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Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

hi all dakkaites.

i just made some kind of a datasheet to a Great/Mega Gargant to all who want one. i made a little adjustment with some of them so they fit in 5th edition: http://gargant-owners-club.tripod.com/id10.html

well. heres the datasheet (note: i didnt knew where i should post this forum, so srry mods if i placed this the wrong place):


Mega Stompa
You may either take one of the Gargants or pick both stompas and form a mob, but then it costs 500 points extra. Both gargants can be accompanied with a battlefortress at extra cost (the points on the fortress).

Mega Gargant 0-1:

CLOSE COMBAT VEHICLE DATAFAX
Name Points WS BS S Front Side Rear I A

Mega Gargant 5000 4 2 5(10) 14 14 13 2 2

Type:
Walker

Size:
War machine

Speed:
Lumbering

Weapons:
1 x “Gaze of Mork”
2 x Krooz Missiles
2 x Skullkrusha MegaKannon
3 x Deth Kannons
1 x Mega Lobba + co-axial Big shoota
5 x Twin-linked Big shoota
1 x Deth Ray
1 x Titan CC weapon
1 x Lifta Droppa
1 x Weirdboy Tower
1 x Gun Deck
4 x supa-gatlers

Special Options:
10 x Ork field

Vehicle Category:
Super-heavy

Structure points:
20


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:

VEHICLE DATAFAX
Name Points Front Armour Side Armour Rear Armour BS

Great Gargant 1400 14 13 12 2

Type:
Walker

Size:
War machine

Speed:
Lumbering

Weapons:
1 x “Gaze of Mork”
2 x Supa Gatlers
1 x SkullKrusha Mega Kannon
1 x Twin-Linked Deth Cannon
1 x Lifta Droppa

Special Options:
9 x Ork field

Vehicle Category:
Super-heavy

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



The great and/or mega Gargant may take up to 3 Mekboy Stompas and/or up to 3 Stompas.
Mekboy Stompa 0-3:

CLOSE COMBAT VEHICLE DATAFAX
Name Points WS BS S Front Side Rear I A

Mekboy Stompa 1450 4 2 5(10) 13 13 11 2 2

Type:
Walker

Size:
War machine

Speed:
Lumbering

Weapons:
1 x Lifta Droppa
1 x Supa Gatler
2 x Megablastas
1 x Deth Kannon
2 x Zzap Gun
1 x Titan CC weapon

Special Options:
6 x Ork field

Vehicle Category:
Super-heavy

Structure points:
4


Certain Mekboyz get the urge to construct Stompas 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 Stompa 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 Deth Kannon with a Long Barrelled Zzap Gun for free.
• The Mekboy Gargant may take a "Mekboy Kustom Force Field" at an additonal cost of +75 points (See Wargear Section).



Skullkrusha: Range = 72”, Strength = 8, AP = 3, Ordnance 3 large 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 large Blast*
*Titan Killer [d3]
Big Lobba: Range = Guess 72”, Strength = 6, AP = 4, Ordnance 3 large Blast
Gaze of Mork: Range = 24”, Strength = 2d6, AP = 2, Heavy 1d3
Supa-gatler: see the stompa datasheet in the apocalypse rulebook
Deth cannon: range = 72”, strength = 10, AP = 1, ordnance 1, 7” blast
Weirdboy tower: counts as a weirdboy with LD 10 and warp’ead. On a roll of 1 of the psychic power table, it counts as rolling 2

Mekboy 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 Stompa.

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 Stompa 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 Stompa. KFF counts as burnt out and the Stompa suffers 1 SP of damage.

tell me what you think.

This message was edited 3 times. Last update was at 2009/11/07 22:43:51


 
   
Made in ca
Stabbin' Skarboy




123 fake street

I think that the mega gargant it self should be more points. 4400 points for a model with 20 structure points and an arsanal of weapons.

"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. 
   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

updated the page. now the Mega Gargant cost 5000 points instead
   
Made in de
Fresh-Faced New User





I made some Rules for 7th ED
For my scratchbuilt Great Gargant.
That you can see here:
https://www.youtube.com/watch?v=TdfqQ1FMLVA&index=28&list=PLy55WVLwDMPlyr7qFDehv8aCI9wnuDvZd
and here:
https://www.youtube.com/watch?v=7p0PHjJt5MU&list=PLy55WVLwDMPlyr7qFDehv8aCI9wnuDvZd&index=52

The RULESs are here:
https://1.bp.blogspot.com/-xPjsbArU4I0/VxgYHdf4weI/AAAAAAAABfs/IyYkW3VtY3kAU9Th6TX7hEJGQsiriJ8kgCLcB/s1600/GREAT%2BGARGANT%2Bruls.jpg


Great Gargan WS BS S Front Side Rear I A HP 3250 Points
4 2 D 15 15 14 1 4 30

Unite Type -Super Heavy Walker

8 Powerfields (cant come back)

Transport - up to 120 Models, Rear Door

MegaKFF - 5++ against shooting attacks, hullpoints only

Reactor Meltdown, World Burner, Towering Monstorsity

Wargear Range S AP
One Left arm Weapon of the following
Gargantic Gattler 120” 10 3 Primary 4xD6 Large Blast 5”, Pinning
or
Gragantic Canon 180” D 2 Primary Heavy 2 Massiv Blast 7”


One Right arm Weapon of the following
Gargantic Lifta Dropa
Assault - D 1 Melee, Machine Destroyer
Shooting 120” D 1 Primary Apocaliptic Blast 10”, Machine Destroyer
or
Gargantic Ripper Arm - D 1 Melee, +D3 Attacks, Machine Destroyer
+built in Twin Kilkannons 36" 7 3 Blast 5“, Heavy 2




One Gargant BellyGun 120” D/10/8 1/2/3 Apocaliptic Blast 10“, Seismic Shock, Concussion, Strikedown



Two Carapace Weapons Points
Watchtower +2 BS & -1 to enemy Cover free

Mega Burna Hellstrom 6 3 Primary free
Mega Canon 96” D 2 Primary Massiv Blast 7“ +250

Mega FlakkGunz 120" 7 4 Heavy 8, Twin-Linked, Skyfire free


One Head Weapon
Gaze of Mork 96” D 1 Large Blast

Extra Weapons
May take up to 10 hull mounted Bigshootaz for 5pts each.
These Bigshootaz may fire overwatch at chargeing units

May take up to 4 Grot guided Supa Rockits


Let me know what you think. I was debating wether to lower the shield and up the HP to 45?

[Thumb - great Gargant new ork.jpg]
okr great gargant rules


CHECK MY VIDEO ON YOUTUBE https://www.youtube.com/channel/UCDU-NGRpPDdO3XKF37oDB_g

MY BLOG
http://retributionangel.blogspot.de/

Check my Channel to see more of my Work 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury


Thread is being locked due to thread necromancy.


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We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
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