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Version 2.9: REVIEW DRAFT 4/3/2008 3:04 AM P a g e | 27
STEAM GARGANT Points: 1200 The Steam Gargants used by Feral Ork tribes are, if
anything, even more varied in appearance than the
more traditional Gargants used by other tribes. This is
because Feral Orks have not been exposed to the full
extent of Ork kulture, and so will develop their own
ideas of how to do things. While most Mekboyz know
that a Gargant should be a living idol created in the
form of the Ork gods Gork and Mork, a Feral Ork
Boilerboy hidden away on a backwater planet will often
have no idea of this, and so will create giant war
machines in any shape and size that takes his fancy.
In one way, however, Steam Gargants are the same as
any other Ork Gargant, and that is in being large,
well armoured, and very, very shooty!
UNIT: 1 Steam Gargant
TYPE: Super-Heavy Walker
Structure Points: 6
Transport: The Steam Gargant has a transport
capacity of 30.
Access Points: One rear hatch.
Fire Points: The Steam Gargant has six fire points in
its hull.
Wargear:
▪ Fist of Gork (Lifta-Droppa)
▪ Gaze of Mork
▪ Mega Kannon
▪ Three Supa-Skorchas
▪ Two arm weapons selected from the following:
- Titan Close Combat Weapon
- Deth Kannon with coaxial Supa-Gatler
Mega Kannon
Range Str AP Notes
60” 10 2 Ordinance 1, 10” Blast
Primary Weapon
Size Komparison
WS
BS
S
Front
Armour
Side
Rear
I
A
4 2 10 13 13 12 2 2
SPECIAL RULES
Effigy: The Steam Gargant is a roaring, belching
personification of the warrior god Gork (or possibly
Mork). All Ork mobs within 12” are Fearless.
Unreliable Krew: Ork crews are unreliable and
need constant ‘dissaplin’ from their Nob to keep
them focused on their jobs. At the start of each Ork
turn roll a D6 on the table below:
1 Mukkin’ about! The crew decides to take a break
while the Nob’s not looking. The Gargant may not
move and may not fire its supa-skorchas.
2-5 Get ta work ya gitz! The crew goes to work as
normal; the Gargant can move its normal pace and
shoot all its weapons.
6 It’s gonna blow! The crew put in too much coal into
the Gargant’s furnaces, spitting fire and steam
throughout the massive machine. The Gargant must
move an extra 2D6 in the movement phase; the
Gargant also suffers a penetrating hit.
▪ Gaze of Mork
Deth Kannon ▪
▪ Titan Choppa
▪ Mega Kannon
Supa-Gatler ▪
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