Surge; The reactor powering the field experiences a massive surge in power, with the effect that its gyros, gears
and cogs spin wildly. The reactor explodes apart, tearing a hole in the Gargant. KFF counts as burnt out and Gargant suffers
1 SP of damage.
The Mekboy Gargant Kustom Force Field costs +75 points.
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