Gargant

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Behold! The Gargant's glorious trouser cannon! Penetrating those who will not submit to the rule of the Orks!

A Gargant is what most would call the Orks' main battle titan, resembling its smaller Stompa cousins, the Gargant is equivalent to the Imperial Reaver Titan and its most often mocked/praised by /tg/ for its infamous Trouser Cannon and goofy looking appearance. The construction of a Gargant alone (or anything larger) on any planet is a sign that something craptastic is about to begin. Like most Ork machinery, each Gargant is a unique albeit crude effigy of the gods Gork and Mork.

Variants

Like its smaller cousins, the Gargant has a wide range of variants and flavors for an Ork to choose from.

Mekboy Gargant

A Mekboy Gargant. Subtlety? I never understood that meaning...

The super-superheavy Ork artillery unit.

Big Meks who build their own Gargants, instead of being contracted by other Warbosses, tend to make better, flashier ones for themselves. They rig experimental weaponry and shielding to the frame, and send it into battle wired up and filled to the brim with bits and gubbins. Similar to a Mek's Stompa only bigger, the Mekboy Gargant is constructed by a very powerful Big Mek and is always a sign of prestige and pride upon its completion.

The Mekboy Gargant is invariably a more shooty type of Gargant than most, relying on massive volumes of Dakka, immensely destructive energy weapons, towering force fields, or other similar techno-shenanigans in order to face opposing Titans. Typically helmed by the Big Mek who designed and constructed it, these metal monsters play double-duty, being equal parts war machine and experimental test-bed for the Mekaniak in question

These gargants are armed with all manner of "kustomized" guns and weaponry: massive and randomly potent Zzap Kannons, auto-loading high-explosive Kill-Kannons, Lifta-Droppa tractor beams for throwing enemy tanks at enemy Titans, unstable grot-guided plasma-rokkits, experimental double-ended Bubble-Chuckaz, and all kinds of other crazy junk. It is the ultimate weapon testing platform.

Where most Gargants have an arm filled with loads of guns and an arm with a fuckhuge close combat weapon, some Mekboy Gargants go so far as to do to look more like replace their close combat weapon with another gun arm, to maximize dakka and mount yet more untested weaponry. Although this may draw the mockery of more traditional Warbosses who chafe at the idea of having a non-choppy Gargant in their ranks, most Big Meks who manage to build one of these don't much care what anyone else thinks of them, since they could just blow them up.

Steam Gargant

Choo Choo Motherfuckers! The rape train has no brakes!

Sometimes Feral Ork Pigdoks Boilerboys (their version of Meks) get particularly inspired, and lay about themselves with all the scrap they can find from their raids. They will rope up their whole tribe into building this ridiculously ramshackle machine. Steam Gargants are exclusively made by Feral Orks, who fight a level of technology approximating that of Warhammer Fantasy Orcs, so it is impressive that they can even conceive of a thing like this, much less build one.

As its name suggests, the Steam Gargant is a steampunk version of the traditional Gargant riding on giant treads instead of feet. This thing could not stand if it weren't for Feral Ork psychosensitivity being higher than the average Space Ork. The giant machine is always made as an effigy of Gork or Mork, and features a big close combat weapon (usually an oversized hammer, axe, spear, or mace), catapult and ballista emplacements, maybe a back-mounted trebuchet or two, rows of platforms for archers, all the trappings of a traditional medieval siege tower, and a GIANT METAL BOILER protruding out of the back.

This fusion of every single medieval siege engine rolled into one is run by Spannas: random Boyz conscripted to work the machine. Spannas are promised the chance to ride the giant beast into battle, literally fighting alongside their god. In truth, most run about inside the beast, maintaining its rickety (even by Ork standards!) structure and keeping the gears turning. Any Pigdoks or Spannas that get a little too excited about making the giant machine band together into a group of Boilerboyz, who form a command chain of foremen underneath the original Pigdok and strongarm the tribe into pouring more resources into the preposterous machine, often demanding even crazier weapons be added to the Gargant. It may or may not feature a chained Weirdboy or two, who will fire off bolts of lightning from the head or heat the boiler with a stream of arcane energy.

Steam Gargants are powered by a giant steam engine, and the boiler is fueled by an endless supply of wood, coal, and anything else burnable that a horde of grots (during the fight) and boyz (after the fight) can steal off the battlefield. Anything burnable in the immediate area will be nicked to throw into the massive firebox. You can map out the entire warpath of a Steam Gargant based solely on the trail of defoliation it leaves behind.

Great Gargant

A Great Gargant. For when you need to pile up the phallic imagery with even MORE phallic imagery.

A massive Ork War Engine, a Great Gargant is comparable to the Warlord Class Titans of the Imperium. These are essentially a Gargant on steroids, and are often powerful enough to hold its own against other races' Titans without the need to gang up on them like their smaller kin. These juggernauts are expensive enough to make even the richest Warboss file for bankruptcy. Due to this, they are somewhat rare; the amount of bullying and vying for resources required to get them built ensures that only the most ambitious Ork Warbosses can raise their massive bipedal forms. The majority of Great Gargants are often accompanied by other smaller Gargants or Stompas, due entirely to the fact that any Waaagh! large enough to create Great Gargants implicitly having enough materiel to spawn lesser Gargants first (not due to any need to hide behind underlings, of course). Great Gargants are a potent threat to any enemy force.

Essentially a mobile mountain made of steel and covered in the biggest, heaviest guns the Orks can come up with, such as: the infamous Gaze of Mork which is what happens when you give a Gargant a laser beam that looks like Cyclops from X-Men, Weirdboy Towers that contain allow Warpheads to flood themselves with Waaagh! energy from on high and unleash the wrath of Gork and Mork themselves, and Lifta-Droppas or any other Trakor Beam to either pull their targets in to be crumpled or lift them into the air and smash them to the ground. They often double the amount of 'Soopaguns' found on smaller Gargants, sometimes by a form of crude twin-linking that seems to involve huge amounts of rope, chains and nails. Are you fucked? You're fucked.

Mega Gargant

The Mega Gargant back in the Age of Yore that is Epic.

These are the largest Ork Gargants (besides the unique Temple Gargant) to date. Equivalent to the Imperium's Emperor Titans. This is what happens when a notable influential Warboss begins to whip up his boyz to create a moving personification of Gork and Mork. Once completed the Mega Gargant would be so big that not even its legs would be effective anymore, and would instead rely on the trusty old treads. Turning this into a moving battle fortress. Orks get the equivalent of a immodest orgasm and their enemies respectively shits itself. These Mega Gargants are armed with pretty much anything in the Orks plethora of weapons and can go toe to toe with even an Imperator Titan or Warlord Titan.

Like the Imperator Titan, it could be safe to assume that the Mega Gargant is the Ork's equivalent and answer to these God Machines in function. It could be said that the Mega Gargant prioritize as a gigantic line breaker that could instantly turn the tide of a long-drawn slug out. The massive and impressive weaponry that the Mega Gargant could carry would be able create a breach in a defensive formation and allow smaller Ork infantry and vehicles to exploit the situation.

Additionally, the vast amount of weapons would means that it would also be effective as a giant siege engine. The amount of forward facing belly guns as well as the Skullkrusha Mega-Cannon would deal quick work of any enemy fortresses whilst its Mega-Dropper would crippled the immense weight of enemy Titans against themselves. The Mega Gargant is an overall excellent answer to the Imperium's modus operandi of sending a wave of tanks and vehicles.

However there is a catch. The Mega Gargant's large size and sluggish movement makes it exceptionally vulnerable to air and orbital strikes. Furthermore, the majority of the Mega Gargant's weapons are forward facing, meaning that it is vulnerable to the side and rear. If the Mega Gargant is flanked by a Titan or superheavy tank legion, than it is fucked without proper protection from smaller Gargants and Stompas.

Still, if you don't have the weapons necessary to combat it or lack orbital bombardment, consider yourself quite fucked.

Temple Gargant

Sorry Mega Gargant, but you've just been outdone. THIS is the biggest Gargant to date. By far. The personal Gargant of The Beast HIM-MOTHERFUCKING-SELF, this monster was taller than an Emperor-class Titan, could one-shot an entire Titan maniple, and destroyed the Ordinatus Ullanor without even breaking a sweat. It was so big, the six Prime-orks could walk about freely, and regular Gargants could be employed as sentries inside. The Beast's Throneroom within could hold six MEGA-GARGANTS. It was the site of the final battle in books 8, 10 and 11 of The Beast Arises, and its engine core was the place where Vulkan died (again), and it survived having a Primarch smash its engine with a god-weapon and having the two aforementioned demigods crammed into it's main power plant (to become literal spanners in the works). It also survived having a naval plasma drive fired at it (an event which can tear a Battle-Barge in half) without collapsing it's shields. WHAT. THE. FUUUUUUUUUU-

Oh, and in case you're wondering what weapons it carried, fluff says that it's smallest weapons were the size of the main weapons on Stompas, and its primary weapon looked more like it belonged on an Imperial Flagship. If anyone ever tries to create rules for this thing, then you're wasting your time, because: a) the model will be over 20 feet tall; b) no-one will ever play you; and c) you will be an outcast from /tg/ for evermore. Expect infinite levels of rage, Slaanesh-imitating, and murder.

Basically if GW would remade its main headquarters in Nottingham in the shape of a Gargant this would be model appropriate to the 28mm scale of Wh40k game. Let that sink for a moment. A model in the same scale as one you use on the tabletop would be size of real life office building.

Fanmade Rules

This is for the fanmade rules of the various Gargants that GeeDubs were too lazy to make. Dat ‘anonymus git be roight, we’z Orks ar’ zoggin' pished aboot dem Gee Dub gitz not wroitin' 'em flashy codex roolz fer our Stompaz an' Gargantz! Jokes on dem d'ough, we’ll krump dem mary-sooziez when we'z find oot where Nottingham zoggin' is! Now dem 'umie Stompa's are gettin' a codex, we won't be far behind! Har har!

Mekboy Gargant

A Mekboy Gargant is a single model, it is armed with a Supa Uber Dupa Deff Gun and a Mekboy Kustom Choppa. It may also crush its foes beneath its Stompy Feet.

Name M WS BS S T W A Ld Sv Pts
Mekboy Gargant * * * 9 9 80 4 8 3+ 2000
Remaining W M WS BS
65-80+ 10” 2+ 4+
40-64 8” 3+ 4+
20-39 6” 4+ 5+
10-19 4” 5+ 6+
1-9 4” 5+ 6+



Weapon Range Type S AP D Abilities
Supa Uber Dupa Deff Gun 120” Heavy 2D6 * * * Consult the “Fire da Supa Uber Dupa Deff Gun!”
"Smart" Missiles 120" Heavy D6 8 -3 D6 You may re-roll failed hit rolls for this weapon, and you roll two dice when firing this weapon to determine the number of shots and discard the lowest dice. Each "Smart" Missile may only be fired once per battle.
Uber Psycho Dakka Blasta 60" Heavy 10D6 6 -2 1 -
Auto Loading Explosive Kill Kannon 72" Heavy 2D6 8 -2 2 Each hit counts as 3 against INFANTRY.
Uber Zapp Gun 48" Heavy 3D3 4D6 -4 6 Choose a target before rolling to determine the weapons strength. On a strength of 20+, do not roll to wound, each hit instead deals 3 mortal wounds to the target, after which this unit takes a mortal wound for each successful hit.
Mekboy Kustom Choppa Melee Melee x2 -4 6 SWARM models hit by this weapon are automatically slain, hits against INFANTRY with this weapon count as 2 hits instead of 1, attacks against VEHICLES made by this weapon add 1 to their hit rolls and hits against TITANIC models deals 8 damage instead of 6.
Mega Lifta Droppa 96" Heavy 1d6 - - - This weapon hits automatically. Each time an enemy unit is hit by this weapon, roll 3d6. If the result equals or exceeds the unit's strength, it suffers 1d6 mortal wounds.
Mega Skorcha 24" Assault 4d6 7 -2 2 This weapon hits automaticaly.
Stompy Feet Melee Melee User -3 3 Make 3 hit rolls for this weapon instead of 1.



Wargear options:

  • This model may take up to 5 "Smart" Missiles 5 points each.
  • This model may take a Uber Psycho Dakka Blasta, a Auto Loading Explosive Kill Kannon, a Mega Skorcha, a Mega Lifta Droppa or a Uber Zapp Gun, 200 points each.
  • This model may replace its Mekboy Kustom Choppa with a Uber Psycho Dakka Blasta, a Auto Loading Explosive Kill Kannon, a Mega Skorcha, a Mega Lifta Droppa or a Uber Zapp Gun, 200 points each.

Abilities:

  • Dakka Dakka Dakka:
  • Fire da Supa Uber Dupa Deff Gun!: Supa Uber Dupa Deff Gun is a general name used to describe anything from a giant death laser, chain linked, multi barrelled Gatling guns or racks upon racks of missiles. It doesn’t really matter, it’s a big gun which produces a lot of high power dakka.
    • Choose an enemy unit within the weapons range and then roll a D6 after determining the number of shots and hits made by the weapon:
      • 1, (Sounds of fuses blowing): The power source/ammo supply for the weapon has malfunctioned, the Gargant takes D3 mortal wounds and you roll a D6 again, f you roll another 1 on a D6 the Gargant takes 2D3 mortal wounds and so on an so on.
      • 2, Ow did we zoggin miss?: Despite initially hitting the target, the Gargant's shots have glanced off/being deflected/been randomly sucked into the warp, the shots count as missing.
      • 3, Bullsey: The shots have hit the target, the target unit takes a mortal wound for each successful hit.
      • 4, A Morkin good it: The Gargant's shots have impacted nicely into the target, Mork has deemed the Gargant's target to be a bad enemy, the target unit takes D3 mortal wounds per successful hit.
      • 5, A Gorkin good hit: The Gargant's shots have kunningly hit a weak spot in the targets armour/force field, Gork has deemed the Gargant's target to be a bad enemy, the target unit takes a mortal wound per successful hit and no kind of save can be taken against these mortal wounds (including void shields).
      • 6, A 1 in a million hit, Gork and Mork have each agreed that that enemy was a very bad enemy indeed and needed a proper krumpin, the target unit takes D6 mortal wounds per succesful hit and no saves of any kind (including void shileds) can be taken against these mortal wounds. In addition, these mortal wounds can not be diverted by eg. Saviour protocols, so zokkin shut up and just take the divine beating.
  • Kustom Force Field:
    • This model and friendly models within 6" have a 5++ invulnerability save against shooting attacks.
  • Huge 'n' Stompy: Nothing can stop a Gargant, not really, it will continue to push forward, driven against all opposing forces by sheer, undiluted determination and refusal to accept the laws of physics.
    • A model with this rule can Fall Back in the Movement phase and still shoot/or charge during its turn. A model with this rule may fall back over INFANTRY or SWARM models though at the end of its move it must be more than 1” away from all enemy units. A model with this rule may fire its weapons even if there are enemy models within 1” of it unless those models have the TITANIC keyword. In this case it can shoot at the enemy unit within 1” of it or at another enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
  • Repair Gang: Teams of Orks and Grots will scramble around inside the Gargant repairing damage, or at least the Orks kick the Grots until they do the work.
    • At the beginning of the turn, this models Repair Gang may attempt to repair lost wounds. On a 2+ the model regains D3 previously lost wounds, on a 6+ the model instead regains D6 previously lost wounds.

A Mekboy Gargant can transport 10 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models.

Faction Keywords: ORK, <CLAN>

Keywords: VEHICLE, TRANSPORT, TITANIC, GARGANT, MEKBOY GARGANT

Steam Gargant

A Steam Gargant is a single model, armed with 2 Spanna's Manned Balista's, 3 back mounted Dung and Boulder Orkuchet's, an array of Gitz with Rocks and Arrers, Steam Vents from its on board boiler, and a Huge Slab of Sharpened Metal. It may also grind its foes to pulp with Da Spikey Treds.

Name M WS BS S T W A Ld Sv Pts
Steam Gargant * * * 10 8 80 * 8 4+ 2000
Remaining W M WS BS Attacks
65-80+ 8” 2+ 5+ 6
40-64 6” 3+ 5+ 7
20-39 4” 3+ 6+ 8
10-19 4” 4+ 6+ 9
1-9 2” 5+ 7+ 10



Weapon Range Type S AP D Abilities
Spanna's manned Balista 60" Macro 1 10 -4 5 Add 1 to the hit rolls for this weapon made against MONSTER, VEHICLE or TITANIC units.
Gitz with Rocks and Arrers 3D6" Assault 6D6 4 0 1 You may re-roll dice rolls of 1 when determining the number of attacks made by this weapon. On a hit roll of 6+ this weapon has an ap profile of -1 instead of 0.
Dung and Boulder Orkuchet 120" Heavy D6 8 -3 3 This weapon may target enemies which are not visible to the bearer. Enemies hit by this weapon suffer a -1 to their leadership charecteristic and their hit rolls until your next turn.
Steam Vents 6" Pistol 2D6 6 -2 2 This weapon automatically hits its target. INFANTRY which are hit by this weapon suffer a -1 to their hit rolls until your next turn.
Huge Slab of Sharpened Metal Melee Melee x2 -5 8 Attacks by this weapon suffer a -1 to their hit rolls. However, all models destroyed by this weapon which can explode (area of effect mortal wounds upon death) will explode.
Da Spikey Treds Melee Melee User -3 3 Make 3 hit rolls for this weapon instead of 1. Units hit by this weapon suffer a -1 to their hit rolls and move distances until your next turn.
Da Belly Gun 36" Heavy 2D6 8 -2 2 This weapon becomes Heavy 4D6 against INFANTRY.
Snappa 6" Macro 1 12 -4 4 Use the bearers weapon skill when firing this weapon. This weapon becomes a Melee weapon during the fight phase but you may only assign one attack to it during the fight phase (it still deals double damage to TITANIC units). VEHICLE, MONSTER and TITANIC units hit by this weapon halve their movement distances (rounding down) and suffer a -1 to their hit rolls until your next turn and may not disengage from melee with this unit until either this model or the enemy model is slain.



Wargear:

  • This model may take a captive Weirdboy for 200 points.
  • This model may take a Da Belly Gun or a Snappa but may not transport any models for 200 points.

Abilities:

  • Dakka Dakka Dakka:
  • Full steam ahead ladz:
    • At the beginning of your turn, you may have the grots fuelling the furnaces of the gargant work even faster (via encouragement of a kick to the behind). If so, this model suffers 2D6 mortal wounds, but may use its undamaged stat line until your next turn (except for the purposes of determining the number of attacks it has) and adds 3" to its movement distances. If you wish to use this ability again in another turn, then roll a D6, on a 4+ the ability works as normal, on a 1, 2 or 3 this model suffers 2D6 mortal wounds and is immobile until your next turn.
  • Tribal Warpaint:
    • This model and all friendly units with 6" of it have a 6++ invulnerability save against shooting attacks and a 5++ invulnerability save in the fight phase.
  • Dakka an Choppy points:
    • Models embarked upon this vehicle may shoot out of it, but suffer the usual penalties for moving and firing heavy weapons etc. Models embarked upon this vehicle may also fight in melee if the Gargant is also in melee, but they do so at a -2 to hit.
  • Spanna's with Spanners: The incredible primitiveness of a Steam Gargant actually works in the favour of the Spanna's who maintain and repair it, as almost anything they do will be an improvement on the Gargants current state.
    • At the beginning of the turn, this models Spanna's with Spanners may attempt to repair lost wounds. On a 1, 2 or the model regains D3 previously lost wounds, on a 4+ the model instead regains D6 previously lost wounds.
  • Huge 'n' Stompy: Nothing can stop a Gargant, not really, it will continue to push forward, driven against all opposing forces by sheer, undiluted determination and refusal to accept the laws of physics.
    • A model with this rule can Fall Back in the Movement phase and still shoot/or charge during its turn. A model with this rule may fall back over INFANTRY or SWARM models though at the end of its move it must be more than 1” away from all enemy units. A model with this rule may fire its weapons even if there are enemy models within 1” of it unless those models have the TITANIC keyword. In this case it can shoot at the enemy unit within 1” of it or at another enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.

If this model has a captive weirdboy, then it is treated as a psyker, it may cast one power and deny one other each turn, it knows smite and one power from the Power of the WAAAGH! Discipline. This model also gains +1 to its casting and deny rolls for every 10 ORKS within 12" of it, models it is transporting count towards this model count.

A Steam Gargant can transport 20 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models.

Faction Keywords: ORK, <KLAN>

Keywords: VEHICLE, TRANSPORT, TITANIC, GARGANT, STEAM GARGANT

Great Gargant

Name M WS BS S T W A Ld Sv Pts
Great Gargant * * * 10 10 120 4 8 3+ 4000
Remaining W M WS BS
100-120+ 10” 2+ 4+
70-99 8” 3+ 4+
40-79 6” 4+ 5+
20-49 4” 5+ 6+
1-19 4” 5+ 6+

Abilities:

  • Dakka Dakka Dakka:

A Great Gargant can transport 100 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models. It may also transport up to 5 KILLA KAN's.

Faction Keywords: ORK, <KLAN>

Keywords: VEHICLE, TRANSPORT, TITANIC, GREAT GARGANT

Mega Gargant

Name M WS BS S T W A Ld Sv Pts
Mega Gargant * * * 14 14 140 6 8 2+ 6000
Remaining W M WS BS
110-140+ 8” 2+ 4+
70-109 7” 3+ 4+
40-69 6” 4+ 5+
20-39 5” 5+ 6+
1-19 4” 5+ 6+

Abilities:

  • Dakka Dakka Dakka:

A Mega Gargant can transport 150 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models. It may also transport up to 1 GREAT GARGANT's, 2 GARGANT's and 10 KILLA KAN's.

Faction Keywords: ORK, <KLAN>

Keywords: VEHICLE, TRANSPORT, TITANIC, MEGA GARGANT

Temple Gargant

A Temple Gargant is a single model, it is armed with Da Fist of Gork, Da Choppa of Mork, 50 Big Shootas. It may also relentlessly grind over all before it with Da Great Big Treds.

Name M WS BS S T W A Ld Sv Pts
Temple Gargant * * * 22 22 200 6 8 2+ 10000
Remaining W M WS BS
160-200+ 8” 2+ 4+
120-159 7” 3+ 4+
80-119 6” 4+ 4+
40-79 5” 4+ 5+
1-39 4” 5+ 6+



Weapon Range Type S AP D Abilities
- - - - - - -
- - - - - - -
Gun of "Almost" Ultimate Dakaa Infinite Macro 4D6 32 -6 4D6 This weapon may be fired at battles occurring on different tables and this weapon ignores cover and does not require line of sight. Damage dealt by this weapon are mortal wounds instead of normal damage.
Da Eye of Mork 72" Assault 1 5D6 -4 12 Invulnerability and void shield saves made against this weapon suffer a -1 to their saving throws.
Da Eye of Gork 72" Assault 1 5D6 -4 12 On a wound roll of 6+ this weapon deals 12 mortal wounds instead of its normal damage.
Big Shootas 36" Assault 3 5 0 1 -
Da Fist of Gork Melee Melee x2 -5 16 Subtract 1 from the hit roll for this weapon, if a unit destroyed by this weapon could explode then it does explode.
Da Choppa of Mork Melee Melee x2 -5 12 Units wounded by this weapon subtract 1 from their hit rolls until your next turn.
Da Great Big Treds Melee Melee User -4 4 Make 5 hit rolls for each attacks with this weapon instead of 1.




Abilities:

  • Dakkarest of Dakka:
  • We ar zoggin 'ancelling da Apocalypse!: When you have enough guns to shoot down a battleship in orbit, then your opponent knows that their done for.
    • If a game would have an ability which would cause mortal wounds via eg exterminartus or an opponent would activate an eg orbital barrage you may choose to cancel such effects, by the gargant simply shooting down the battleship in orbit.
  • All da Kustom Force Fields: You can never have too much dakka, but you can also never have too many force fields foe those time when the enemy also brings a lot of dakka.
    • This model have a 6++ invulnerability save, and you may re-roll failed invulnerability saves, and re-roll failed re-rolls, and re-roll failed re-roll re-rolls, and re-roll failed re-roll re-roll re-rolls, and re-roll failed re-roll re-roll re-roll re-rolls, and re-roll failed re-roll re-roll re-roll re-roll re-rolls (that's 6 re-rolls if you were wondering). In addition, all other friendly models within 18" of this model have a 5++ invulnerability save against ranged attacks.
  • Da Will of Gork and Mork:
    • At the beginning of your turn, choose one of the effects below to take effect until the start of your next turn:
      • Da Will of Gork: All ORK units within 24" of this model or with line of sight to it add 1" to their movement, advance and charge distances and add 1 to their attack charecteristic.
      • Da Will of Mork: All unit within 12" of this model may roll twice the number of dice when determining the number of shots fired by weapons with a random number of shots (eg. D6 roll 2 dice) and discard the lowest half of dice.
  • Army of Repair Mek's:
    • Roll two D6 at the start of your turn and consult below:
      • 2, You zoggin idiot!: A grot has decided (in its infinite wisdom) to start hitting the side of the Gargants reactor, and Ork engineering being what it is, something has gone wrong, this model 4D6 mortal wounds.
      • 3-7, Buisiness as usual:
      • 8-10
      • 11, Good as new: The repair work has allowed the gargant to behave as if it had never received any damage, this model heals 2D6 previously lost wounds and may use its undamaged stat line until your next turn.
      • 12, Orky genius: A mek has been inspired by all the wargh energy surrounding him, and has come up with something which will dramatically improve the gargant, this model heals half of all of its previously lost wounds and may add 1 to all invulnerability saves it makes until your next turn.
  • Sumboyz Management Department: A Temple Gargant contains humongous amounts of space, so much space that there is even room for a accounts and managements department who's job it is to ensure that the Gargant and the armies surrounding it are properly fed, "paid" and just generally logistically managed. Such departments are filled with Sumboyz and Numnobz wearing accounting hats and saying things like "You 'orgot ta 'arry da zero you zoggin fool!" or "I'll 'end da Grot to Linda in OR (Ork Resources) to file da 'eport, da warboss is gonna be zoggin pished aboot dis" and these areas are rearely enetered by normal orks as they're terrified by "all dat numbo jumbo".
    • At the beginning of your turn, roll a D6, on a 1, 2 or 3 nothing happens, on a 4 or 5 you gain 1 command point and on a 6 you gain D3 command points.

A Temple Gargant can transport 200 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models. It may also transport up to 1 MEGA GARGANT, 2 GREAT GARGANT's, 3 GARGANT's and 20 KILLA KAN's.

Faction Keywords: ORK, <KLAN>

Keywords: VEHICLE, TRANSPORT, TITANIC, TEMPLE GARGANT

Gallery

Forces ov da Orks
Bosses: Beastboss - Big Mek - Boiler Boy - Meganobz - Painboy
Painboss - Pigdok - Warboss - Warlord - Weirdboy - Wurrboy
Boyz: Boyz (Huntas - Madboyz - Shoota Boyz - Slugga Boyz - Stikk Bommas - Wildboyz)
'Ardboyz - Brutes - Cyborks - Diggas - Gretchin - Nobz - Skarboyz
Oddboys: Burna Boyz - Flash Gitz - Kommandos - Lootas
Mekboyz - Rokkas - Runtherd - Stormboyz - Tankbustas
Feral Orks an'
Beast Snaggas:
Beast Snagga Boy - Boarboyz - Herda - Kill Rig
Squig Catapult - Squiggoth - Squighog Boy - Trappa
Stompy 'fings: Deff Dred - Gorkanaut - Killa Kan - Mega-Dread - Morkanaut
Transports an' Tanks: Battlewagon - Big Lugga - Big Trakks - Bonebreaka - Bonecruncha - Braincrusha
Flakkatrakks - Gobsmasha - Grot Tanks - Grot Trakbike - Gutrippa - Grot MegaTank
Gunwagon - Looted Wagon - Lungbursta - Trukk - Spleenrippa - Weirdboy Tower
Speed Freeks: Boomdakka Snazzwagon - Bowelburna - Cuttas - Deffkilla Wartrike - Junka
Kustom Boosta-Blasta - Megatrakk Scrapjet - Rukkatrukk Squigbuggy
Shokkjump Dragsta - Speedsta - Warbikers - Warbuggy - Wartrakk
Flyboyz: Bomma - Dakkajet - Deffkoptas - Drilla-Killa - Fighta - Fighta-Bomma
Grot Bomms - Landa - Minelayer - Warkoptas - Wazbom Blastajet
Supportin' Dakka: Grot Bomm Launcha - Magna-Kannon - Mek Gunz
Splashy Noggins: Ship Smasha-class Maritime Destroyer
Nautical Kroozer - Ork Submersible
Zoggin' Big and Ded Killy: Battlefortress - Gargant - Kill Tanks - Locomotive Battering Ram - Stompa
Warp Ulks: Ork Assault Boat - Rok
Huts'an Stuff: Big'ed Bossbunka - Dropz - Mekboy Workshop
Gubbinz an' Wots-its: Choppas - Fungus - Ork Gunz - Snotlings - Squigs - Warboars