Here are my alternate Ork damage tables. I decided to keep the fire damage table as is, for now. Bissler, I hope I did them in time for your next game!
As usual, comments are welcomed.
Boiler Damage Table: 2D6 2-4: The boiler is damaged. Add +1 to any future damage rolls for the boiler. 5-7: The boiler is damaged and starts to lose pressure. The Gargant’s movement is reduced by ½ for the rest of the game. 8-9: The boiler is heavily damaged and loses significant pressure. Movement is reduced by ½ as above and the Gargant may no longer Charge. 10-12: The boiler is destroyed. The Gargant can no longer move and a fire is started.
Foot Damage Table: roll 2D6 2-4: The foot is slightly damaged, but keeps working as normal. Add +1 to any future damage rolls for this foot. 5-7: The foot is moderately damaged, reducing the Gargant’s movement by 5 cm. If the Gargant enters difficult terrain roll a D6. On 1-3 no additional damage is caused. On 4-6 the foot is destroyed as below. 8-9: The foot is destroyed. If only one foot is destroyed, the Gargant my only pivot in place. If both feet are destroyed, the Gargant can no longer move. 10-12: The foot is blown apart in a massive explosion that starts a fire. The Gargant may no longer move even if the other foot is still functioning.
Weapon Damage Table: roll 2D6 2-5: The weapon is slightly damaged and keeps functioning. Add +1 to future damage rolls for this weapon. 6: The weapon has been moderately damaged. Until repaired the number of hit dice or barrage points is halved, rounded up. If the weapon has only one To Hit Dice, there is a -2 penalty for To Hit rolls. If it’s a Close Combat weapon, it can only be used on a D6 roll of 5-6. 7: The weapon has been severely damaged and may not be fired until repaired. 8: The weapon has been destroyed and cannot be repaired. 9-10: The weapon has been blown off the Gargant and scatters 2D6 cm in a random direction. Any units hit by the weapon must make a save or be destroyed. 11-12: The weapon has been blown clean off, as above, but also a starts a fire.
Magazine Damage Table: roll 2D6 2-4: Some ammunition explodes, but the Krew is able to douse the flames. 5-8: Some ammunition explodes starting a fire, sending flames shooting through the hull. Roll on the Fire table immediately. 9-12: The magazine detonates spectacularly, starting 1D3 fires. Roll for damage against the adjacent weapon mount as well. After rolling for extra damage, total up all the fires on the Gargant and make an immediate roll on the Fire table.
Weapon Mount Damage Table: roll 2D6 2-4: The weapon mount is damaged, but keeps on functioning. Add +1 to any future damage rolls to this weapon mount. 5-7: The weapon mount is badly damaged. Roll for damage for both of the attached weapons on the Weapon table. 8-9: The weapon mount is severely damaged and can no longer support the weight of the lower weapon, which immediately falls to the ground. The lower weapon cannot be used for the rest of the game. 10-12: The weapon mount is blown off the Gargant, starting a fire. The attached weapons land 2D6 cm away in a random direction. Any unit underneath them is destroyed or loses a power/void shield.
Snapper Damage Table: roll 2D6 2-4: The Snapper is damaged, but keeps functioning. Add +1 to future damage rolls. 5-7: The Snapper is moderately damaged. It can still be used in close combat, but may not fire a blast of steam. 8-9: The Snapper is hit and loses pressure. It may not be used for the remainder of the battle and the Gargant loses the Snapper’s movement rate bonus. 10-12: The Snapper’s boiler is hit and explodes, wrecking the Snapper and starting a fire.
Head Damage Table: roll 2D6 2-4: Several of the bridge krew are injured. Add +1 to any future damage rolls against the head. 5-6: The Kaptin is wounded. In the end phase roll a D6: 1-3 the Kaptin is only slightly wounded with no adverse effects. 4-6 he is killed as below. 7-9: The Kaptin is killed. The Gargant must follow the same orders next turn while the bridge krew “elects” a new Kaptin. 10-12: The head is blown clean off, starting a fire. The Gargant must follow the same orders is used last turn and any weapons mounted in the head are destroyed. If the Gargant is fitted with a Mork or Gork head, all Orks within 25cm must make a morale check. After the next turn, roll a D6 before changing the Gargant’s orders: 1-3: May not change orders 4-6 May change orders normally
Hull Damage Table: roll 2D6 2-6: A hull plate buckles. Add +1 to future rolls to any futures rolls against the hull. 7-9: The hull is weakened. Add +2 to any future rolls against the hull. 10-12: A massive explosion rips a hole in the hull and starts a fire.
Belly Gun Damage Table: roll 2D6 2-4: Some ammunition explodes but the Krew quickly douses the resultant fire. Add +1 to any future rolls to the belly gun. 5-7: The gun is jammed, which Grots attempt to clear. In the end phase roll a D6: 1-2: The jam cleared. The belly gun can fire normally next turn 3-4: The gun is still jammed. Roll again next turn 5-6: The is completely jammed and may not be fired for the rest of the battle 8-9: The gun is destroyed and exploding ammunition starts a fire. The gun may not be used for the rest of the battle. 10-12: The belly gun’s magazine explodes, starting 1D3 fires. The belly gun is destroyed and the explosion rips into the boiler. Roll on the Boiler damage table. After you roll for extra damage, total up all fires on the Gargant and make an immediate roll on the Fire table.
Fire Table: roll 2D6 1-3: With a few scorched Gretchin, the fires are brought under control and put out. 4-5: The fire is getting out of control. The Gargant may not move, but may fire normally. 6: The fire is out of control! Increase the number of fires already burning by one. The Gargant may not move or fire its belly gun. Any other weapons have a -1 to hit modifier due to clouds of smoke. 7: The fire reaches the magazines! Roll on the Magazine damage table for each intact magazine. The Gargant can’t move or fire its belly gun and all weapons have a -1 to hit modifier. 8: Huge internal explosions wreck the Gargant, destroying it and leaving a smoking, blackened heap. Any units within 2D6 cm are hit by flying debris and must make an unmodified save to avoid damage. 9+: A massive explosion rips the Gargant apart. Remove the model from the table and replace it with a crate, if available. Any units within 4D6 cm are hit by flying debris and must make an unmodified save to avoid damage.
_________________ "I don't believe in destiny or the guiding hand of fate." N. Peart
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