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CODEX: Gargants
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CODEX: Gargants is a very much WIP project. If you wish to discuss the rules or dynamics of the Codex, please join our site forum! - Salty

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:

megagargant.jpg

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:

greatgargant.jpg

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:

 

mekboygargant.jpg

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

 

slashergargant.jpg

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

 

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