I did finally get the flamethrower part done.. things have been crazy around here recently.
The flamer actually attaches to the torso instead of the head so that I can still easily get at the batteries inside the head for when they need changing.
Looks a bit silly like that, but let\'s fit the head in over it..
There. Not bad?
I was tempted to add more cabling/wires, and I still might, but I think it works pretty well right now as well - any extra cabling would become complicated in the interest of removing it. I could fix it in place, too, but I may as well make it removable as it\'s got the magnets there already.. it gets to a point where I think any additional detail will be missed anyway, so now I move on to closing off the back of the head.
I\'m probably going to carry the cylindrical look around to the back of the head, close it off with some extra armor plating, then add scaffolding atop the shoulders that buttresses up against the back of the head for the grot bomb/earthshaker mount.
I was thinking about rules for this thing, aside from VDR.. There\'s one or two particularly fun special rules that I\'d love to play with this thing, assuming my opponent would be open to it. For example, the following special rule actually cuts 50 points off the final VDR\'d cost of the gargant:
Dis way! No, da uvva way!
The gargant is piloted by a team of grots
usually work together to keep the stompa moving, shooting, and generally on a rampage. However, the grots will occasionally have a disagreement about what levers to pull or buttons to push, and occasionally begin fighting in the grotpit due to lack of slaver supervision. At the beginning of gargant\'s moving phase, roll a D6 - on a roll of one, the grots erupt in grotpit brawl, sending the gargant spiraling out of control as levers are hit inadvertently. Roll a scatter die until a directional arrow is apparent - the gargant wildly lumbers 6\" in that direction. Any units in it\'s path, both friendly and hostile, take a wound with a 4+ save. Any units that fail can be assumed to be crushed beneath the unexpected heavings of the war machine. (Additional cityfight rule: As I\'ll be giving the gargant the \'wrecker\' upgrade from the VDR rules - if the gargant\'s 6\" random movement causes it to walk into a building, the gargant takes a strength 10 front armor hit and that building is removed from the terrain).
That seem fair?