by Peter Ramos
This special titans follow all the same rules for the alternate damage system. The one important difference is that saves are on 2D6; not 1D6 as done regularly.
To destroy the Mega-Gargant, all hull DR points need to be destroyed. All special rules for Mega-gargant orders and shouting counters remain in effect.
Front or Side | Back | |||||||||
Location | D20 |
Armor save |
Location | D20 roll |
Armor save |
|||||
Head | 1-2 |
5+ |
Head |
1-2 |
5+ |
|||||
Primary Weapons* | 3-5 |
5+ |
Primary Weapons* | 3-4 |
5+ |
|||||
Mekboy Guns* | 6-7 |
5+ |
Mekboy Guns* |
5-6 |
5+ |
|||||
Mega-Weapons* | 8-9 |
5+ |
Mega-Weapons* |
7-9 |
5+ |
|||||
Hull | 10-12 |
3+ |
Hull |
10-13 |
3+ |
|||||
Gun Decks | 13-16 |
4+ |
Boiler |
14-16 |
5+ |
|||||
Power Field Generators | 17 |
2+ |
Magazine |
17 |
4+ |
|||||
Track* | 18-20 |
3+ |
Track* |
18-20 |
3+ |
*Indicates that when this location is hit you must roll on the tables below to determine exactly what weapon/leg is hit according to the direction of fire.
Primary Weapon | Mega-Weapons | |
Front or Back |
Roll a D6 1-3 left weapon (krusher arm) 4-6 right weapon (mega-cannon) |
Roll a D6 1-2 big lobba 3-4 weirdboy tower 5-6 krooz missul |
Side | No roll - Weapon on that side | left
big lobba right krooz missul |
Mekboy Weapon | Tracks | |
Front or Back |
Roll a D6 1-3 super lifta dropper 4-6 deth ray |
Roll a D6 1-3 left track 4-6 right track |
Side | Roll a D6 -left side only 1-3 super lifta dropper 4-6 deth ray |
No roll - Track on that side |
Target number is rolled for on 2D6, not 1D6.
The threshold for this location is 8 on 2D6 |
HEAD |
1-3
The shot penetrates the armor and kills several of the Kaptins crew. Due to
the confusion the gargant must follow the same orders the next turn as it did the turn the
damage occurred. One fire is started. 4-5 A hole is blown through the armor. Two fires are started. Half the Kaptains crew is dead. The gargantcounts as on no orders the following turn. All firing is at 1 due to the lack of orders for effective fire. 6 Head Explodes! The gargant is on "no orders" for the rest of the game. All firing is at 1 to hit. Two fires are started. For each DR lost Each loss of DR adds one fire in addition to any incurred by rolling in the above table. |
The threshold for this location is 10 on 2D6 |
HULL |
1-5
Hull buckles under the blast. Add +1 to all future rolls to this site. 6 Hull section explodes. D3 fires are started. All future hits that exceed the threshold number start D3 fires. For each DR lost Each DR lost will generate a fire in addition to any started by rolling on this table. When all DR is lost the gargant bursts apart. All models within 3D6cm are hit by flying debris. Each model hit must save at a 3 to the save. |
The threshold for this location is 10 on 2D6 |
MAGAZINE |
1-3
Minor explosion in the magazine room. D3 fires are started and an immediate roll on
the fire table is required (do not wait until the end phase). 4-6 Major explosion rocks the gargant! D6 fires are started and flashback affects the Hull and Boiler. Roll on both tables and apply results. An immediate roll on the fire table is required (do not wait until the end phase). For each DR lost Each DR lost will generate a fire in addition to any started by rolling on this table. When all DR is lost apply result 6. |
The threshold for this location is 8 on 2D6 |
BOILER |
1-2
The boiler begins to lose pressure. Th gargants move is reduced to half. 3-4 The boiler loses all pressure and the gargant is immobilized. 5-6 The boiler explodes starting D3 fires. For each DR lost Each DR lost will generate a fire in addition to any started by rolling on this table. Each DR lost will generate a fire in addition to any started by rolling on this table. When all DR is lost apply result 6. |
The threshold for this location is 8 on 2D6 |
PRIMARY WEAPONS |
1-4
The weapon is damaged. It receives a 1 to hit until repaired. 5-6 The weapon is destroyed explodes and starts D3 fires. There is a flashback to the magazine. Roll on that table and apply results. For each DR lost Each DR lost will generate a fire in addition to any started by rolling on this table. When all DR is lost apply result 6. |
The threshold for this location is 8 on 2D6 |
MEKBOY AND MEGA-WEAPONS |
1-3
Weapon is damaged. It receives a 1 to hit until repaired. 4-6 Weapon is destroyed and blown off. It lands in a random direction 2D6cm away. Any model hit saves at 2. For each DR lost Each DR lost will generate a fire. When all DR is lost apply result 6. |
The threshold for this location is 9 on 2D6 |
TRACK |
1-3
Track is damaged gargant is reduced to half move. 4-5 Track destroyed. Gargant is immobilized but may turn up to 90 degrees unless both feet are destroyed. 6 Track blown off, apply result "3-4" above. In addition there is a flashback to the boiler. Roll on that table and apply the result. For each DR lost Each DR lost will generate a fire. When all DR is lost apply result 6 |
The threshold for this location is 9 on 2D6 |
GUN DECKS |
1-3
Gun deck is damaged. Receives 1 to hit until repaired. 4-5 Gun deck destroyed. Associated crew are killed. 6 Gun deck destroyed and flashback to the magazine. Roll on the magazine table and apply the result. For each DR lost For each DR lost the mega-gargant loses 2 attack dice of from the gun deck batteries. Once all DR is lost apply result 6. |
The threshold for this location is 9 on 2D6 |
POWER FIELD GENERATOR |
1-3
Generators are damaged and flicker on a 5+ until repaired 4-5 Generators overload and cause D3 fires. Power fields do not work for the rest of game 6 Generator explodes causing D3 fires and a flashback to the magazine. Roll on the magazine table and apply the result. For each DR lost Each DR lost will generate a fire in addition to any started by rolling on this table. When all DR are lost apply result 6. |
Roll a D20 and
add +1 per two fires currently blazing. |
1-5
Fires put out! A D6 fires are extinguished. In addition to any the riggers put out. 6-10 Fire is under control. One fire is put out but others rage on. The amount of smoke confers a 1 penalty to hit next turn 11-13 Fire spreads! Add +1 to the amount of fires currently blazing. The gargant may not move next turn. 14-17 Fire detonates some ammunition. Add +2 to the amount of fires currently raging. The gargant may not move and all weapons are at 1 to hit. 18-19 Explosions rip holes in the hull. Add an extra point of DR loss and D3 fires. The gargant may not act in the next turn. 20+ Hull starts to collapse under the heat and explosions. Add TWO points of DR loss and D6 fires. |