Adeptus Mechanicus

Titan Revenge!

- Ork Gargants

by Peter Ramos

 

Mega-GargantGargants and other ork titans have always been described very differently from all other titans. They are usually slow, bulky, crude and armed with short-ranged high firepower weapons. An Ork titan’s greatest asset is its legendary resilience. Not burdened with plasma reactors and high-tech mind impulse links it can weather catastrophic damage remarkably well.

To simulate this within the framework of these alternate rules we have substituted it with a Fire Threshold Level.

 

Fire Threshold Level

The fire threshold level works similar to the catastrophic damage roll-identical in fact. The main difference is that each LOCATION in the gargant has its own threshold level. This represents that certain areas of the titan receive more armor plating than others.

The second difference is the catastrophic damage tables themselves. You will notice that even high values on the chart do not "destroy" the gargant outright, but add more fires or DR loss to the site.

In each end phase roll on the fire damage table and apply the result immediately.

As you’ll notice from the charts only the TOTAL destruction of the gargants hull, through fire or direct damage will destroy the gargant. Loss of the head, weapons or other sections does not destroy the gargant. They only add to the potential and real damage to the hull.

This makes an Ork gargant extraordinarily difficult to destroy-literally it must be blown to pieces to be eliminated.


Great Gargant

  Front or Side Back
Location

2D10
roll

Armor
save
Location 2D10
roll
Armor
save
        Head

2-3

2+

Head

2-3

2+

        Hull

4-8

1+

Hull

4-8

3+

        Weapon Mount

9-10

2+

Weapon Mount

9-10

2+

        Weapons*

11-14

4+

Weapons*

11-14

4+

        Magazine

15-16

1+

Magazine

15-16

3+

        Gutbuster Cannon

17-18

4+

Boiler

17-18

4+

        Foot*

19-20

4+

Foot*

19-20

4+

*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.

  Weapon Foot
Front
or
Back

Roll a D8

1-2  upper left weapon

3-4  upper right weapon

5-6  lower left weapon

7-8  lower right weapon

Roll a D6

1-3  left

4-6  right

Side

Roll a D6

1-3  upper weapon on that side

4-6  lower weapon on that side

No roll - Foot on that side

 

Great Gargant Fire Threshold Tables

The threshold for this location is 5

HEAD
1-2   The shot penetrates the armor and kills several of the Kaptin’s 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.

3-4   A hole is blown through the armor. Two fires are started. Half the Kaptain’s is dead. The gargant counts as on no orders the following turn. All firing is at –1 due to the lack of orders for effective fire.

5-6   Head Explodes! The gargant is on "no orders" for the rest of the game. All firing is done 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. When all the DR are lost apply result 6.

 

The threshold for this location is 6

HULL
1-5   Hull buckles under the blast. Add +1 to all future rolls to this site

6   Hull section explodes. A 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 the 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 6

MAGAZINE
1-3   Minor explosion in the magazine room. A 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! A 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 the DR is lost apply result 6.

 

The threshold for this location is 4

BOILER
1-2   The boiler begins to lose pressure. Th gargant’s move is reduced to half.

3-4   The boiler loses all pressure and the gargant is immobilized. If the gargant is armed with a snapper it may no longer fire.

5-6   The boiler explodes starting a D3 fires. Gargant is immobilized and may not fire its snapper.


For each DR lost

Each DR lost will generate a fire in addition to any started by rolling on this table. When all the DR is lost apply result 6.

 

The threshold for this location is 4

GUTBUSTER CANNON
1-3   The cannon is destroyed and may not be fired.

4-6   The gutbuster 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 the DR is lost apply result 6.

 

The threshold for this location is 5

WEAPON MOUNT
1-4   Weapon mounts buckles under the strength of the blast. Add +1 to all future rolls on this table.

5-6   Weapon mount is blown taking with it any weapons attached to it. It falls 3D6cm in a random direction. Any model hit saves at –4.


For each DR lost

Each DR lost will generate a fire. When all the DR is lost apply result 6.

 

The threshold for this location is 4

WEAPON
1-2   Weapon suffers minor damage. It receives a –1 penalty to hit.

3-4   Weapon destroyed may not fire.

5-6   Weapon blown off and scatters 2D6cm in a random direction. Any models are hit with a –2 to save.


For each DR lost

Each DR lost will generate a fire. When all the DR is lost apply result 6.

 

The threshold for this location is 4

FOOT
1-2   Foot is damaged gargant is reduced to half move.

3-4   Foot destroyed. Gargant is immobilized but may turn up to 90 degrees unless both feet are destroyed.

5-6   Foot 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 the DR is lost apply result 6

 

Great Gargant Fire Table

Roll a D12 and add +1 per two fires currently blazing.
Apply the result below.

1-3   Fires put out! D3 fires are extinguished.

4-6   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

7-8   Fire spreads! Add +1 to the amount of fires currently blazing. The gargant may not move next turn or fire the gutbuster

9-10   Fire detonates some ammunition add +2 to the amount of fires currently raging. The gargant may not move or fire the gutbuster all weapons are at –1 to hit.

11-12   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.

13+   Hull starts to collapse under the heat and explosions. Add TWO points of DR loss and D6 fires.


Slasha Gargant

  Front or Side Back
Location

D12
roll

Armor
save
Location D12
roll
Armor
save
      Head

1

4+

Head

1

4+

      Hull

2-5

2+

Hull

2-4

3+

      Weapons*

6-7

4+

Weapons*

5-6

4+

      Magazine

8-9

2+

Magazine

7-8

3+

      Gutbuster Cannon

10

4+

Boiler

9-10

4+

      Foot*

11-15

4+

Foot*

11-12

4+

*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.

  Weapon Foot
Front
or
Back

Roll a D6

1-3  left weapon

4-6  right weapon

Roll a D6

1-3  left

4-6  right

Side No roll - Weapon on that side No roll - Foot on that side

  

Slasha Gargant Fire Threshold Tables

The threshold for this location is 4

HEAD
1-3   The shot penetrates the armor and kills several of the Kaptin’s 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 Kaptain’s is dead. The gargant counts 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 done 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. When all the DR are lost apply result 6.

 

The threshold for this location is 5

HULL
1-5   Hull buckles under the blast. Add +1 to all future rolls to this site.

6   Hull section explodes. A 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 the 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 5

MAGAZINE
1-3   Minor explosion in the magazine room. A 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! A 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 the DR is lost apply result 6.

 

The threshold for this location is 4

BOILER
1-2   The boiler begins to lose pressure. Th gargant’s move is reduced to half.

3-4   The boiler loses all pressure and the gargant is immobilized.

5-6   The boiler explodes starting a D3 fires. Gargant is immobilized .


For each DR lost

Each DR lost will generate a fire in addition to any started by rolling on this table. When all the DR is lost apply result 6.

 

The threshold for this location is 4

GUTBUSTER CANNON
1-4   The cannon is destroyed and may not be fired.

4-6   The gutbuster 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 the DR is lost apply result 6.

 

The threshold for this location is 4

WEAPON
1-2   Weapon suffers minor damage. It receives a –1 penalty to hit.

3-4   Weapon destroyed may not fire.

5-6   Weapon blown off and scatters 2D6cm in a random direction. Any models are hit with a –2 to save.


For each DR lost

Each DR lost will generate a fire. When all the DR is lost apply result 6.

 

The threshold for this location is 4

FOOT
1-2   Foot is damaged gargant is reduced to half move.

3-4   Foot destroyed. Gargant is immobilized but may turn up to 90 degrees unless both feet are destroyed.

5-6   Foot 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 the DR is lost apply result 6

  

Slasha Gargant Fire Table

Roll a D8 and add +1 per two fires currently blazing.
Apply the result below.

1-2   Fires put out! D3 fires are extinguished.

3-4   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

5-6   Fire spreads! Add +1 to the amount of fires currently blazing. The gargant may not move next turn or fire the gutbuster

7-8   Fire detonates some ammunition add +2 to the amount of fires currently raging. The gargant may not move or fire the gutbuster all weapons are at –1 to hit.

9-10   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.

11+   Hull starts to collapse under the heat and explosions. Add TWO points of DR loss and D6 fires.


Mekboy Gargant

  Front or Side Back
Location

D10
roll

Armor
save
Location D10
roll
Armor
save
    Head

1

4+

Head

1

4+

    Hull

2-5

2+

Hull

2-4

3+

    Generator

6

 

Boiler

5-6

4+

    Weapons*

7-8

4+

Weapons*

7-8

4+

    Foot*

9-10

4+

Foot*

9-10

4+

*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.

  Weapon Foot
Front
or
Back

Roll a D6

1-3  left weapon

4-6  right weapon

Roll a D6

1-3  left

4-6  right

Side No roll - Weapon on that side No roll - Foot on that side

  

Mekboy Gargant Fire Threshold Tables

The threshold for this location is 4

HEAD
1-3   The shot penetrates the armor and kills several of the Mekboy’s 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 Mekboy’s is dead. The gargant counts 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 done 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. When all the DR are lost apply result 6.

 

The threshold for this location is 5

HULL
1-5   Hull buckles under the blast. Add +1 to all future rolls to this site.

6   Hull section explodes. A 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 the 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 5

GENERATOR
1-3   Generator room is damaged. A D3 fires are started and an immediate roll on the fire table is required (do not wait until the end phase). Generator continues to work.

4-6   Generator explodes! A 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 the DR is lost apply result 6.

 

The threshold for this location is 4

BOILER
1-2   The boiler begins to lose pressure. Th gargant’s 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. Gargant is immobilized.


For each DR lost

Each DR lost will generate a fire in addition to any started by rolling on this table. When all the DR is lost apply result 6.

 

The threshold for this location is 4

WEAPON
1-2   Weapon suffers minor damage. It receives a –1 penalty to hit.

3-4   Weapon destroyed may not fire.

5-6   Weapon blown off and scatters 2D6cm in a random direction. Any models are hit with a –2 to save.


For each DR lost

Each DR lost will generate a fire. When all the DR is lost apply result 6.

 

The threshold for this location is 4

FOOT
1-2   Foot is damaged gargant is reduced to half move.

3-4   Foot destroyed. Gargant is immobilized but may turn up to 90 degrees unless both feet are destroyed.

5-6   Foot 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 the DR is lost apply result 6

 

Mekboy Gargant Fire Table

Roll a D8 and add +1 per fire currently blazing.
Apply the result below.

1-2   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

3-4   Fire spreads! Add +1 to the amount of fires currently blazing. The gargant may not move next turn or fire the gutbuster

5-6   Fire detonates some ammunition add +2 to the amount of fires currently raging.  The gargant may not move or fire the gutbuster all weapons are at –1 to hit.

7-8   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.

9+   Hull starts to collapse under the heat and explosions. Add TWO points of DR loss and D6 fires.