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Thread: Ork Clan List

  1. #1
    Senior Member hakbash's Avatar
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    I received some good news fer all da Ork warbosses out dere...The chapter Approved article has been written by A. Chambers over at GW...About da Ork clans. We should be seeing some new army lists within a few months...WAAAGH!


    From UK white Dwarf 287 - The official Writeup of the Scarus Sector.

    Abaddon recruited massed warbands of Orks to act as mercenary auxillia to his Chaos Legions for the Thirteenth Crusade. Following up on terror raids and cunning feints by the Night Lords and Alpha Legion many of the Orks banded together into ever-growing tribes that declared themselves as part of the 'Green Krusade' (or Kroosade in some sources - Ork spelling ia always a matter of conjecture) in imitation of the grand assault of Chaos. The unstoppable force of the Green kroosade inundated the Scarus sector (Skar-Uz to the orks), battering down imperial defences with sheer dogedness and not a little help from the Night Lords and Black Legion. Now the Orks rule Lethe Eleven and Mordax, along with most of ibrium and Ulant. Gudrun and Nysa Stromolo stand on the brink of anarchy and the weapon forges of Mordax (rechristened Moredakka by the Orks) are infested with lootas of the death skull clan, a truely terrifying prospect to the devotees of the Machine God, who know full well the depths of blasphamy against the Omnissiah to which these barbaric xenos will sink.

    Battered survivors speak of hundreds of Gargants being built from the debris of war by enslaved servitors and their brutal Greenskin overseers. The squat, menacing forms of more Gargant construction sites climb over the plains of Mordax daily as Ork Mekaniks race to be the first to complete their machines. Imperial strategists are now regarding the Green Kroosade as a full-scale Ork Waaagh! It's warlords are unknown but it would appear that Ghazghkull and Nazdreg are not among them. Only Thracian Primus and Elnaur delta have held firm against the Green Kroosade, bolstered first by the intervention of a Black Templars Crusade, and later by the stalwart defence mounted by the Salamanders Chapter and many other Space Marine contingents. The situation is grim in Scarus, and none can see an end to the infestation given the dire situation across the region.

    "Da Orks is da best cuz we ar ded ard an killy, mean, green, krumpin machines, hav da most dakka, da stompiest dreads, da shootiest gunz, da biggest bosses, an we uze choppas...WAAAGH!"
    Warlord Hakbash

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  3. #2
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    Wow. Sounds liek the Orks are going to be a force to be reckond wit hin 4th ed.

    All we need is an up-todate codex mayeb an extra S and T... 5+ armor save, and the ability to have Gargants for, lets say, 300 pts

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    lol... I'de say this.... base pts.. Adn you can comstumize it.. For let's say 50pts you can get another pt of armor for front side or rear.... I wrought some rules... And wanted opinions.
    ____________________________________________________________________
    Points 500

    Front Side Back BS S A
    12 12 12 2 5(10) 4(6)

    Weapons: 4 Power claws. 4 Twin linked big shootas.

    Upgrades: 75pts for another pt of amror on any side, Any of the power claws can be turned into twin linked's at no extra costs but it looses the extra 2 attacks, Any of the twin links can be changed to power claws at no extra cost.. And if you do all of them you get another two attacks. Up to 10 Mekboyz may be taken. ( Normal cost, And can have any equipment from the ork armoury, They mekboyz are) The gargant may take 20 mega boostas to have the same effect as Mega boosta give to mega'de armoured Units.

    TYPE: Walker.

    Crew: 200 Gretchin, 20 Slaverz. (The slaver may take any equipment from the ork armoury)

    Special rules:

    Stomp: The gargant may try to crush his enemys by moving over them.. Enemy takes two tank shocks tests.. But if they succide they can try to attack the vulnerable legs... The armor is reduced be 1.

    Gretchin mutiny: Having so many gretchin together can be dangerous, At the begging of each ork turn role a D6, On a roll of a 1 The gretchin rebel, Roll a leadership test... If you roll the same as the slaverz leadership, remove 1 slaver, If you are reduced to zero slaverz then the gretchin take conplete controll of the gargant. also if you fail the leadership test 2 slavers die and they Gargant is subject to Gretchin take control.

    Gretchins take control: The Getchin are in control of the gargant and want revenge on there bigger cousins. Move the gargant towards the nearest ork unit.. Shoot all weapons at nearest ork unit.. (If none are in range shoot at enemy, in no enemys are in range don't shoot) If there are any ork units in assualt range assualt.

    Watch out below!: Slaverz drop rebelious Gretchin out of the head of the gargant with tank busta bomz tied to them. Pick a place 3 inches away from the gargant and roll the scatter dice and a D6 once a targat has bin declared place the small blast marker there.. Note: If the bomb explodes and it is touching the gargant.. The bomb is treatred as a tank busta bomb.

    Gretchin Bomb
    S AP The gretchin bomb can be dropped in the shooting phase
    8 4 Assault 1 (If the bomb lands on a vechicle treat it as stregth eight plus the tank busta bomb bonus. (The Bomb does not need to roll for hit)

    ____________________________________________________________________


    Thoughts? :w < :w < :lol: < :w

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    nah i dont think thoes are very good... It would have to be the 40k equivalent of a Epic gargant.. plus it would be a Super Heavy Tank. Here are some ruels i foudn somewhere...

    --------------------------------------------
    Gargants

    Glancing Hits
    1-2. Gun Crew Shaken - One weapon may not shoot next turn (chosen by opponent)
    3. Driver Stunned - May not move next turn (Skimmer&#39;s drift D6" Ahead)
    4. Engines Damaged - Knock D3" off the vehicle&#39;s movement. If it reaches 0, the vehicle is Immobilised.
    5. Field or Weapon Destroyed - if the vehicle has any fields, then one is destroyed. Otherwise, one weapon is destroyed.
    6. Major Damage - Lose one Structure Point. If this reduces the damage to 0, roll on the Catastrophic Damage Table.

    Penetrating Hits
    1. Driver Stunned - May not move next turn (Skimmer&#39;s drift D6" Ahead)
    2. Engines Damaged - Knock D3" off the vehicle&#39;s movement. If it reaches 0, the vehicle is Immobilised.
    3. Field or Weapon Destroyed - if the vehicle has any fields, then one is destroyed. Otherwise, one weapon is destroyed.
    4. Major Damage - Lose one Structure Point. If this reduces the damage to 0, roll on the Catastrophic Damage Table.
    5. Major Damage - Lose one Structure Point. If this reduces the damage to 0, roll on the Catastrophic Damage Table.
    6. Chain Reaction - Lose one Structure Point and roll again on this table. If this reduces the damage to 0, roll on the Catastrophic Damage Table.

    Catastrophic Damage
    1. Damage Control - The player controlling the vehicle makes a Leadership test. If passed, the damage control systems of the vehicle have contained the damage and 1 Structure Point is repaired. If the test is failed, roll again on this table.
    2-3. Destroyed - The Vehicle is wrecked. Walkers collapse in a random direction (models in the way leap aside automatically). Mark the vehicle with cotton wool, or remove it completely.
    4-5. Explosion - Models within D6" suffer one wound on a D6 roll of 4+. Saving Throws apply as normal. Vehicles are safe from this.
    6. Huge Explosion - The vehcile is vapourised in a huge explosion. Roll D3 per original Structure Point to determine how far the explosion extends. Models within D6" suffer one wound on a D6 roll of 4+. Saving Throws apply as normal. vehicles take a Glancing Hit.
    Gargants in the Game
    Force Organisation
    Gargants form separate detachments on their own and so may only be used in battles where multiple detachments are allowed. That said, it is recommended that when you first start using Gargants, you try them on their own against an opposing army to get a feel for their power and the new rules.

    Vehicle Type - Titan
    In the game Gargants may not move more than 6" per turn. They must always move straight ahead, but may pivot up to 90 degrees at the end of their move. They ignore bushes, rubble, hedges and walls, but are affected by other terrain as normal. However, on a roll of 1 for the Difficult Terrain test, they are not immobilised, but lose D3" of movement. Gargants may fire Ordnance weapons at the same time as other weapons, and even when they move.

    Gargants and Tank Shocks
    Gargants can tank shock an enemy in the movement phase, but in this case if the enemy pass the morale check then the Gargant moves into contact with the enemy unit and must fight a close combat against it in the assault phase, counting as charging. This is the only way that Gargants can enter close combat. Being in close combat does not stop the Gargant shooting, and it may fire at the unit it is assaulting if desired.
    Opponents that fight a round of close combat against a Gargant and lose (quite a likely occurrence&#33 automatically fall back without any dice being rolled. Gargants may never pursue or consolidate – they remain stationary.

    Gargants in Assault
    All Gargant close combat attacks ignore armour saves, and roll 2D6 for armour penetration. A Gargant receives a number of bonus close combat attacks against opponent’s that are not Gargants themselves. These bonus attacks represent the chance of the victim either getting stomped upon or crushed under the Gargant&#39;s feet. The number of bonus attacks is equal to the number of enemy model’s that are in base contact with the Gargant. All bonus attacks count as having a WS of 1 and a strength of 5, no matter what the actual WS and strength of the Gargant. Roll to hit and or damage normally. The victim gets no armour save of any kind. Gargant close combat weapons give the Gargant a strength of 10 against other Titans and Super Heavy Vehicles. Any glancing or penetrating hit causes an additional D3 structure points of damage against an opponent, in addition to any damage rolled on the damage table.

    Vehicle Upgrades
    No Gargant may be given any of the Vehicle Upgrades listed in Codex: Orks, except for the weapon&#39;s options listed under each Gargant.

    Power Fields
    Gargants have very strong defensive mechanisms, Power Fields. Most Gargants have multiple Power Fields and each must be brought down before the Gargant&#39;s hull can be targeted directly. Each Power Field is considered to have an Armour Rating equal to the appropriate facing of the Gargant and each Power Field must be knocked down with a glancing or penetrating hit before any shots can be taken against the hull of the Gargant. Power Fields have no effect in close combat. Unlike Imperial Void Shields, Power Fields cannot be regenerated.

    Damage Tables
    Gargants are incredibly powerful machines and so use a new set of Damage Tables, in conjunction with Structure Points that must be reduced to 0 before the Gargant can be destroyed by rolling on the Catastrophic Damage Table. Gargants, because of their squat design, will never topple over when destroyed. Instead, their hulls will simply buckle down where they stand.

    Fire&#33;
    Gargants are very susceptible to fire damage and many Gargants are destoryed not by critical damage, but by a roaring inferno caused by enemy fire that ruptures the steam boliers and detonates ammunition magazines.
    Every time a Gargant takes a Penetrating Hit (on its hull, not Power fields), a fire is automatically caused, in addition to any normal damage. This is best represented by placing a small piece of cotton wool anywhere on the Gargant, though it can just as easily be kept track of by jotting the number of fires down on a piece of paper. Any hits from Flamer and Melta Weapons that hit the hull directly (Including Inferno Cannon and Fusion Guns) will also automatically cause a fire, regardless of whether they actually cause any damage or not. At the end of every Ork turn, the Ork player must roll a D6 and add the number of fires currently raging on the Gargant, then consult the table below;
    D6 + Fires Effect
    0-9 No additional effect
    10 The fire continues to burn, moving on to other areas of the Gargant. Add one fire.
    11 The fire spreads, starting to interfere with the operation of the Gargant. Roll on the Glancing Hit Table immediatly.
    12 The fire starts to buckle vital sections of the Gargant&#39;s hull. Lose one Structure Point.
    13 The fire begins to reach critical areas of the Gargant. Roll on the Penetrating Hit Table immediatly.
    14 The inferno blazes throughout the whole Gargant. Roll on the Catastrophic Damage Table.
    15+ The Gargant is ripped apart by an almighty explosion that shakes the entire battlefield as the fire reaches its main ammunition magazines. See result 6 on the Catastrophic Damage Table.
    If the gargant survives its fires, then the Ork player may then try to put them out. Dozens of Grot Riggerz are sent to combat the fires, often at the cost of their own miserable lives. Roll a D6 for each fire. On the roll of a 6+, the fire is put out - remove the cotton wool marker from the Gargant.

    Gargant Weaponry
    Only Gargants have the power necessary to use these awesome weapons, though for special scenarios they may be considered for defensive weapons on large and important strongholds and fortresses for your Warlord.
    Weapon Range Strength AP Notes
    Gutbusta Ball Guess 72" 10 2 Ordnance 1
    Gutbusta Chainshot 72" - - Ordnance 1
    Gutbusta High Ex. 72" 8 2 Ordnance 1/Blast
    Megakannon AP 72" 10 2 Ordnance 1
    Megakannon High Ex. 72" 8 3 Ordnance 1/Blast
    Super Lifta Droppa 48" - - Heavy 1
    Gaze of Mork 72" - - Heavy 1
    Flame Kannon Flame 7 4 Assault 1

    Gutbusta: The Gutbusta is the strangest Ork weapon mounted on the Gargants. At the start of the game and immediately after it fires, the Ork player must choose which type of shell is to be loaded in the Gutbusta. This may be a different type of shell each time it fires. In addition, the Gutbusta may only fire every other Ork turn as it takes a long time for the Grotz to load this weapon. For the Ball Round, the Ork player guesses a range to his target (though this must be in a Line of Sight) and places the small blast template there, rolling 2D6" for scatter as normal. The template is then moved 3D6" directly away from the Gargant, hitting anything it comes into contact with, including multiple Titan Void Shields - roll to damage each Void Shield a Titan is carrying, until either the hull is reached, or a Void Shield holds. Titans and Super Heavy Vehicles that are hit will &#39;block&#39; a Ball Round so it will move no further. The Chainshot uses the Gargant&#39;s BS and may only be used against other Titans. If hit, the Chainshot wraps around the target&#39;s legs and the enemy Titan must roll 4+ on a D6 every time it wants to move. Failure will result in the Titan crashing to the ground, destroying it. Chainshot cannot be used if the target has operating Void Shields. The High Ex. Shell is a standard Ordnance weapon.
    Super Lifta Droppa: The Super Lifta Droppa is used against vehicles and uses the Gargant&#39;s BS. If hit, the vehicle is hoisted up into the air by the field the weapon generates, as the Mek Boyz inside whoop with joy when they decide they will shut the field off, allowing the vehicle to drop. Titans and Super Heavy Vehicles are immune to this weapon. When the Super Lifta Droppa hits a vehicle, the Ork player may move the vehicle to any point within 6" of its original position. The drop automatically destroys the vehicle and anything underneath it takes a S10 hit (Skimmers and Fast vehicles will only cause S8 hits, unless they are also Tanks). Normal Saves apply.
    Gaze of Mork: The Gaze of Mork may only be used on vehicles, using the Gargant&#39;s BS. If hit, the vehicle will automatically take a Glancing Hit on a D6 roll of 1-4 and a Penetrating hit on a 5-6.
    Flame Kannon: The Flame template may be placed anywhere within 24" of the Flame Kannon.

    Great Gargant
    The Great Gargant is the most common type of Gargant seen during Ork Waas and is also one of the most powerful. Any aspiring Ork Warlord worth his salt will threaten, bribe and cajole his Mek Boyz into making him such a machine to carry him into the heart of battle. Great Gargants are often seen by Orks as the living incarnations of their gods, Gork and Mork and as such, these machines often become great mobile temples, focusing the power of the Waa into a single point on the battlefield where Ork might will be supreme.
    Troop Type Pts WS BS S Front Side Rear I A
    Gargant 2242 4 2 8 13 13 12 2 2
    Type: Gargant
    Crew: 1 Kaptain, a few Nobz and well over a hundred Boyz and Grots. . .
    Structure Points: 12
    Power Fields: 6+D6
    Transport: 30 may consist of multiple squads
    Weapons: The Titan has two upper arm, two lower arm and one head mount which may have weapons chosen from the following list; Megakannon and Lifta Droppa on the lower arm mounts, the Flame Kannon and Observation Post on the upper arm mounts. The Great Gargant also comes with the Gutbusta Cannon and the Gaze of Mork.
    Special: If an Ork Gargant has at least one model in its Observation Post, then it may reroll to hit with any one of its weapon&#39;s attacks each turn. Scatter dice may also be rerolled in this manner as well.

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    Gargants

    Glancing Hits
    1-2. Gun Crew Shaken - One weapon may not shoot next turn (chosen by opponent)
    3. Driver Stunned - May not move next turn (Skimmer&#39;s drift D6" Ahead)
    4. Engines Damaged - Knock D3" off the vehicle&#39;s movement. If it reaches 0, the vehicle is Immobilised.
    5. Field or Weapon Destroyed - if the vehicle has any fields, then one is destroyed. Otherwise, one weapon is destroyed.
    6. Major Damage - Lose one Structure Point. If this reduces the damage to 0, roll on the Catastrophic Damage Table.

    Penetrating Hits
    1. Driver Stunned - May not move next turn (Skimmer&#39;s drift D6" Ahead)
    2. Engines Damaged - Knock D3" off the vehicle&#39;s movement. If it reaches 0, the vehicle is Immobilised.
    3. Field or Weapon Destroyed - if the vehicle has any fields, then one is destroyed. Otherwise, one weapon is destroyed.
    4. Major Damage - Lose one Structure Point. If this reduces the damage to 0, roll on the Catastrophic Damage Table.
    5. Major Damage - Lose one Structure Point. If this reduces the damage to 0, roll on the Catastrophic Damage Table.
    6. Chain Reaction - Lose one Structure Point and roll again on this table. If this reduces the damage to 0, roll on the Catastrophic Damage Table.

    Catastrophic Damage
    1. Damage Control - The player controlling the vehicle makes a Leadership test. If passed, the damage control systems of the vehicle have contained the damage and 1 Structure Point is repaired. If the test is failed, roll again on this table.
    2-3. Destroyed - The Vehicle is wrecked. Walkers collapse in a random direction (models in the way leap aside automatically). Mark the vehicle with cotton wool, or remove it completely.
    4-5. Explosion - Models within D6" suffer one wound on a D6 roll of 4+. Saving Throws apply as normal. Vehicles are safe from this.
    6. Huge Explosion - The vehcile is vapourised in a huge explosion. Roll D3 per original Structure Point to determine how far the explosion extends. Models within D6" suffer one wound on a D6 roll of 4+. Saving Throws apply as normal. vehicles take a Glancing Hit.
    Gargants in the Game
    Force Organisation
    Gargants form separate detachments on their own and so may only be used in battles where multiple detachments are allowed. That said, it is recommended that when you first start using Gargants, you try them on their own against an opposing army to get a feel for their power and the new rules.

    Vehicle Type - Titan
    In the game Gargants may not move more than 6" per turn. They must always move straight ahead, but may pivot up to 90 degrees at the end of their move. They ignore bushes, rubble, hedges and walls, but are affected by other terrain as normal. However, on a roll of 1 for the Difficult Terrain test, they are not immobilised, but lose D3" of movement. Gargants may fire Ordnance weapons at the same time as other weapons, and even when they move.

    Gargants and Tank Shocks
    Gargants can tank shock an enemy in the movement phase, but in this case if the enemy pass the morale check then the Gargant moves into contact with the enemy unit and must fight a close combat against it in the assault phase, counting as charging. This is the only way that Gargants can enter close combat. Being in close combat does not stop the Gargant shooting, and it may fire at the unit it is assaulting if desired.
    Opponents that fight a round of close combat against a Gargant and lose (quite a likely occurrence&#33 automatically fall back without any dice being rolled. Gargants may never pursue or consolidate – they remain stationary.

    Gargants in Assault
    All Gargant close combat attacks ignore armour saves, and roll 2D6 for armour penetration. A Gargant receives a number of bonus close combat attacks against opponent’s that are not Gargants themselves. These bonus attacks represent the chance of the victim either getting stomped upon or crushed under the Gargant&#39;s feet. The number of bonus attacks is equal to the number of enemy model’s that are in base contact with the Gargant. All bonus attacks count as having a WS of 1 and a strength of 5, no matter what the actual WS and strength of the Gargant. Roll to hit and or damage normally. The victim gets no armour save of any kind. Gargant close combat weapons give the Gargant a strength of 10 against other Titans and Super Heavy Vehicles. Any glancing or penetrating hit causes an additional D3 structure points of damage against an opponent, in addition to any damage rolled on the damage table.

    Vehicle Upgrades
    No Gargant may be given any of the Vehicle Upgrades listed in Codex: Orks, except for the weapon&#39;s options listed under each Gargant.

    Power Fields
    Gargants have very strong defensive mechanisms, Power Fields. Most Gargants have multiple Power Fields and each must be brought down before the Gargant&#39;s hull can be targeted directly. Each Power Field is considered to have an Armour Rating equal to the appropriate facing of the Gargant and each Power Field must be knocked down with a glancing or penetrating hit before any shots can be taken against the hull of the Gargant. Power Fields have no effect in close combat. Unlike Imperial Void Shields, Power Fields cannot be regenerated.

    Damage Tables
    Gargants are incredibly powerful machines and so use a new set of Damage Tables, in conjunction with Structure Points that must be reduced to 0 before the Gargant can be destroyed by rolling on the Catastrophic Damage Table. Gargants, because of their squat design, will never topple over when destroyed. Instead, their hulls will simply buckle down where they stand.

    Fire&#33;
    Gargants are very susceptible to fire damage and many Gargants are destoryed not by critical damage, but by a roaring inferno caused by enemy fire that ruptures the steam boliers and detonates ammunition magazines.
    Every time a Gargant takes a Penetrating Hit (on its hull, not Power fields), a fire is automatically caused, in addition to any normal damage. This is best represented by placing a small piece of cotton wool anywhere on the Gargant, though it can just as easily be kept track of by jotting the number of fires down on a piece of paper. Any hits from Flamer and Melta Weapons that hit the hull directly (Including Inferno Cannon and Fusion Guns) will also automatically cause a fire, regardless of whether they actually cause any damage or not. At the end of every Ork turn, the Ork player must roll a D6 and add the number of fires currently raging on the Gargant, then consult the table below;
    D6 + Fires Effect
    0-9 No additional effect
    10 The fire continues to burn, moving on to other areas of the Gargant. Add one fire.
    11 The fire spreads, starting to interfere with the operation of the Gargant. Roll on the Glancing Hit Table immediatly.
    12 The fire starts to buckle vital sections of the Gargant&#39;s hull. Lose one Structure Point.
    13 The fire begins to reach critical areas of the Gargant. Roll on the Penetrating Hit Table immediatly.
    14 The inferno blazes throughout the whole Gargant. Roll on the Catastrophic Damage Table.
    15+ The Gargant is ripped apart by an almighty explosion that shakes the entire battlefield as the fire reaches its main ammunition magazines. See result 6 on the Catastrophic Damage Table.
    If the gargant survives its fires, then the Ork player may then try to put them out. Dozens of Grot Riggerz are sent to combat the fires, often at the cost of their own miserable lives. Roll a D6 for each fire. On the roll of a 6+, the fire is put out - remove the cotton wool marker from the Gargant.

    Gargant Weaponry
    Only Gargants have the power necessary to use these awesome weapons, though for special scenarios they may be considered for defensive weapons on large and important strongholds and fortresses for your Warlord.
    Weapon Range Strength AP Notes
    Gutbusta Ball Guess 72" 10 2 Ordnance 1
    Gutbusta Chainshot 72" - - Ordnance 1
    Gutbusta High Ex. 72" 8 2 Ordnance 1/Blast
    Megakannon AP 72" 10 2 Ordnance 1
    Megakannon High Ex. 72" 8 3 Ordnance 1/Blast
    Super Lifta Droppa 48" - - Heavy 1
    Gaze of Mork 72" - - Heavy 1
    Flame Kannon Flame 7 4 Assault 1

    Gutbusta: The Gutbusta is the strangest Ork weapon mounted on the Gargants. At the start of the game and immediately after it fires, the Ork player must choose which type of shell is to be loaded in the Gutbusta. This may be a different type of shell each time it fires. In addition, the Gutbusta may only fire every other Ork turn as it takes a long time for the Grotz to load this weapon. For the Ball Round, the Ork player guesses a range to his target (though this must be in a Line of Sight) and places the small blast template there, rolling 2D6" for scatter as normal. The template is then moved 3D6" directly away from the Gargant, hitting anything it comes into contact with, including multiple Titan Void Shields - roll to damage each Void Shield a Titan is carrying, until either the hull is reached, or a Void Shield holds. Titans and Super Heavy Vehicles that are hit will &#39;block&#39; a Ball Round so it will move no further. The Chainshot uses the Gargant&#39;s BS and may only be used against other Titans. If hit, the Chainshot wraps around the target&#39;s legs and the enemy Titan must roll 4+ on a D6 every time it wants to move. Failure will result in the Titan crashing to the ground, destroying it. Chainshot cannot be used if the target has operating Void Shields. The High Ex. Shell is a standard Ordnance weapon.
    Super Lifta Droppa: The Super Lifta Droppa is used against vehicles and uses the Gargant&#39;s BS. If hit, the vehicle is hoisted up into the air by the field the weapon generates, as the Mek Boyz inside whoop with joy when they decide they will shut the field off, allowing the vehicle to drop. Titans and Super Heavy Vehicles are immune to this weapon. When the Super Lifta Droppa hits a vehicle, the Ork player may move the vehicle to any point within 6" of its original position. The drop automatically destroys the vehicle and anything underneath it takes a S10 hit (Skimmers and Fast vehicles will only cause S8 hits, unless they are also Tanks). Normal Saves apply.
    Gaze of Mork: The Gaze of Mork may only be used on vehicles, using the Gargant&#39;s BS. If hit, the vehicle will automatically take a Glancing Hit on a D6 roll of 1-4 and a Penetrating hit on a 5-6.
    Flame Kannon: The Flame template may be placed anywhere within 24" of the Flame Kannon.

    Great Gargant
    The Great Gargant is the most common type of Gargant seen during Ork Waas and is also one of the most powerful. Any aspiring Ork Warlord worth his salt will threaten, bribe and cajole his Mek Boyz into making him such a machine to carry him into the heart of battle. Great Gargants are often seen by Orks as the living incarnations of their gods, Gork and Mork and as such, these machines often become great mobile temples, focusing the power of the Waa into a single point on the battlefield where Ork might will be supreme.
    Troop Type Pts WS BS S Front Side Rear I A
    Gargant 2242 4 2 8 13 13 12 2 2
    Type: Gargant
    Crew: 1 Kaptain, a few Nobz and well over a hundred Boyz and Grots. . .
    Structure Points: 12
    Power Fields: 6+D6
    Transport: 30 may consist of multiple squads
    Weapons: The Titan has two upper arm, two lower arm and one head mount which may have weapons chosen from the following list; Megakannon and Lifta Droppa on the lower arm mounts, the Flame Kannon and Observation Post on the upper arm mounts. The Great Gargant also comes with the Gutbusta Cannon and the Gaze of Mork.
    Special: If an Ork Gargant has at least one model in its Observation Post, then it may reroll to hit with any one of its weapon&#39;s attacks each turn. Scatter dice may also be rerolled in this manner as well.
    Wow&#33; thats alot&#33;

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    Yes, it is a lot. Im not sure if 2k points is a lot for a "Titan" but whatever.

    I also put it up in the downloads section for your Downloading Pleasure

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    Ohh... You don&#39;t like it? <_<

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