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	<updated>2026-05-15T16:13:08Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Necromunda_Bible&amp;diff=104056</id>
		<title>Necromunda Bible</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Necromunda_Bible&amp;diff=104056"/>
		<updated>2009-02-25T23:39:19Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Updates&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The legal bit (not my specialty but seems like everyone has to have one these days)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an OpenGamingResource intended to compile as many rules, scenarios, characters, ideas etc... based around [[Necromunda]] as possible. All information is supplied with intent to educate future and current gamers and is in no way meant to infringe upon any copyright or other legal BS that tends to get companies all worked up. The final work is intended to be a non-profit, personal use, archive for education reference. All content should be considered “works in progress” or just “ideas”. Please feel free to use adapt any of the rules given however you do so at your own risk. I am not responsible for any unbalanced gaming or legal repercussion.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Back Ground&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now we got that out of the way, here&#039;s the scoop. After searching though mounds of notes and dozens of links and archived websites I finally decided to bite the bullet and make a Necromunda Bible. Originally it was just intended to tidy up my office/HD and create a resource for future games. Then I thought to myself why note share what I got and see if there are any other gamers out there in the same position that would like to contribute. If we all chip in a scenario here and a character there then we could make the mother of all hobby gaming bibles. If all goes well we get an Uber universal reference book, maybe introduce a few more players to Necromunda, and dare I say it... get [http://ca.games-workshop.com/ Games-Workshop] to breathe some life back into a game that brought, and continues to bring, endless hours of entertainment to so many. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Join the Scrum or Watch from the Sidelines.&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
So if your up for a challenge and would like to be a part of something big then roll up your sleeves and jump in. We all have tons of this stuff just sitting in our HD or crammed in our notebooks. And if your like me you&#039;ve probably spent hours scouring the web for new content for your games, or more likely trying to find a lost article on an alternate gang. So dust off those minis breakout the house rules and help make put Necromunda back on the proverbial map. &lt;br /&gt;
&lt;br /&gt;
Failing that this is the just the mad ramblings of a old gamer trying to share his ideas as he tidies up his office. I&#039;ll do my best to keep this updated for as long as I&#039;m working on the project and as long as their is interest.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Conduct&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
This page is intended to be an [[OpenGamingResource]] so please keep that in mind when adding content. The idea is to collect information not remove it because we don&#039;t like someone else&#039;s idea for a gang. All criticism should remain positive and should include, where possible, suggestions to aid balancing of game play. Any suggestions with majority support should be included in the target gang posting under the subheading &amp;quot;suggestions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;[[Enter the Hive]]&#039;&#039;&#039;=&lt;br /&gt;
&#039;&#039;Click here to be taken to the main content pages.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Updates&#039;&#039;&#039;=&lt;br /&gt;
Finished the Grotz mob rules (25 Feb 09)&lt;br /&gt;
&lt;br /&gt;
Added cut/paste Undead Gang (25 Feb 09)&lt;br /&gt;
&lt;br /&gt;
Lots added - New Hired guns, gangs, skills, territories, fluff. (mostly cut/paste/edits) (26 Feb 09)&lt;br /&gt;
&lt;br /&gt;
Might not be many updates for the next week-ish. Exam coming up :(&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Todo:&#039;&#039;&#039;=&lt;br /&gt;
Add link back comments on all pages&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Squat_Heavy&amp;diff=104055</id>
		<title>Squat Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Squat_Heavy&amp;diff=104055"/>
		<updated>2009-02-25T23:33:23Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Major edit. Found the updated file.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by James Baye&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Backgrond&#039;&#039;&#039;===&lt;br /&gt;
The common Squat is a short stocky fellows who lust for&lt;br /&gt;
treasure and drink is surpaced only by his stubburn pride.&lt;br /&gt;
Most Squats live out there entire lives without ever setting&lt;br /&gt;
foot in a spire. However every now a then a Squat enter into&lt;br /&gt;
a self-imposed exile within the Spires. Some fome gangs and&lt;br /&gt;
claim a piece of the Hive as there own. Others wonder from&lt;br /&gt;
battle to battle joining gangs in exchange for creds and&lt;br /&gt;
promise of battle and honourable death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruiting a Rogue Squat Heavy&#039;&#039;&#039;&lt;br /&gt;
Both Squat muslce and fire power are well sort after and any&lt;br /&gt;
gang may hire a Sqaut Rogue to the max of 1 per gang. Its&lt;br /&gt;
95 creds to hire into the gang. Add this to weapon value to get&lt;br /&gt;
total character value and addition to gang rating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squat Heavy Profile&#039;&#039;&#039;&lt;br /&gt;
                                                                  &lt;br /&gt;
Squats are know for both their strength and engineering&lt;br /&gt;
prowess and receive special advances to reflect this.  &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld                               &lt;br /&gt;
 4  3  4 3 3 2 2 1  9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Squat heavys are armed with the following weapons:&lt;br /&gt;
&lt;br /&gt;
*An axe/sword or club&lt;br /&gt;
*Autopistol or Laspistol&lt;br /&gt;
*One Heavy weapon&lt;br /&gt;
*Auto Repairer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stubborn:&#039;&#039;&#039; True to there nature Squats are extremely stubborn and would rather stand and fight that take cover any day. A Squat Heavy may always test to escape pinning whether there is a friendly model within 2&#039; or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not Encumbered:&#039;&#039;&#039; Having a naturally stocky build they are ideal for carrying heavy weapons and equipment and as a result they are not encumbered by heavy weapons and do not suffer the -1WS penalty for having them. Move or fire weapons are still move or fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hatred:&#039;&#039;&#039; Squats suffer hatred for all greenskins and all Hatred rules apply (Just in case your Spire happens to have an Ork/Goblin problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advances&#039;&#039;&#039;&lt;br /&gt;
                                                             &lt;br /&gt;
After hiring you make an 3 addition roles on the Rogue Squat      &lt;br /&gt;
Heavy Chart. You may not increase any characteristic more than +2&lt;br /&gt;
If the same skill is rolled twice then re-roll to get another.&lt;br /&gt;
&lt;br /&gt;
Sqaut Heavy Advance Chart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 -&#039;&#039;&#039; +1 Weapon Skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 -&#039;&#039;&#039; +1 Attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 -&#039;&#039;&#039; Roll a a further D6:&lt;br /&gt;
 1-3 +1 Strength&lt;br /&gt;
 4-6 +1 Toughness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-6&#039;&#039;&#039; Roll a further D6:&lt;br /&gt;
 1 - Bersek Charge (Ferocity Skill) &lt;br /&gt;
 2 - True Grit (Ferocity Skill)&lt;br /&gt;
 3 - Armouer (Techno Skill)&lt;br /&gt;
 4 - Combat Master (Combat Skill)&lt;br /&gt;
 5 - +1 W (3 maximum)&lt;br /&gt;
 6 - Weaponsmith (Techno Skill)&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sqauts_on_Necromunda&amp;diff=104054</id>
		<title>Sqauts on Necromunda</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sqauts_on_Necromunda&amp;diff=104054"/>
		<updated>2009-02-25T23:15:06Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by James Baye&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Back Ground&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Before the near extinction of the Squat species many fled&lt;br /&gt;
their homeworld in any space worthy vessel the could find.&lt;br /&gt;
Few survived the journey, fewer still managed to find&lt;br /&gt;
habitable planets to found new home-worlds. Those that&lt;br /&gt;
were not lost to the Warp sought refuge on Imperial&lt;br /&gt;
worlds.&lt;br /&gt;
&lt;br /&gt;
One of these ships was The Hammer, whose population&lt;br /&gt;
was forced to trade the majority of their ship for a seemingly&lt;br /&gt;
worthless plot of land in the southern wastes of Necromunda.&lt;br /&gt;
The remains of the Hammer were recycled into huge mobile&lt;br /&gt;
forts capably of crossing the wastes.&lt;br /&gt;
&lt;br /&gt;
The forts became mobile drilling platforms reclaiming&lt;br /&gt;
priceless mineral deposits and tapping the vast chem fields,&lt;br /&gt;
some worth more than gold. Being natural miners the Squats&lt;br /&gt;
thrived and traded the raw materials back to the Spires that&lt;br /&gt;
a mere millennial ago killed the planet with that same waste.&lt;br /&gt;
The common Squat is a short stocky fellows who lust for&lt;br /&gt;
treasure and drink is surpassed only by his stubborn pride.&lt;br /&gt;
&lt;br /&gt;
Most Squats live out there entire lives without ever setting&lt;br /&gt;
foot in a spire. However every now a then a Squat enter into&lt;br /&gt;
a self-imposed exile within the Spires. Some form gangs and&lt;br /&gt;
claim a piece of the Hive as there own. Others wonder from&lt;br /&gt;
battle to battle joining gangs in exchange for credits and&lt;br /&gt;
promise of battle and honorable death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Model Suggestions&#039;&#039;&#039;&lt;br /&gt;
If you don&#039;t happen to have an old squat army floating around they can be whipped up in no time. Thats right baby grab those Dwarfs Slayers you&#039;ve been meaning to paint; Clip the old weapons (maybe keep a couple of axes for looks) glue on the new and paint away. Funky hair and tats are a must. :)&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sqauts_on_Necromunda&amp;diff=104053</id>
		<title>Sqauts on Necromunda</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sqauts_on_Necromunda&amp;diff=104053"/>
		<updated>2009-02-25T23:05:13Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: cut/paste/space/edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by James Baye&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Back Ground&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Before the near extinction of the Squat species many fled&lt;br /&gt;
their homeworld in any space worthy vessel the could find.&lt;br /&gt;
Few survived the journey, fewer still managed to find&lt;br /&gt;
habitabul plantets to found new homeworlds. Those that&lt;br /&gt;
were not lost to the Warp sought refuge on Imperial&lt;br /&gt;
worlds.&lt;br /&gt;
&lt;br /&gt;
One of these ships was The Hammer, whose population&lt;br /&gt;
was forced to trade the majority of their ship for a seemingly&lt;br /&gt;
worthless plot of land in the southern wastes of Necromunda.&lt;br /&gt;
The remains of the Hammer were recycled into huge mobile&lt;br /&gt;
forts capably of crossing the wastes.&lt;br /&gt;
&lt;br /&gt;
The forts became mobile drilling platforms reclaiming&lt;br /&gt;
priceless mineral deposits and tapping the vast chem fields,&lt;br /&gt;
some worth more than gold. Being natural miners the Squats&lt;br /&gt;
thrived and traded the raw materials back to the Spires that&lt;br /&gt;
mir millenia ago killed the planet with that same waste.&lt;br /&gt;
The common Squat is a short stocky fellows who lust for&lt;br /&gt;
treasure and drink is surpaced only by his stubburn pride.&lt;br /&gt;
&lt;br /&gt;
Most Squats live out there entire lives without ever setting&lt;br /&gt;
foot in a spire. However every now a then a Squat enter into&lt;br /&gt;
a self-imposed exile within the Spires. Some fome gangs and&lt;br /&gt;
claim a piece of the Hive as there own. Others wonder from&lt;br /&gt;
battle to battle joining gangs in exchange for creds and&lt;br /&gt;
promise of battle and honourable death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Model Suggestions&#039;&#039;&#039;&lt;br /&gt;
If you dont happen to have an old squat army floating around they can be whipped up in no time. Thats right baby grab those Dwarfs Slayers you&#039;ve been meaning to paint; Clip the old weapons (maybe keep a couple of axes for looks) glue on the new and paint away. Funky hair and tats are a must. :)&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104052</id>
		<title>Enter the Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104052"/>
		<updated>2009-02-25T22:58:40Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Added Fluff section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;So what is Necromunda?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Only one of the best tabletop skirmish games set in the [http://www.games-workshop.com/gws/content/article.jsp?categoryId=cat1290027&amp;amp;aId=9300005 Warhammer 40k universe]. The game is based on the planet [[Necromunda]]. Necromunda is a industrial world covered in an endless dessert and punctuated by enormous spire like cities, called [[Hives]]. Deep in the bellies of these Hives are planets main population. Destined to never to the light of day or step foot on their planets surface; Most eek out an existence in the numerous factories and processing plants, while others band together in gangs in gain both power, respect and maybe even a shot at a better life. These are the gangs of [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some here are are a few of the wiki page suggestions for us to start working on:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Offical Gangs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
[[Cawdor]]&lt;br /&gt;
&lt;br /&gt;
[[Delaque]]&lt;br /&gt;
&lt;br /&gt;
[[Escher]]&lt;br /&gt;
&lt;br /&gt;
[[Goliath]]&lt;br /&gt;
&lt;br /&gt;
[[Orlocks]]&lt;br /&gt;
&lt;br /&gt;
[[Van Saar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Fluff and Backgrounds&#039;&#039;&#039;===&lt;br /&gt;
Need an excuse for you new homebrew gang being on Necromunda or maybe you just want to enjoy a little fluff? Well this is it. &lt;br /&gt;
&lt;br /&gt;
[[Sqauts on Necromunda]] - Or any other hive world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Gangs&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Tired of playing the same old gangs every campaign? Wish so one would come up with some new gangs you can stomp around you home hive? Well hiver its your lucky day. In the Homebrew gang section you&#039;ll find every type of gang there is. From big hulking green skins to Tau occupied spires to well... you get the idea.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Grot Mob]] - They&#039;re small, they&#039;ve got a terrible aim and lets face it there just as likely to kill some with a squig as get eaten by one.&lt;br /&gt;
&lt;br /&gt;
[[Big Game Hunter]] - Spyre rigs aren&#039;t the only uphivers looking to bag a few of the hive denizens.&lt;br /&gt;
&lt;br /&gt;
[[Gang Concepts]] - This for any half baked ideas that still need a little time to proof.&lt;br /&gt;
&lt;br /&gt;
[[Undead Gangs]] - &amp;quot;Bring out your dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Vermin Swarm Gang]] - &amp;quot;Is that right packin?&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Characters and Hired Guns&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
[[Beastman]] - They smell awful and they look ugly but they swing a mean club.&lt;br /&gt;
&lt;br /&gt;
[[Gideon Feltch]] - The guy that knows a guy.&lt;br /&gt;
&lt;br /&gt;
[[Ozzie and TinMan]] - Ozzie is a Big Game Hunter with a passion for hive safari. While he tends to look down on the spoiled brats in their spyre rigs, he would dream of going on a hunt with a TinMan (basicly a tank on legs).&lt;br /&gt;
&lt;br /&gt;
[[Squat Heavy]] - &amp;quot;Hey Shortie!...&amp;quot; Last words of Snakebite Jack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Scenarios&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Looking for something a little more exotic that you average gang figh&#039;&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Scenario Drawing Board]] - So you know what you want to do with your gangs but your not sure how to write out balanced scenario. Well, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Territories&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Theres a lot more territories out there than the standard GW vairants.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Territory Emporium]] - Every Territory you can think of, or atleast this is where they will be. List all completed territory ideas here please.&lt;br /&gt;
&lt;br /&gt;
[[Territory Ideas]] - Got an idea for a new territory but not to sure about the fluff or income? Throw it in here and lets see what we can come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Skills&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If you can imagine its probably already here. Whats that... its not? Then up a keyboard and show us what you got.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Skill Emporium]] - Skills, skills and more skills. Got a skill we havent heard of throw in the here.&lt;br /&gt;
&lt;br /&gt;
[[Skill Ideas]] - From the practical to the downright mean. If you&#039;ve thought it up we want it here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Weapons&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If it whacks, booms, ticks or goes &amp;quot;Bruh-da-da-da-da&amp;quot; then it belongs here in the weapons list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Standard Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Alternate Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;House Rules&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Got something you want to contribute but it doesnt seem to fit anywhere above they why not post in to the general house rules or creat your own heading.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&#039;&#039;Know a great Necromunda website. Maybe you&#039;d like to see some of there content up here. Then why not post a link and fire them an email to let them know whats goin on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Necromunda Necromunda on Wikipedia] Necromunda on Wikipedia&lt;br /&gt;
* [http://easternfringe.com Eastern Fringe] Forum Favorite for all things Necromunda&lt;br /&gt;
* The [http://wiki.rpg.net/index.php/Necromunda_Confrontation Necromunda Confrontation] [[RPG.net]] Wikiproject&lt;br /&gt;
* [http://homepage.eircom.net/~thevault/warvault/necromunda/index.html] The Vault - New Gangs and more.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Necromunda_Bible&amp;diff=104050</id>
		<title>Necromunda Bible</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Necromunda_Bible&amp;diff=104050"/>
		<updated>2009-02-25T22:50:30Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Updates&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The legal bit (not my specialty but seems like everyone has to have one these days)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an OpenGamingResource intended to compile as many rules, scenarios, characters, ideas etc... based around [[Necromunda]] as possible. All information is supplied with intent to educate future and current gamers and is in no way meant to infringe upon any copyright or other legal BS that tends to get companies all worked up. The final work is intended to be a non-profit, personal use, archive for education reference. All content should be considered “works in progress” or just “ideas”. Please feel free to use adapt any of the rules given however you do so at your own risk. I am not responsible for any unbalanced gaming or legal repercussion.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Back Ground&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now we got that out of the way, here&#039;s the scoop. After searching though mounds of notes and dozens of links and archived websites I finally decided to bite the bullet and make a Necromunda Bible. Originally it was just intended to tidy up my office/HD and create a resource for future games. Then I thought to myself why note share what I got and see if there are any other gamers out there in the same position that would like to contribute. If we all chip in a scenario here and a character there then we could make the mother of all hobby gaming bibles. If all goes well we get an Uber universal reference book, maybe introduce a few more players to Necromunda, and dare I say it... get [http://ca.games-workshop.com/ Games-Workshop] to breathe some life back into a game that brought, and continues to bring, endless hours of entertainment to so many. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Join the Scrum or Watch from the Sidelines.&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
So if your up for a challenge and would like to be a part of something big then roll up your sleeves and jump in. We all have tons of this stuff just sitting in our HD or crammed in our notebooks. And if your like me you&#039;ve probably spent hours scouring the web for new content for your games, or more likely trying to find a lost article on an alternate gang. So dust off those minis breakout the house rules and help make put Necromunda back on the proverbial map. &lt;br /&gt;
&lt;br /&gt;
Failing that this is the just the mad ramblings of a old gamer trying to share his ideas as he tidies up his office. I&#039;ll do my best to keep this updated for as long as I&#039;m working on the project and as long as their is interest.&lt;br /&gt;
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==&#039;&#039;&#039;Conduct&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
This page is intended to be an [[OpenGamingResource]] so please keep that in mind when adding content. The idea is to collect information not remove it because we don&#039;t like someone else&#039;s idea for a gang. All criticism should remain positive and should include, where possible, suggestions to aid balancing of game play. Any suggestions with majority support should be included in the target gang posting under the subheading &amp;quot;suggestions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;[[Enter the Hive]]&#039;&#039;&#039;=&lt;br /&gt;
&#039;&#039;Click here to be taken to the main content pages.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Updates&#039;&#039;&#039;=&lt;br /&gt;
Finished the Grotz mob rules (25 Feb 09)&lt;br /&gt;
&lt;br /&gt;
Added cut/paste Undead Gang (25 Feb 09)&lt;br /&gt;
&lt;br /&gt;
Lots added - New Hired guns, gnags, skills, territories. (mostly cut/paste/edits)&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Todo:&#039;&#039;&#039;=&lt;br /&gt;
Add link back comments on all pages&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Territory_Emporium&amp;diff=104049</id>
		<title>Territory Emporium</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Territory_Emporium&amp;diff=104049"/>
		<updated>2009-02-25T22:48:09Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: cut/paste/space/edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Territories&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Cryotank (Special)&#039;&#039;&#039;===&lt;br /&gt;
Your gonna need to find a copy of the Ice Cold Scenario for the full rules. You may also opperate the cryotank on the guilder/arbites behalf and store any prisoners handed over to the authorities. If this is the case you also gain a guilder sanctioned power cable tap. The pwer tap is not considered a seperate territory and is considered part of the cryotank territory. However the facility can still be damaged if attack or lost to another gang. If lost roll a D6 and on a 1 repalce territory with old ruins. If you choose to work for the guilders your arbitrator should think up an appropiate response from all other gangs/outlaws.(inspired by the Ice cold scenario by Darkblane)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ore Compactor (D6x10)&#039;&#039;&#039;=== &lt;br /&gt;
A cross between a furnace and a car compacter. Its helps turn chunks of raw ore straight from the mines into an easily proccessable product for the hive factories. Its operates somewhere between a super funace and a car compactor. Burning off most  of the impurites and leaving behind par-molten ores. This molten soup is then compress into blocks for transportation to the factories where they can finish refining. Basicly your the middle man trying to make it easier for the humble prospector to to get his goods to market for sale. At a fair price ofcourse. One the roll of a one your ganger gets fume poisoning and must miss the next round of combat.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Pleasure Dome (D6x?)&#039;&#039;&#039;===&lt;br /&gt;
Its no wonder that the denziens of the overpopulated hives need a break from reality once in a while. Even the most respectable will partake of a little down time in the pleasures domes, though often under some allias. With every flavour of escapizim there is, and many more not yet dreamed up, there arent many that wont end up in the domes at some point. On the roll of a 6 roll again and if you get anotehr six you&#039;ve just snagged yourself one of the local movers/shakers (M/S) doing something he&#039;d like to keep on the DL (a hive city politition perhaps). You may now apply a 1 point modifier to any rolls you are forced to make on the outlaw chart. Or you may choose to extort the M/S in which case treat them as a seperate territory. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Political Connection (M/S) D6x10(special)&#039;&#039;&#039;===&lt;br /&gt;
You may roll upto 3xD6. Count up any ones rolled and consult the chart:&lt;br /&gt;
&lt;br /&gt;
Number of ones rolled	1 – Refuses to pay you gain no income from this territory&lt;br /&gt;
				2 – As above except you are now under investigation from the locallaw. 					      Reduce all incomes by half for D3 turns or forefit the pleasure dome.&lt;br /&gt;
				3 - You pushed to far and have been labled as an outlaw.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Cult Den D6x10(Special)&#039;&#039;&#039;===&lt;br /&gt;
If you gain this territory you may hand it over to the authorities and recieve the bounty for thier leader , count as one chaos follower. Or should you keep the territory you are now considered an offiliate of that religion (random chaos god) and must roll 2xD6 ever post game. If you roll a snake eyes the ruinious powers have decided to bless one of your gang. Roll a random mutation from the outlanders book. Appropriate modifiers should be applied such as: mutant ganger may never go to town, -1 on outlaw table, etc...&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Pharma-lab D6(Special-Juve only)&#039;&#039;&#039;===&lt;br /&gt;
You can “volunteer” one of your lazy juves to help pay their way by helping out at the lab. By help I mean sample donor, drug tester or what ever you can dream up. On the roll of a 6 you Juve has been asked to help out in “specail project”. If you choose to accet you get an additional D6 creds and must roll on the Side Affects table:&lt;br /&gt;
&lt;br /&gt;
 Side Effects Table&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;1 - “I&#039;m afraid you&#039;ll have to stay”&#039;&#039;&#039; - You&#039;ve charts are through the roof! The lab has decided it would be far too dangerous to release you&lt;br /&gt;
 back into the general population and want to keep in for observation, perminantly. Treat the Juve as captured.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;2 - “Whoops thats not supposed to happen”&#039;&#039;&#039; – Make a roll on the serious injury table.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;3- ““You dont look so good”&#039;&#039;&#039; - Roll a random mutation.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;4 - Got in from both ends”&#039;&#039;&#039; -  Whats acttually goin on is a bit to graphic for this little scap book. So lets just say you got a poorly tummy&lt;br /&gt;
 and the boss thinks you should stay in bed with some rat noodle soup till you feel up to it. Miss D3 turns&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;5 – “Not so bad” -&#039;&#039;&#039; Your a little groggy but nothing you cant live with.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;6 - “Man I feel great!” -&#039;&#039;&#039; Roll one random stat increase.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104048</id>
		<title>Enter the Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104048"/>
		<updated>2009-02-25T22:43:18Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;So what is Necromunda?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Only one of the best tabletop skirmish games set in the [http://www.games-workshop.com/gws/content/article.jsp?categoryId=cat1290027&amp;amp;aId=9300005 Warhammer 40k universe]. The game is based on the planet [[Necromunda]]. Necromunda is a industrial world covered in an endless dessert and punctuated by enormous spire like cities, called [[Hives]]. Deep in the bellies of these Hives are planets main population. Destined to never to the light of day or step foot on their planets surface; Most eek out an existence in the numerous factories and processing plants, while others band together in gangs in gain both power, respect and maybe even a shot at a better life. These are the gangs of [[Necromunda]].&lt;br /&gt;
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Some here are are a few of the wiki page suggestions for us to start working on:&lt;br /&gt;
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&lt;br /&gt;
===&#039;&#039;&#039;Offical Gangs&#039;&#039;&#039;===&lt;br /&gt;
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[[Cawdor]]&lt;br /&gt;
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[[Delaque]]&lt;br /&gt;
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[[Escher]]&lt;br /&gt;
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[[Goliath]]&lt;br /&gt;
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[[Orlocks]]&lt;br /&gt;
&lt;br /&gt;
[[Van Saar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Gangs&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Tired of playing the same old gangs every campaign? Wish so one would come up with some new gangs you can stomp around you home hive? Well hiver its your lucky day. In the Homebrew gang section you&#039;ll find every type of gang there is. From big hulking green skins to Tau occupied spires to well... you get the idea.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Grot Mob]] - They&#039;re small, they&#039;ve got a terrible aim and lets face it there just as likely to kill some with a squig as get eaten by one.&lt;br /&gt;
&lt;br /&gt;
[[Big Game Hunter]] - Spyre rigs aren&#039;t the only uphivers looking to bag a few of the hive denizens.&lt;br /&gt;
&lt;br /&gt;
[[Gang Concepts]] - This for any half baked ideas that still need a little time to proof.&lt;br /&gt;
&lt;br /&gt;
[[Undead Gangs]] - &amp;quot;Bring out your dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Vermin Swarm Gang]] - &amp;quot;Is that right packin?&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Characters and Hired Guns&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
[[Beastman]] - They smell awful and they look ugly but they swing a mean club.&lt;br /&gt;
&lt;br /&gt;
[[Gideon Feltch]] - The guy that knows a guy.&lt;br /&gt;
&lt;br /&gt;
[[Ozzie and TinMan]] - Ozzie is a Big Game Hunter with a passion for hive safari. While he tends to look down on the spoiled brats in their spyre rigs, he would dream of going on a hunt with a TinMan (basicly a tank on legs).&lt;br /&gt;
&lt;br /&gt;
[[Squat Heavy]] - &amp;quot;Hey Shortie!...&amp;quot; Last words of Snakebite Jack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Scenarios&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Looking for something a little more exotic that you average gang figh&#039;&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Scenario Drawing Board]] - So you know what you want to do with your gangs but your not sure how to write out balanced scenario. Well, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Territories&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Theres a lot more territories out there than the standard GW vairants.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Territory Emporium]] - Every Territory you can think of, or atleast this is where they will be. List all completed territory ideas here please.&lt;br /&gt;
&lt;br /&gt;
[[Territory Ideas]] - Got an idea for a new territory but not to sure about the fluff or income? Throw it in here and lets see what we can come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Skills&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If you can imagine its probably already here. Whats that... its not? Then up a keyboard and show us what you got.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Skill Emporium]] - Skills, skills and more skills. Got a skill we havent heard of throw in the here.&lt;br /&gt;
&lt;br /&gt;
[[Skill Ideas]] - From the practical to the downright mean. If you&#039;ve thought it up we want it here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Weapons&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If it whacks, booms, ticks or goes &amp;quot;Bruh-da-da-da-da&amp;quot; then it belongs here in the weapons list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Standard Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Alternate Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;House Rules&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Got something you want to contribute but it doesnt seem to fit anywhere above they why not post in to the general house rules or creat your own heading.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&#039;&#039;Know a great Necromunda website. Maybe you&#039;d like to see some of there content up here. Then why not post a link and fire them an email to let them know whats goin on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Necromunda Necromunda on Wikipedia] Necromunda on Wikipedia&lt;br /&gt;
* [http://easternfringe.com Eastern Fringe] Forum Favorite for all things Necromunda&lt;br /&gt;
* The [http://wiki.rpg.net/index.php/Necromunda_Confrontation Necromunda Confrontation] [[RPG.net]] Wikiproject&lt;br /&gt;
* [http://homepage.eircom.net/~thevault/warvault/necromunda/index.html] The Vault - New Gangs and more.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Skill_Emporium&amp;diff=104046</id>
		<title>Skill Emporium</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Skill_Emporium&amp;diff=104046"/>
		<updated>2009-02-25T22:42:10Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Shuffle and edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Return to the Scene&#039;&#039;&#039; ==&lt;br /&gt;
Ever wonder what happens to all that loot after a gang battle. (write fluff-tro)&lt;br /&gt;
&lt;br /&gt;
A ganger with this skill is allowed to treat the previous battle field as a territory for the purpose of income. This is worked out immediatle after the game before any injury roles can be made. First Roll a D3 and add +1 to the score. This is the amount of D6s you may roll Each D6 result is worked out one at a time and you may stop at any point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039; - &#039;&#039;&#039;Attacked&#039;&#039;&#039; A random monster/thing jumps your ganger (use something that keep with you theme of games i.e. scavies,zombies, hell even the local law investigating the crime scene). Treat the model as if he had been attacked in H2H and work out accordingly. If you survive you may continue tolling your income dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039; - &#039;&#039;&#039;“Your not Phil..”&#039;&#039;&#039; You&#039;ve been collared by one of the previous gangs (randomly determine which). Anyone other than your own gang my capture your model and remove any goods you have as punishment. Treat as Capture result from here on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3&#039;&#039;&#039; - &#039;&#039;&#039;“Don&#039;t mind me...”&#039;&#039;&#039; That corpse with the shiny auto-gun isnt quite as dead as you thought. Random determine which DoOA (Down or Out of Action) model you stumbled upon and consult the following:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Foe-&#039;&#039;&#039; Work out a round of H2H with the DoOA model at half stats to reflect the injured, left for dead, state. If you win it counts as an&lt;br /&gt;
 additional wound for the DoOA and you may grab one random piece of equipment.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Friend-&#039;&#039;&#039; Roll a D6:&lt;br /&gt;
 1-3 They don&#039;t recognize and attempt to defend themselves. Work out as foe except you don&#039;t get their gear if you win.&lt;br /&gt;
 4-6 You manage to calm them down and must help them back to hideout. You may now re-roll the DoOAs serious injury, however you must accept he second&lt;br /&gt;
    result. You may roll no further income dice as you ended your search in order to carry you comrade back to safety..&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-5&#039;&#039;&#039; - &#039;&#039;&#039;Score!&#039;&#039;&#039; - Found some missed loot. Add an extra loot counter to your post game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6&#039;&#039;&#039; - “Bet he&#039;s missing this!” - You found a piece of gear from one random determined DoOA. If you roll your gang then treat this result as D3 loot counters.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bonus&#039;&#039;&#039; – One for the Arbitrator. Since most campaigns aren&#039;t as simple as friend and foe, you may from time to time, when rolling a 3, get a result that doesn&#039;t quite fit as friend or foe. If the previous game had arbitrator controlled models, hired guns, etc.. you may have to come up with your own outcome Here are a few suggestions: Use the “friend” roll with the following options on a 4-6 result : They offer you a reward to carry them to safety; hey offer their service&#039;s to the gang at a reduced rate; you&#039;d rather have their bounty (treat as a 1-3 only if you win it results in a capture however you must still roll for any injuries from the previous battle, or your own preference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;“I&#039;ll get him to talk”&#039;&#039;&#039; ==&lt;br /&gt;
This action is taken instead of working a territory.  Any ganger with this skill may choose to “Work over” a captured model instead of working a territory. Roll a D6 and consult the chart:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039; - &#039;&#039;&#039;Went to far&#039;&#039;&#039; – Immediate make a roll for the captured model on the serious injury chart. Treat a captured result as escape. Any pther positive result is considered to be minor breaks and bruising.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-3&#039;&#039;&#039; - &#039;&#039;&#039;You&#039;ll get yours&#039;&#039;&#039; – The captured model now has hatred for the torturer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-5&#039;&#039;&#039; - &#039;&#039;&#039;“I&#039;ll talk!”&#039;&#039;&#039; - The captured model is singing like an angel. You may apply a 1 point modifier to the scenario table when paying the captures gang.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6&#039;&#039;&#039; - &#039;&#039;&#039;Broken&#039;&#039;&#039; – The captive give up his gangs hideout. You may choose to attack their base in the next battle (scenario should be appropriate). In addition the captive now suffers fear towards the torture and must make an OBW roll when ever fighting their gang. That is if he ever makes it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039; – For a result of 4-6 &lt;br /&gt;
* The captives gang may choose to give him the boot from the gang. &lt;br /&gt;
* On result 2-3 make an additional D6 roll:&lt;br /&gt;
 1-3 you break free and escape vowing to come back (the captures gang may now play the ambush scenario against the torturer).&lt;br /&gt;
 3-6 You pick your moment and attack. Immediately work out one round of unarmed H2H, counting the captive as frenzied. What happens after that I&#039;ll&lt;br /&gt;
 leave up to you.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Skill_Emporium&amp;diff=104045</id>
		<title>Skill Emporium</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Skill_Emporium&amp;diff=104045"/>
		<updated>2009-02-25T22:38:10Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: cut/paste/space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Return to the Sceen&#039;&#039;&#039; - Ever wonder what happens to all that loot after a gang battle. (write fluff-tro)&lt;br /&gt;
&lt;br /&gt;
A ganger with this skill is allowed to treat the previous battle field as a territory for the purpose of income. This is worked out immediatle after the game before any injury roles can be made. First Roll a D3 and add +1 to the score. This is the amount of D6s you may roll Each D6 result is worked out one at a time and you may stop at any point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039; attacked by random monster/thing (use something that keep with you theme of games i.e. scavies,zombies, hell even the local law investigating the crime scene). Treat the model as if he had been attacked in H2H and work out accordingly. If you survive you may continue tolling your income dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039; “Your not Phil..” You&#039;ve been collared by one of the previous gangs (randomly determine which). Anyone other than your own gang my capture your model and remove any goods you have as punishment. Treat as Capture result from here on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3&#039;&#039;&#039; “Don&#039;t mind me...” That corpse with the shiny auto-gun isnt quite as dead as you thought. Random determine which DoOA (Down or Out of Action) model you stumbled upon and consult the following:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Foe-&#039;&#039;&#039; Work out a round of H2H with the DoOA model at half stats to reflect the injured, left for dead, state. If you win it counts as an&lt;br /&gt;
 additional wound for the DoOA and you may grab one random piece of equipment.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Friend-&#039;&#039;&#039; Roll a D6:&lt;br /&gt;
 1-3 They don&#039;t recognize and attempt to defend themselves. Work out as foe except you don&#039;t get their gear if you win.&lt;br /&gt;
 4-6 You manage to calm them down and must help them back to hideout. You may now re-roll the DoOAs serious injury, however you must accept he second&lt;br /&gt;
    result. You may roll no further income dice as you ended your search in order to carry you comrade back to safety..&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-5&#039;&#039;&#039; Found some missed loot. Add an extra loot counter to your post game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6&#039;&#039;&#039; “Bet he&#039;s missing this!” You found a piece of gear from one random determined DoOA. If you roll your gang then treat this result as D3 loot counters.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bonus&#039;&#039;&#039; – One for the Arbitrator. Since most campaigns aren&#039;t as simple as friend and foe, you may from time to time, when rolling a 3, get a result that doesn&#039;t quite fit as friend or foe. If the previous game had arbitrator controlled models, hired guns, etc.. you may have to come up with your own outcome Here are a few suggestions: Use the “friend” roll with the following options on a 4-6 result : They offer you a reward to carry them to safety; hey offer their service&#039;s to the gang at a reduced rate; you&#039;d rather have their bounty (treat as a 1-3 only if you win it results in a capture however you must still roll for any injuries from the previous battle, or your own preference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“I&#039;ll get him to talk”&#039;&#039;&#039; - This action is taken instead of working a territory.  Any ganger with this skill may choose to “Work over” a captured model instead of working a territory. Roll a D6 and consult the chart:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039; &#039;&#039;&#039;Went to far&#039;&#039;&#039; – Immediate make a roll for the captured model on the serious injury chart. Treat a captured result as escape. Any pther positive result is considered to be minor breaks and bruising.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-3&#039;&#039;&#039;  &#039;&#039;&#039;You&#039;ll get yours&#039;&#039;&#039; – The captured model now has hatred for the torturer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-5&#039;&#039;&#039; &#039;&#039;&#039;“I&#039;ll talk!”&#039;&#039;&#039; - The captured model is singing like an angel. You may apply a 1 point modifier to the scenario table when paying the captures gang.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6&#039;&#039;&#039; &#039;&#039;&#039;Broken&#039;&#039;&#039; – The captive give up his gangs hideout. You may choose to attack their base in the next battle (scenario should be appropriate). In addition the captive now suffers fear towards the torture and must make an OBW roll when ever fighting their gang. That is if he ever makes it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039; – For a result of 4-6 &lt;br /&gt;
* The captives gang may choose to give him the boot from the gang. &lt;br /&gt;
* On result 2-3 make an additional D6 roll:&lt;br /&gt;
 1-3 you break free and escape vowing to come back (the captures gang may now play the ambush scenario against the torturer).&lt;br /&gt;
 3-6 You pick your moment and attack. Immediately work out one round of unarmed H2H, counting the captive as frenzied. What happens after that I&#039;ll&lt;br /&gt;
 leave up to you.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Squat_Heavy&amp;diff=104044</id>
		<title>Squat Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Squat_Heavy&amp;diff=104044"/>
		<updated>2009-02-25T22:23:24Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by James Baye&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Rogue Sqaut&#039;&#039;&#039;==&lt;br /&gt;
cost 95 creds&lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W  I  A Ld   (exp.)&lt;br /&gt;
 4  3  4 3 4 1  2  1  8   (60+D6)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Background&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Squats have been know to go freelance from time to time, but never seem to get taken seriously by other races. Unless ofcourse their packing heavy bolter. If you hive has a squat presence then you might want to consider this guy as an addition to you campagns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Randomize as you see fit: 1 H2H weapon, 1 Pistol, and one Heavy weapon&lt;br /&gt;
*Heavy weapon adjustment - Add up weapon costs divide by 5 and add result to hiring fee (You might want to double check this, cant remember what I had in mind).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advances :&#039;&#039;&#039; Your call. Suggested D3 advances (on a appropriate table).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stubborn:&#039;&#039;&#039; May always test to escape pinning whether their is a friendly in 2” or not,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not Encumbered:&#039;&#039;&#039; Due to their stocky build sqaut heavies are not encumbered by heavy weapons and do not suffer the -1WS for carrying them. Move or fire weapons are still move or fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hatred (optional):&#039;&#039;&#039; If you got Sqauts then you might have orks. If this is the case then our heavy little hero suffers hatred for all of the Ork and Grotz.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Squat_Heavy&amp;diff=104043</id>
		<title>Squat Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Squat_Heavy&amp;diff=104043"/>
		<updated>2009-02-25T22:22:49Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: cut/paste/space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by James Baye&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Rogue Sqaut&#039;&#039;&#039;==&lt;br /&gt;
cost 95 creds&lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W  I  A Ld   (exp.)&lt;br /&gt;
 4  3  4 3 4 1  2  1  8   (60+D6)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Background&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Squats have been know to go freelance from time to time, but never seem to get taken seriously by other races. Unless ofcourse their packing heavy bolter. If you hive has a squat presence then you might want to consider this guy as an addition to you campagns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Randomize as you see fit: 1 H2H weapon, 1 Pistol, and one Heavy weapon&lt;br /&gt;
*Heavy weapon adjustment - Add up weapon costs divide by 5 and add result to hiring fee (You might want to double check this, cant remember what I had in mind).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advances :&#039;&#039;&#039; Your call. Suggested D3 advances (on a appropriate table).&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stubborn:&#039;&#039;&#039; May always test to escape pinning whether their is a friendly in 2” or not,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not Encumbered:&#039;&#039;&#039; Due to their stocky build sqaut heavies are not encumbered by heavy weapons and do not suffer the -1WS for carrying them. Move or fire weapons are still move or fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hatred (optional):&#039;&#039;&#039; If you got Sqauts then you might have orks. If this is the case then our heavy little hero suffers hatred for all of the Ork and Grotz.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104042</id>
		<title>Enter the Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104042"/>
		<updated>2009-02-25T22:18:56Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Homebrew Characters and Hired Guns&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;So what is Necromunda?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Only one of the best tabletop skirmish games set in the [http://www.games-workshop.com/gws/content/article.jsp?categoryId=cat1290027&amp;amp;aId=9300005 Warhammer 40k universe]. The game is based on the planet [[Necromunda]]. Necromunda is a industrial world covered in an endless dessert and punctuated by enormous spire like cities, called [[Hives]]. Deep in the bellies of these Hives are planets main population. Destined to never to the light of day or step foot on their planets surface; Most eek out an existence in the numerous factories and processing plants, while others band together in gangs in gain both power, respect and maybe even a shot at a better life. These are the gangs of [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some here are are a few of the wiki page suggestions for us to start working on:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Offical Gangs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
[[Cawdor]]&lt;br /&gt;
&lt;br /&gt;
[[Delaque]]&lt;br /&gt;
&lt;br /&gt;
[[Escher]]&lt;br /&gt;
&lt;br /&gt;
[[Goliath]]&lt;br /&gt;
&lt;br /&gt;
[[Orlocks]]&lt;br /&gt;
&lt;br /&gt;
[[Van Saar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Gangs&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Tired of playing the same old gangs every campaign? Wish so one would come up with some new gangs you can stomp around you home hive? Well hiver its your lucky day. In the Homebrew gang section you&#039;ll find every type of gang there is. From big hulking green skins to Tau occupied spires to well... you get the idea.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Grot Mob]] - They&#039;re small, they&#039;ve got a terrible aim and lets face it there just as likely to kill some with a squig as get eaten by one.&lt;br /&gt;
&lt;br /&gt;
[[Big Game Hunter]] - Spyre rigs aren&#039;t the only uphivers looking to bag a few of the hive denizens.&lt;br /&gt;
&lt;br /&gt;
[[Gang Concepts]] - This for any half baked ideas that still need a little time to proof.&lt;br /&gt;
&lt;br /&gt;
[[Undead Gangs]] - &amp;quot;Bring out your dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Vermin Swarm Gang]] - &amp;quot;Is that right packin?&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Characters and Hired Guns&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
[[Beastman]] - They smell awful and they look ugly but they swing a mean club.&lt;br /&gt;
&lt;br /&gt;
[[Gideon Feltch]] - The guy that knows a guy.&lt;br /&gt;
&lt;br /&gt;
[[Ozzie and TinMan]] - Ozzie is a Big Game Hunter with a passion for hive safari. While he tends to look down on the spoiled brats in their spyre rigs, he would dream of going on a hunt with a TinMan (basicly a tank on legs).&lt;br /&gt;
&lt;br /&gt;
[[Squat Heavy]] - &amp;quot;Hey Shortie!...&amp;quot; Last words of Snakebite Jack&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Scenarios&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Looking for something a little more exotic that you average gang figh&#039;&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Scenario Drawing Board]] - So you know what you want to do with your gangs but your not sure how to write out balanced scenario. Well, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Territories&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Theres a lot more territories out there than the standard GW vairants.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Territory Emporium]] - Every Territory you can think of, or atleast this is where they will be. List all completed territory ideas here please.&lt;br /&gt;
&lt;br /&gt;
[[Territory Ideas]] - Got an idea for a new territory but not to sure about the fluff or income? Throw it in here and lets see what we can come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Skills&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If you can imagine its probably already here. Whats that... its not? Then up a keyboard and show us what you got.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Skill Emporium]] - Skills, skills and more skills. Got a skill we havent heard of throw in the here.&lt;br /&gt;
&lt;br /&gt;
[[Skill Ideas]] - From the practical to the downright mean. If you&#039;ve thought it up we want it here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Weapons&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If it whacks, booms, ticks or goes &amp;quot;Bruh-da-da-da-da&amp;quot; then it belongs here in the weapons list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Standard Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Alternate Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;House Rules&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Got something you want to contribute but it doesnt seem to fit anywhere above they why not post in to the general house rules or creat your own heading.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&#039;&#039;Know a great Necromunda website. Maybe you&#039;d like to see some of there content up here. Then why not post a link and fire them an email to let them know whats goin on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Necromunda Necromunda on Wikipedia] Necromunda on Wikipedia&lt;br /&gt;
* [http://easternfringe.com Eastern Fringe] Forum Favorite for all things Necromunda&lt;br /&gt;
* The [http://wiki.rpg.net/index.php/Necromunda_Confrontation Necromunda Confrontation] [[RPG.net]] Wikiproject&lt;br /&gt;
* [http://homepage.eircom.net/~thevault/warvault/necromunda/index.html] The Vault - New Gangs and more.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Beastman&amp;diff=104041</id>
		<title>Beastman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Beastman&amp;diff=104041"/>
		<updated>2009-02-25T22:15:32Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: cut/paste/space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new hired gun....usable only by Chaos Cults, and Wyrd gatherings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire Fee&#039;&#039;&#039; - 10 creds, so it adds 50 pts to the Gang rating&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastman Characteristics&#039;&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld&lt;br /&gt;
 4  4  3 3 3 2 3 1  7&lt;br /&gt;
&lt;br /&gt;
A beastman starts with 4 advances and cannot increase any beyond 2. They can go above normal maximums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advance Table :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 1) +1 Strength&lt;br /&gt;
 2) +1 Toughness&lt;br /&gt;
 3) +1 Initiative&lt;br /&gt;
 4) roll a further D6&lt;br /&gt;
     1-2) +1 Weapons skill&lt;br /&gt;
     3-4) +1 Wounds&lt;br /&gt;
     5-6) +1 Leadership&lt;br /&gt;
 5) Roll a further D6&lt;br /&gt;
     1-2) Beserk Charge&lt;br /&gt;
     3-4) Killer Reputation&lt;br /&gt;
     5-6) True Grit&lt;br /&gt;
 6) Roll a further D6&lt;br /&gt;
     1) Impetous&lt;br /&gt;
     2) Nerves of Steel&lt;br /&gt;
     3) Crushing Blow&lt;br /&gt;
     4) Iron Jaw&lt;br /&gt;
     5) Body Slam&lt;br /&gt;
     6) Hurl Opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A Beastman can be armed with either :&lt;br /&gt;
&lt;br /&gt;
 A sword&lt;br /&gt;
 A Massive club, axe or sword.&lt;br /&gt;
 Club, Maul or Bludgeon&lt;br /&gt;
 Flail.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104040</id>
		<title>Enter the Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104040"/>
		<updated>2009-02-25T22:12:11Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Shuffle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;So what is Necromunda?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Only one of the best tabletop skirmish games set in the [http://www.games-workshop.com/gws/content/article.jsp?categoryId=cat1290027&amp;amp;aId=9300005 Warhammer 40k universe]. The game is based on the planet [[Necromunda]]. Necromunda is a industrial world covered in an endless dessert and punctuated by enormous spire like cities, called [[Hives]]. Deep in the bellies of these Hives are planets main population. Destined to never to the light of day or step foot on their planets surface; Most eek out an existence in the numerous factories and processing plants, while others band together in gangs in gain both power, respect and maybe even a shot at a better life. These are the gangs of [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some here are are a few of the wiki page suggestions for us to start working on:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Offical Gangs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
[[Cawdor]]&lt;br /&gt;
&lt;br /&gt;
[[Delaque]]&lt;br /&gt;
&lt;br /&gt;
[[Escher]]&lt;br /&gt;
&lt;br /&gt;
[[Goliath]]&lt;br /&gt;
&lt;br /&gt;
[[Orlocks]]&lt;br /&gt;
&lt;br /&gt;
[[Van Saar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Gangs&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Tired of playing the same old gangs every campaign? Wish so one would come up with some new gangs you can stomp around you home hive? Well hiver its your lucky day. In the Homebrew gang section you&#039;ll find every type of gang there is. From big hulking green skins to Tau occupied spires to well... you get the idea.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Grot Mob]] - They&#039;re small, they&#039;ve got a terrible aim and lets face it there just as likely to kill some with a squig as get eaten by one.&lt;br /&gt;
&lt;br /&gt;
[[Big Game Hunter]] - Spyre rigs aren&#039;t the only uphivers looking to bag a few of the hive denizens.&lt;br /&gt;
&lt;br /&gt;
[[Gang Concepts]] - This for any half baked ideas that still need a little time to proof.&lt;br /&gt;
&lt;br /&gt;
[[Undead Gangs]] - &amp;quot;Bring out your dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Vermin Swarm Gang]] - &amp;quot;Is that right packin?&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Characters and Hired Guns&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
[[Beastman]] - They smell awful and they look ugly but they swing a mean club.&lt;br /&gt;
&lt;br /&gt;
[[Gideon Feltch]] - The guy that knows a guy.&lt;br /&gt;
&lt;br /&gt;
[[Ozzie and TinMan]] - Ozzie is a Big Game Hunter with a passion for hive safari. While he tends to look down on the spoiled brats in their spyre rigs, he would dream of going on a hunt with a TinMan (basicly a tank on legs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Scenarios&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Looking for something a little more exotic that you average gang figh&#039;&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Scenario Drawing Board]] - So you know what you want to do with your gangs but your not sure how to write out balanced scenario. Well, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Territories&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Theres a lot more territories out there than the standard GW vairants.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Territory Emporium]] - Every Territory you can think of, or atleast this is where they will be. List all completed territory ideas here please.&lt;br /&gt;
&lt;br /&gt;
[[Territory Ideas]] - Got an idea for a new territory but not to sure about the fluff or income? Throw it in here and lets see what we can come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Skills&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If you can imagine its probably already here. Whats that... its not? Then up a keyboard and show us what you got.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Skill Emporium]] - Skills, skills and more skills. Got a skill we havent heard of throw in the here.&lt;br /&gt;
&lt;br /&gt;
[[Skill Ideas]] - From the practical to the downright mean. If you&#039;ve thought it up we want it here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Weapons&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If it whacks, booms, ticks or goes &amp;quot;Bruh-da-da-da-da&amp;quot; then it belongs here in the weapons list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Standard Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Alternate Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;House Rules&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Got something you want to contribute but it doesnt seem to fit anywhere above they why not post in to the general house rules or creat your own heading.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&#039;&#039;Know a great Necromunda website. Maybe you&#039;d like to see some of there content up here. Then why not post a link and fire them an email to let them know whats goin on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Necromunda Necromunda on Wikipedia] Necromunda on Wikipedia&lt;br /&gt;
* [http://easternfringe.com Eastern Fringe] Forum Favorite for all things Necromunda&lt;br /&gt;
* The [http://wiki.rpg.net/index.php/Necromunda_Confrontation Necromunda Confrontation] [[RPG.net]] Wikiproject&lt;br /&gt;
* [http://homepage.eircom.net/~thevault/warvault/necromunda/index.html] The Vault - New Gangs and more.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104039</id>
		<title>Enter the Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104039"/>
		<updated>2009-02-25T22:11:23Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Shuffle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;So what is Necromunda?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Only one of the best tabletop skirmish games set in the [http://www.games-workshop.com/gws/content/article.jsp?categoryId=cat1290027&amp;amp;aId=9300005 Warhammer 40k universe]. The game is based on the planet [[Necromunda]]. Necromunda is a industrial world covered in an endless dessert and punctuated by enormous spire like cities, called [[Hives]]. Deep in the bellies of these Hives are planets main population. Destined to never to the light of day or step foot on their planets surface; Most eek out an existence in the numerous factories and processing plants, while others band together in gangs in gain both power, respect and maybe even a shot at a better life. These are the gangs of [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some here are are a few of the wiki page suggestions for us to start working on:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Offical Gangs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
[[Cawdor]]&lt;br /&gt;
&lt;br /&gt;
[[Delaque]]&lt;br /&gt;
&lt;br /&gt;
[[Escher]]&lt;br /&gt;
&lt;br /&gt;
[[Goliath]]&lt;br /&gt;
&lt;br /&gt;
[[Orlocks]]&lt;br /&gt;
&lt;br /&gt;
[[Van Saar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Gangs&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Tired of playing the same old gangs every campaign? Wish so one would come up with some new gangs you can stomp around you home hive? Well hiver its your lucky day. In the Homebrew gang section you&#039;ll find every type of gang there is. From big hulking green skins to Tau occupied spires to well... you get the idea.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Grot Mob]] - They&#039;re small, they&#039;ve got a terrible aim and lets face it there just as likely to kill some with a squig as get eaten by one.&lt;br /&gt;
&lt;br /&gt;
[[Big Game Hunter]] - Spyre rigs aren&#039;t the only uphivers looking to bag a few of the hive denizens.&lt;br /&gt;
&lt;br /&gt;
[[Gang Concepts]] - This for any half baked ideas that still need a little time to proof.&lt;br /&gt;
&lt;br /&gt;
[[Undead Gangs]] - &amp;quot;Bring out your dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Vermin Swarm Gang]] - &amp;quot;Is that right packin?&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Characters and Hired Guns&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
[[Beastman]] - They smell awful and they look ugly but they swing a mean club.&lt;br /&gt;
&lt;br /&gt;
[[Gideon Feltch]] - The guy that knows a guy.&lt;br /&gt;
&lt;br /&gt;
[[Ozzie and TinMan]] - Ozzie is a Big Game Hunter with a passion for hive safari. While he tends to look down on the spoiled brats in their spyre rigs, he would dream of going on a hunt with a TinMan (basicly a tank on legs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Scenarios&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Looking for something a little more exotic that you average gang figh&#039;&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Scenario Drawing Board]] - So you know what you want to do with your gangs but your not sure how to write out balanced scenario. Well, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Territories&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Theres a lot more territories out there than the standard GW vairants.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Territory Emporium]] - Every Territory you can think of, or atleast this is where they will be. List all completed territory ideas here please.&lt;br /&gt;
&lt;br /&gt;
[[Territory Ideas]] - Got an idea for a new territory but not to sure about the fluff or income? Throw it in here and lets see what we can come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Skills&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If you can imagine its probably already here. Whats that... its not? Then up a keyboard and show us what you got.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skill Emporium]] - Skills, skills and more skills. Got a skill we havent heard of throw in the here.&lt;br /&gt;
&lt;br /&gt;
[[Skill Ideas]] - From the practical to the downright mean. If you&#039;ve thought it up we want it here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Weapons&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If it whacks, booms, ticks or goes &amp;quot;Bruh-da-da-da-da&amp;quot; then it belongs here in the weapons list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Standard Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Alternate Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;House Rules&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Got something you want to contribute but it doesnt seem to fit anywhere above they why not post in to the general house rules or creat your own heading.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&#039;&#039;Know a great Necromunda website. Maybe you&#039;d like to see some of there content up here. Then why not post a link and fire them an email to let them know whats goin on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Necromunda Necromunda on Wikipedia] Necromunda on Wikipedia&lt;br /&gt;
* [http://easternfringe.com Eastern Fringe] Forum Favorite for all things Necromunda&lt;br /&gt;
* The [http://wiki.rpg.net/index.php/Necromunda_Confrontation Necromunda Confrontation] [[RPG.net]] Wikiproject&lt;br /&gt;
* [http://homepage.eircom.net/~thevault/warvault/necromunda/index.html] The Vault - New Gangs and more.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104038</id>
		<title>Enter the Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104038"/>
		<updated>2009-02-25T22:10:34Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Homebrew Characters&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;So what is Necromunda?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Only one of the best tabletop skirmish games set in the [http://www.games-workshop.com/gws/content/article.jsp?categoryId=cat1290027&amp;amp;aId=9300005 Warhammer 40k universe]. The game is based on the planet [[Necromunda]]. Necromunda is a industrial world covered in an endless dessert and punctuated by enormous spire like cities, called [[Hives]]. Deep in the bellies of these Hives are planets main population. Destined to never to the light of day or step foot on their planets surface; Most eek out an existence in the numerous factories and processing plants, while others band together in gangs in gain both power, respect and maybe even a shot at a better life. These are the gangs of [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some here are are a few of the wiki page suggestions for us to start working on:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Offical Gangs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
[[Cawdor]]&lt;br /&gt;
&lt;br /&gt;
[[Delaque]]&lt;br /&gt;
&lt;br /&gt;
[[Escher]]&lt;br /&gt;
&lt;br /&gt;
[[Goliath]]&lt;br /&gt;
&lt;br /&gt;
[[Orlocks]]&lt;br /&gt;
&lt;br /&gt;
[[Van Saar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Gangs&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Tired of playing the same old gangs every campaign? Wish so one would come up with some new gangs you can stomp around you home hive? Well hiver its your lucky day. In the Homebrew gang section you&#039;ll find every type of gang there is. From big hulking green skins to Tau occupied spires to well... you get the idea.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Grot Mob]] - They&#039;re small, they&#039;ve got a terrible aim and lets face it there just as likely to kill some with a squig as get eaten by one.&lt;br /&gt;
&lt;br /&gt;
[[Big Game Hunter]] - Spyre rigs aren&#039;t the only uphivers looking to bag a few of the hive denizens.&lt;br /&gt;
&lt;br /&gt;
[[Gang Concepts]] - This for any half baked ideas that still need a little time to proof.&lt;br /&gt;
&lt;br /&gt;
[[Undead Gangs]] - &amp;quot;Bring out your dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Vermin Swarm Gang]] - &amp;quot;Is that right packin?&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Scenarios&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Looking for something a little more exotic that you average gang figh&#039;&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Scenario Drawing Board]] - So you know what you want to do with your gangs but your not sure how to write out balanced scenario. Well, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Territories&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Theres a lot more territories out there than the standard GW vairants.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Territory Emporium]] - Every Territory you can think of, or atleast this is where they will be. List all completed territory ideas here please.&lt;br /&gt;
&lt;br /&gt;
[[Territory Ideas]] - Got an idea for a new territory but not to sure about the fluff or income? Throw it in here and lets see what we can come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Characters and Hired Guns&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
[[Beastman]] - They smell awful and they look ugly but they swing a mean club.&lt;br /&gt;
&lt;br /&gt;
[[Gideon Feltch]] - The guy that knows a guy.&lt;br /&gt;
&lt;br /&gt;
[[Ozzie and TinMan]] - Ozzie is a Big Game Hunter with a passion for hive safari. While he tends to look down on the spoiled brats in their spyre rigs, he would dream of going on a hunt with a TinMan (basicly a tank on legs).&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Skills&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If you can imagine its probably already here. Whats that... its not? Then up a keyboard and show us what you got.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skill Emporium]] - Skills, skills and more skills. Got a skill we havent heard of throw in the here.&lt;br /&gt;
&lt;br /&gt;
[[Skill Ideas]] - From the practical to the downright mean. If you&#039;ve thought it up we want it here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Weapons&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If it whacks, booms, ticks or goes &amp;quot;Bruh-da-da-da-da&amp;quot; then it belongs here in the weapons list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Standard Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Alternate Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;House Rules&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Got something you want to contribute but it doesnt seem to fit anywhere above they why not post in to the general house rules or creat your own heading.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&#039;&#039;Know a great Necromunda website. Maybe you&#039;d like to see some of there content up here. Then why not post a link and fire them an email to let them know whats goin on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Necromunda Necromunda on Wikipedia] Necromunda on Wikipedia&lt;br /&gt;
* [http://easternfringe.com Eastern Fringe] Forum Favorite for all things Necromunda&lt;br /&gt;
* The [http://wiki.rpg.net/index.php/Necromunda_Confrontation Necromunda Confrontation] [[RPG.net]] Wikiproject&lt;br /&gt;
* [http://homepage.eircom.net/~thevault/warvault/necromunda/index.html] The Vault - New Gangs and more.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=104036</id>
		<title>Undead Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=104036"/>
		<updated>2009-02-25T22:04:01Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Quick format and minor edit. Could use a good shuffle... but not today :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Richard Irvine&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;BACKGROUND&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Undead Gangs are unusual. The most important thing to remember is they are not really gangs, just a collection of Skeletons raised by your local friendly Necromancer. Necromancers are loners, and while other Wyrds are happy to hire out their services, Necromancers prefer to work on their own. Of course, one Underhiver can&#039;t take the Hive by storm on his own, especially as Necromancers are pretty weedy themslves, preferring to study their dark art rather than tone their muscles. Therefore, Necromancers turn to raising the dead in order to get the help they need to go about their day to day business. Necromancers don&#039;t make themselves too conspicuous, as the Guilders hardly approve of their actions, and followers of the redemption would hang, draw and quarter them as readily as any other Mutant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OUTLANDERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necromancers are Outlanders, but they do not always follow the general Outlaw rules due to their Gangs unusual nature. Special rules for income, trading and other areas covered by the Outlaw rules are covered later in this article. Necromancers may never pay off their outlaw status. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GANG RATING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although, as already mentioned, Undead Gangs are not standard in that the centre particularly around the Necromancer, Gang Ratings should obviously still be calculated in the standard way, for comparative and experience purposes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;TERRITORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Undead &#039;gangs&#039; do not follow the usual outlaw territory or foraging rules. Instead, after every game roll a D6 to work out how the Necromancer has been making his money. Note that you do not have deduct any further amounts from this profit, it already counts the General Costs of living (unless he has hired an apprentice- see below). Skeletons don&#039;t cost much to feed, after all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1: SEARCHING FOR SCRAPS!&#039;&#039;&#039;: The Necromancer is reduced to scrabbling around in the dirt trying to find enough food to stay alive. He only makes D6 credits &lt;br /&gt;
profit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2: RUINS:&#039;&#039;&#039; The Necromancer finds ruins. He makes 10 credits profit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3: GRAVE ROBBING&#039;&#039;&#039;: The Necromancer, whilst searching for appropriate bones, picks up whatever items he feels may yield a profit. He makes D3x10 profit. In addition, he may have found something interesting buried. Roll a D6, on the roll of a 4 or 5 he uncovers a (common) basic weapon randomly determined from the Basic Weapons list. On the roll of 6, he has uncovered a piece of Archeotech. Establish its type by rolling on the Archeotech table on page 56 of the Outlanders rulebook. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4: HELP THE DOC:&#039;&#039;&#039; The Necromancer &#039;helps&#039; his local doc with his &#039;research&#039;. He makes D6x10 profit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5: AUTOPSY:&#039;&#039;&#039; The Necromancer visits the site of a recent gangfight. He strips the bodies of the deceased, making D3x10 profit. He also finds one randomly determined (common) pistol and one randomly determined (common) basic weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6: ARCHEOTECH HOARD:&#039;&#039;&#039; The Necromancer has discovered an Archeotech Hoard. He must milk it for all its worth before moving on. He makes 3D6x10 profit, as well as discovering 2 items randomly determined by rolling on the normal rade trade table. Apprentices: If the Necromancer has hired an apprentice, he must feed him. The Apprentice needs 3 credits per week to survive, which must be deducted from the Necromancer&#039;s profit. However, he makes D6 credits through foraging. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CAPTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Skeletons are captured, they automatically crumble to dust and bones. they therefore cannot be ransomed and cannot be sold on. Their equipment can be used by the capturing gang, however. If the Necromancer is captured, he gets one chance to orchestrate an escape effore, by animating the skeletons to come to his rescue. Play the &#039;Rescue&#039; scenario. If this attempt fails, the gang automatically crumbles in its entirity, and you must start again. Without a Necromancer, the gang will (literally) crumble. Apprentices use the normal rules for captured Gangers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOUNTY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necromancers are worth a bounty equal to their cost. The rest of their gang, however, is worthless financially. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEADERSHIP CHALLENGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are no leadership challenges in Undead Gangs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HIRED GUNS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hired Guns will not work for Necromancers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RARE TRADE ITEMS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Necromancer himself may search for rare trade items. He is offered D3 items. He may NOT send skellies to get additional items, and his apprentice will be too busy peeling potatoes. He rolls on the Outlaw Rare Trade table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RAISE THE DEAD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If one of the gangs opponents died during battle (as in rolled dead on the Serious Injuries Table), the necromancer may raise him. He becomes a normal Skeleton warrior, and does not keep his skills or characteristics, but the Necromancer may keep his weapons. In addition, if the model raised was a Heavy, he will be raised as a Skeleton Heavy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCENARIOS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Undead Gangs roll on the Outlaw Scenario table. They can choose any scenario to play, although they may never work for Guilders (obviously) and may not take part in &#039;Lord of the Spire&#039; competitions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NECROMANTIC CONTROL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Necromancer can only control a certain number of skeletons. If his experience is 0-150, he can control 6. If his experience is 150-250, he can control 7. If his experience is 250+, he can control 8, if his experience is 400+, he can control 9. This means he may never have more Undead in his gang at any one time than the specified number for his experience level, as he simply cannot keep them animated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SERIOUS INJURY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Necromancers and Apprentices roll on the usual injury table (note if a Necromancer gets a Head Wound, the effects count for the entire gang!). However, skeletons must roll on the below table if taken out of action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1: DEAD.&#039;&#039;&#039; The skeleton is destroyed and may never be used again. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2: DAMAGED.&#039;&#039;&#039; The skeleton has been damaged. Roll a D6. 1-3:Reduce its Wounds by 1. If this reduces it to 0 wounds, it is dead. 4-6: Reduce its Toughness by 1. If this reduces it to 0 toughness it is dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3: DAMAGED.&#039;&#039;&#039; The skeleton has been damaged. Roll a D6. 1-3:Reduce its Strength by 1. If this reduces it to 0 strength, it is dead. 4-6: Reduce its WS by 1. If this reduces it to WS 0, it is dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4: ANIMATION DAMAGED:&#039;&#039;&#039; The power that animated the skeleton has been reduced, and it has become less developed as a warrior. It loses D6 Experience. Note that he may not gain advances for raising through levels which he has already passed. Therefore, if he had 32 experience, and lost 6, he may not gain an advance for rising past 31 experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5: FULL RECOVERY:&#039;&#039;&#039; The Skeleton makes a full recovery. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6: SPECIAL:&#039;&#039;&#039; Roll a D6. 1-2 Full Recovery. 3-4 Captured. See the captured section above. 5-6: Strengthened. Both the Necromancer and the skeleton gain D6 experience through working to help the Skeleton recover. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOTTLE TESTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Undead Gangs never have to take Bottle tests, although they may bottle automatically. However, if the Necromancer goes down, the Gang counts as automatically losing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLAGUE ZOMBIES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Undead gangs may &#039;hire&#039; D6 Zombies for 10 credits, the cost of leaving out some scraps for them. Plague Zombies are detailed in the Outlanders book. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;RAISING THE GANG&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Gang is &#039;raised&#039; in the same way as other gangs are hired. The Necromancer is allowed to spend 1000 credits on his gang. The &#039;cost&#039; of skeltons is due to the cost of expeditions to find skellies, &#039;supplies&#039; and mental foci for necromancy. The Necromancer himself goes out to purchase the weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1 NECROMANCER&#039;&#039;&#039;===&lt;br /&gt;
140 credits to recruit&lt;br /&gt;
&lt;br /&gt;
The Necromancer is power behind the Gang. He literally controls it by animating Undead minions, and without him there would be no gang at all. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  2  3  1  4  1  10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAPONS:&#039;&#039;&#039; Necromancers may have any wepaons from the Close Combat, Pistol, Basic, Necromancer&#039;s Staff and Grenades and Shotgun Shells catagories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS:&#039;&#039;&#039; Necromancers may take skills from the Agility, Combat, Ferocity, Muscle, Shooting, Stealth and Techno lists. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NECROMANTIC POWERS:&#039;&#039;&#039; Without the Necromancer, the gang will crumble. If the Necromancer dies, that is the end of the gang, and you must start again. Also, if the Necromancer goes down in Battle, the battle ends immediately, with the undead gang losing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOT PINNED:&#039;&#039;&#039; Due to their Psychological strength, Necromancers may never be pinned. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYCHIC POWERS:&#039;&#039;&#039; The Necromancers Primary Power is his ability to control the gang in the first place. However, he also gets one minor power from the table in the Outlanders rulebook. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPERIENCE:&#039;&#039;&#039; 60+D6 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1 APPRENTICE&#039;&#039;&#039;===&lt;br /&gt;
50 credits to recruit &lt;br /&gt;
&lt;br /&gt;
Although Necromancers generally like to work alone, they often employ apprentices to do the basic work such as sweeping up, cooking, etc. In return the Necromancer will teach them the dark arts. Apprentices invariably have Wyrd powers, as only wyrds could ever hope to rise to the level of Necromancer. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   2   2   3  3  1  3  1  6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAPONS&#039;&#039;&#039;: Apprentices may choose from the Close Combat, Pistol and Grenade catagories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS:&#039;&#039;&#039; Apprentices may choose skills from the Agility and Stealth lists. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYCHIC POWERS:&#039;&#039;&#039; The Apprentice will have one minor power from the table in the Outlanders book. Reroll all &#039;No Minor power&#039; results. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APPRENTICESHIP:&#039;&#039;&#039; The Apprentice only works with the Necromancer to learn the dark arts. Therefore, when he reaches 100 experience points, he will leave the Necromancer&#039;s services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPERIENCE:&#039;&#039;&#039; 0 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SKELETON WARRIORS&#039;&#039;&#039;===&lt;br /&gt;
55 credits to recruit &lt;br /&gt;
&lt;br /&gt;
These make up the bulk of any Undead gang, being the riased minions of the necromancer. They make excellent fighters because know no fear (mainly because they know nothing) and they don&#039;t need feeding, just dusted from time to time. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  2  3  2  2  1  10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAPONS:&#039;&#039;&#039; Skeleton Warriors may choose from the Close Combat, Pistol, Basic, Grenade and shot Shells Catagories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS:&#039;&#039;&#039; Skeleton Warrior may choose from the Ferocity, Shooting, and Combat lists. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NO BLOOD:&#039;&#039;&#039; Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MACES AND CLUBS:&#039;&#039;&#039; When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOT PINNED:&#039;&#039;&#039; As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYCHOLOGY:&#039;&#039;&#039; As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEAR:&#039;&#039;&#039; The Shambling Undead cause fear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPERIENCE:&#039;&#039;&#039; 0 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;0-2 SKELETON HEAVIES&#039;&#039;&#039;===&lt;br /&gt;
100 credits &lt;br /&gt;
&lt;br /&gt;
These are particularly large-boned skeletons, who were obviously quite muscular in their time. They have the huge advantage of being able to carry awesome weapons. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  3  3  2  2  1  10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAPONS:&#039;&#039;&#039; Skeleton Heavies may choose from the Close Combat, Pistol, Basic, Special, Heavy, Grenade and Shotgun shells list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS:&#039;&#039;&#039; Skeleton Heavies may choose from the Combat, Shooting, Ferocity and Stealth lists. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NO BLOOD:&#039;&#039;&#039; Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MACES AND CLUBS:&#039;&#039;&#039; When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOT PINNED:&#039;&#039;&#039; As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYCHOLOGY:&#039;&#039;&#039; As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPERIENCE:&#039;&#039;&#039; 0 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WEAPON LISTS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
I can&#039;t be arsed writing out a weapons list for the Undead Gangs. All the weapons in each list apply as for normal gangs. The Necromancer will equip his gang with whatever he can get his hands on. However, there is one new Weapon List. This covers the &#039;Necromantic Staffs&#039; carried by Necromancers. A Necromancer may only carry one into battle. They are all common to Necromancers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NECROMANTIC STAFFS:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STAVE OF THE ART OF COMBAT&#039;&#039;&#039; - 40 credits &lt;br /&gt;
If the Necromancer either draws or wins a round of combat, he automatically takes his opponent out of action. The Stave also allows one extra attck in combat. However, if a fumble is rolled, the Necromancer himself goes out of action on a roll of 4+ on a D6. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STAVE OF THE BALLISTIC ARTS&#039;&#039;&#039; - 90 credits &lt;br /&gt;
This works in exactly the same as a Plasma Gun, except all ammo rolls may be rerolled. It can also be used in Close Combat &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STAVE OF THE WYRD ARTS&#039;&#039;&#039; - 40 credits &lt;br /&gt;
Allows the Necromancer an extra minor Wyrd power, randomly determined before each battle by rolling on the Minor Power Table in the Outlanders Book. If &#039;No Minor Power&#039; is rolled, the Stave does not work for that battle. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;EXPERIENCE LEVELS FOR NECROMANCERS AND APPRENTICES&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
 0-5 Apprentice of the Dark Arts &lt;br /&gt;
 6-10 Apprentice &lt;br /&gt;
 11-20 Apprentice &lt;br /&gt;
 21-30 Apprentice &lt;br /&gt;
 31-40 Master Apprentice of the Dark Arts &lt;br /&gt;
 41-50 Master Apprentice &lt;br /&gt;
 51-60 Master Apprentice &lt;br /&gt;
 61-80 Journeyman of the Dark Arts &lt;br /&gt;
 81-100 Jouneyman &lt;br /&gt;
 101-120 Graduate of the Dark Arts &lt;br /&gt;
 121-140 Graduate &lt;br /&gt;
 141-160 Graduate &lt;br /&gt;
 161-180 Graduate &lt;br /&gt;
 181-200 Graduate &lt;br /&gt;
 201-240 Master of the Dark Arts &lt;br /&gt;
 241-280 Master &lt;br /&gt;
 281-320 Master &lt;br /&gt;
 321-360 Grand Master of the Dark Arts &lt;br /&gt;
 361-400 Grand Master &lt;br /&gt;
 400+ High Lord of the Dark Arts &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE TABLES FOR NECROMANCERS AND APPRENTICES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 2D6. &lt;br /&gt;
&lt;br /&gt;
 2: New Skill from Any Table &lt;br /&gt;
 3-4: New Standard Skill &lt;br /&gt;
 5: Characteristic Increase. 1-3: +1 Strength 1-4: +1 Attacks &lt;br /&gt;
 6: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
 7: Characteristic Increase. 1-3: +1 Initiative 4-6: +1 Leadership &lt;br /&gt;
 8: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
 9: Characteristic Increase. 1-3: +1 Toughness 4-6: +1 Wounds &lt;br /&gt;
 10-11: New Standard Skill &lt;br /&gt;
 12: New Minor Wyrd Power &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MAXIMUM CHARACTERISTICS FOR NECROMANCERS AND APPRENTICES&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
 M  WS  BS   S   T   W   I   A   Ld&lt;br /&gt;
 4   6   6   4   4   3   6   3   10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;EXPERIENCE LEVELS FOR SKELETONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
 0-10 Raisling &lt;br /&gt;
 10-20 Raisling &lt;br /&gt;
 20-30 Minion &lt;br /&gt;
 30-40 Minion &lt;br /&gt;
 40-50 Minion &lt;br /&gt;
 50-60 Minion &lt;br /&gt;
 60-80 Servant &lt;br /&gt;
 80-100 Servant &lt;br /&gt;
 100-120 Warrior &lt;br /&gt;
 120-140 Warrior &lt;br /&gt;
 140-160 Warrior &lt;br /&gt;
 160-180 Warrior &lt;br /&gt;
 180-200 Grand Warrior &lt;br /&gt;
 200-240 Grand Warrior &lt;br /&gt;
 240-280 Grand Warrior &lt;br /&gt;
 280-320 Grand Warrior &lt;br /&gt;
 320-360 Great Amongst the Undead &lt;br /&gt;
 360-400 Great Amongst the Undead &lt;br /&gt;
 400+ Greatest Amongst the Undead &lt;br /&gt;
&lt;br /&gt;
(Skeletons use the Standard Advance Table from the Necromunda Sourcebook) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MAXIMUM CHARACTERISTICS FOR SKELETONS&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
 M  WS  BS   S   T   W   I   A   Ld&lt;br /&gt;
 4   6   6   3   4   3   4   3   10&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vermin_Swarm_Gang&amp;diff=104035</id>
		<title>Vermin Swarm Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vermin_Swarm_Gang&amp;diff=104035"/>
		<updated>2009-02-25T21:36:47Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Tried to keep to authors format as much as.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Background&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
In the hellish pits of the Underhive, where noxious gases fill the air and lakes of pollutant waste cover the ground, mutants are abundant. Among these are Scavvies, pitious creatures who were once men, but mutated so heavily that they were no longer welcome in the settled areas of the Underhive. But there are also other mutants in the Underhive, some of which are of a far more devious nature. The savage Beastmen lead Chaos Cults in raids on settlements and outholes, sometimes even managing to conquer and plunder entire domes, before being killed by the zealous Redemptionists. And in the darkest, most inhospitable regions of the Underhive live the Scallies, strange lizardmen who tower above normal men, and of whom little is known. Another, much feared mutant race are the Vermin Men. &lt;br /&gt;
&lt;br /&gt;
The Vermin Men resemble upright walking rats the size of men. Whether they are mutated men or rats is unknown, for they have characteristics from both. They roam the Underhive pillaging and plundering, scavengers like their brothers, the rats. But they also speak their own chittering tongue and build crude firearms, leaving no doubt as to their intelligent nature. &lt;br /&gt;
&lt;br /&gt;
Ancient Ratskin Legends tell of dark spirits, hive spirits who were corrupted by terrible otherwordly beings, and who are now bent upon the destruction of all that is. These dark spirits seek only to bring about the downfall of what is and create something new, which is then to be destroyed. The Vermin Men, the ratskins claim, are possessed by these dark spirits and will continue to exist as long their are still things to be destroyed. The truth behind these legends, some speculate, may be that the Vermin Men were once Ratskins but have corrupted by the Chaos God Tzeentch. If word of this reached the Inquistion, Necromunda Prime might very well face Exterminatus. &lt;br /&gt;
&lt;br /&gt;
The Redemptionists see the Vermin Men as the epitome of corruption, the eventual fate of mankind if drastic measures are not taken. For this reason, Redemptionists hate Vermin Men even more than the Scavvies, who are nothing more than weak, corrupt fools in the eyes of the Redemption.Whatever the Vermin Men really are, one thing is certain: they are not here for the benefit of man. (The Vermin Swarms have come to corrupt and destroy)&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
==&#039;&#039;&#039;Vermin Swarm Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Please note that because these rules haven&#039;t been playtested yet, they might change soon. Also, feel free to comment. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outlanders:&#039;&#039;&#039; A Vermin Swarm is an Outlander gang, as described in the Outlanders Rulebook. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Struggle&#039;&#039;&#039;: In a Vermin Swarm there will constantly be a struggle for supremacy over the swarm. Vermin Men are notorious for being treacherous and all seem suffer megalomania, and have no compunctions about killing fellow swarm members to gain power. Therefore, after each and every battle there will be a Leadership Dispute. The Vermin Lord will be challenged by the Vermin Man with the highest Ld (any ties are resolved by a dice roll). Any results that would prevent a Vermin Man or Lord from challenging the lord at a later time are ignored, as Vermin Men cannot experience loyalty. Vermin Guards will never challenge the Vermin Lord, as they are fanatically loyal to whoever is Lord at the time (they are rather quick to shift loyalties, however). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underhive Natives:&#039;&#039;&#039; The Vermin Men have existed for longer than anyone cares to remember and have over the years become attuned to the Underhive environment. As a result, they are never affected by rolls on the Hazard table, and they may &lt;br /&gt;
modify the roll on the Scenario Table by up to 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Despised&#039;&#039;&#039;: Vermin Men are despised and feared by all inhabitants of the Underhive. Even hired guns will not associate with Vermin Men. Vermin Men may not hire hired guns. They may trade at the Outlaw Trading Post, but rather than shopping at the local Outlaw haven, this represents individual Outlaw Traders and bribed Guilders selling guns and gear to the Swarm. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giant Rat Allies:&#039;&#039;&#039; Vermin Swarms are always accompanied by huge swarms of rats. Sometimes they will also have Giant Rats accompanying them into battle. Before the Vermin Swarm deploys roll a D3 to determine the number of Giant Rats the Swarm has at its disposal this battle. At the beginning of each Vermin turn roll a D6. On a roll of 6 a Giant Rat appears anywhere on the battlefield, but not closer than 6&amp;quot; to an enemy model. This Giant Rat may immediately be used by the Vermin player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zombie Plague Immunity:&#039;&#039;&#039; The dark power which created the Vermin Men also protects it from the Zombie Plague. Therefore, Vermin Men are immune to the Zombie Plague and never need to roll on the Zombie Plague Table. (But they do carry it?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unreliable Weapons:&#039;&#039;&#039; Vermin Men lack the patience to keep their weapons in top condition, and often spend lots of ammunition shooting at the air (or other vermin men!) outside of battles. Therefore, an ammo roll made by a member of a &lt;br /&gt;
Vermin Swarm must be made on a roll of 1 or 6. This also applies to weapons captured from enemy gangers, as they are not looked after and soon look like the rest of the weapons in the swarm. Should another gang capture weapons from the &lt;br /&gt;
Vermin Swarm, they will be fixed by the gang&#039;s heavies and inventors, and function like normal weapons. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Vermin Swarm Gang List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1 Vermin Lord :&#039;&#039;&#039;===&lt;br /&gt;
Cost 120 credits&lt;br /&gt;
&lt;br /&gt;
The Vermin Lord is the leader of a group of Vermin Men. He is the largest and most powerful Vermin Man in the group and should another gain power equal to his, a struggle for supremacy will occur. Vermin Men almost constantly struggle &lt;br /&gt;
for supremacy and extremely illoyal and downright treacherous. A Vermin Swarm (a Vermin Man gang) must include one Vermin Lord. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  4  3 4 3 1 5 1  7 &lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; The Vermin Lord may be armed with weapon from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables:&#039;&#039;&#039; Agility, Combat, Ferocity, Shooting, Stealth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; A Vermin Lord has the special abilities of a normal Gang Leader (see Necromunda Rulebook). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;0-2 Vermin Guards&#039;&#039;&#039;===&lt;br /&gt;
Cost: 60&lt;br /&gt;
 &lt;br /&gt;
The Vermin Guards are the Vermin Lord&#039;s personal bodyguards. They are handpicked by the Vermin Lord and equipped with the best weapons in the gang. In combat they stay close to Vermin Lord and shoot down any who threaten him. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 4 1  6 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Vermin Guards may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables:&#039;&#039;&#039; Agility, Combat, Muscle, Shooting &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Vermin Guards may not end their move more than 6&amp;quot; away from the Vermin Lord, except when he is out of action. If they are further away at the start of their move, then they must move towards him, although not necessarily in a straight line (use common sense: they may exploit cover and such, but may simply ignore the Vermin Lord). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grey Vermin&#039;&#039;&#039;===&lt;br /&gt;
Cost: 160 &lt;br /&gt;
&lt;br /&gt;
Grey Vermin are perhaps the most dangerous of all Vermin Men. They have psychic abilities and are more vicious and skilled than ordinary Vermin Men. Grey Vermin look like almost like ordinary Vermin Men, except for their grey fur and the horns protuding from their bestial heads. &lt;br /&gt;
The powers of Grey Vermin are reminiscent of the minor powers used by most Wyrds, but they also have other insidous powers which aiding the Swarm in &lt;br /&gt;
their quest for corruption and destruction of humanity. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 5 1  8 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Grey Vermin may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables&#039;&#039;&#039;: Agility, Combat, Ferocity, Stealth &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; For some reason Grey Vermin never become actively involved in the power struggles that dominate daily life in the Vermin Swarm, and prefer to play out the Vermin Men against each other. As a result Grey Vermin never issue leadership challenges to the Vermin Leader. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; Grey Vermin have two minor powers from the Wyrd Minor Power Table and the following psyhic abilities: The Vermin Ritual and Madness. A Leadership test is required to use all the powers, except The Vermin Ritual. A &lt;br /&gt;
Grey Vermin never rolls on the Perils of the Warp Table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vermin Ritual:&#039;&#039;&#039; A model who is taken prisoner by the Vermin Swarm may be subjected to the Vermin Ritual if a Grey Vermin is present in the gang. Roll 2D6 and add the Grey Vermin&#039;s Leadership. If the result is higher than the captured &lt;br /&gt;
models Leadership plus 2D6, the captured model becomes a Vermin Man. He is now a normal Vermin Man and has none of his previous skills or characteristics. The model&#039;s gang may attempt a Rescue before this Ritual is undertaken. Other Vermin &lt;br /&gt;
Men, Beastmen, Pit Slaves (due to their half-mechanical nature) and Scavy Mutants are immune to this ritual. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Madness:&#039;&#039;&#039; The psychic powers of the Grey Vermin allow it induce Madness into the minds of unwary enemies. Once per enemy turn, at any time during the turn, the Grey Vermin may assault the mind of any one enemy model within 8&amp;quot;. The enemy &lt;br /&gt;
models must make an immediate Leadership test. A failed test indicates that the model is affected by the mental powers of the Vermin Man. The player of such a model must roll a D6. On a roll of 1-2 he may do nothing for the rest of the turn, on a roll of 3-4 he charges the nearest model (friendly or otherwise) and on a roll of 5-6 the Vermin player may move him as he sees fit. This may lead to the model falling down buildings and entering dangerous terrain, but may not lead to the model charging a friendly model. The effects subside at the beginning of the Vermin turn. A Wyrd affected by this power must roll on the Perils of the Warp Table due to his absolute lack of resistance against the powers of the Warp. If a Wyrd succesfully makes his Leadership test and the roll is 2 or 3, the Wyrd manages to backfire the power on the Grey Vermin. For the rest of this turn and during the next Vermin turn the Grey Vermin is affected by Madness himself. Do not roll on the Perils of the Warp table, however. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Vermin Men&#039;&#039;&#039;===&lt;br /&gt;
Cost: 45 credits. &lt;br /&gt;
&lt;br /&gt;
Vermin Men comprise the majority of the Swarm. They are normal (if such a thing can be said about evil, mutated rat-men) Vermin Men and use large numbers to overcome their natural sense of self-preservation (read: born cowards!). &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 4 1  5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Vermin Men may be armed with weapon from the following lists: Close-Combat, Firearms and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables:&#039;&#039;&#039; Agility, Combat, Stealth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; A Vermin Swarm must include at least 3 Vermin Men. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Vermin Scum&#039;&#039;&#039;===&lt;br /&gt;
Cost: 15 credits. &lt;br /&gt;
&lt;br /&gt;
Vermin Scum are the most lowly and weak individuals in the Vermin Swarm. They are unskilled and cowardly, and are only allowed to wield the most primitive weaponry. In spite of their lack of fighting skills, they can be deadly in large groups, and often try to overwhelm the enemy with superior numbers. A large number of Vermin Lords also use the Vermin Scum as a live shield to screen the more valuable members (especially the Vermin Lord himself!) of the Swarm from enemy fire. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  2  2 3 3 1 4 1  4 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Vermin Scum may be armed with weapon from the following lists: Scum. &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Skill Tables:&#039;&#039;&#039; Agility, Stealth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Vermin Scum may comprise no more than half the total number of Swarm members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Vermin Swarm Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Close-Combat&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
 Chain/flail........................................10 credits &lt;br /&gt;
 Club/maul..........................................10 credits &lt;br /&gt;
 Knife....................................................free &lt;br /&gt;
 Massive axe/club/sword.............................10 credits &lt;br /&gt;
 Shredder claws (pair)..............................15 credits (see new weapons) &lt;br /&gt;
 Sword..............................................10 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Firearms&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
 Autopistol.........................................15 credits &lt;br /&gt;
 Blunderbuss/Scatter gun.............................8 credits &lt;br /&gt;
 Hand bow............................................5 credits &lt;br /&gt;
 Musket..............................................6 credits &lt;br /&gt;
 Shotgun w. scatter &amp;amp; manstopper....................20 credits &lt;br /&gt;
 Stub gun.......................................... 10 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grenades/Shells&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
 Frag grenades......................................30 credits &lt;br /&gt;
 Tox bombs..........................................20 credits &lt;br /&gt;
 Bolt shells....................... ................15 credits &lt;br /&gt;
 Hotshot shells......................................5 credits &lt;br /&gt;
 Man-stopper shells..................................5 credits &lt;br /&gt;
 Dum-dum bullets.....................................5 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Scum&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
 Club/maul..........................................10 credits &lt;br /&gt;
 Knife....................................................free &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Special&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
 Autogun............................................20 credits &lt;br /&gt;
 Lasgun.............................................25 credits &lt;br /&gt;
 Laspistol..........................................15 credits &lt;br /&gt;
 Plasma Pistol......................................25 credits&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Authors notes&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
One thing I do when I run out of ideas for new stuff for my page, or can&#039;t seem to come up with a decent idea for a role-playing scenario, is to take a ride on my bike (bicycle that is, as unfortunately I haven&#039;t got the money to pay for a motorcycle). Last time I went for a ride, I started thinking about different kinds of underhive mutants. There were scavvy mutants, scallies and not much else. Hmm, I thought, there must be other stable mutant strains like the scallies. Hybrids between men and beasts surely exist. Oh, yeah, the beastmen who lead chaos cult. No, they aren&#039;t really that stable a strain. How about vermin men, then. The underhive is full of vermin, like insects and rats and...Wait! Did I say RATS! Like in ratmen! Like in SKAVEN! Like in UNDERHIVE SKAVEN! And that was how the idea of Vermin Men was born. At first I wanted to make them hired guns for Scavvies, Chaos Cults and maybe even Ratskins. But then again, why not let them have fullblown gang status. Those pesky ska..ehm..Vermin &lt;br /&gt;
Men are probably too anti-social and xenophobic to want to ally with anyone else. So here they are, the Vermin Men:&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=104034</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=104034"/>
		<updated>2009-02-25T21:36:05Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: format and minor shuffle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
*Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;My Turf Now&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Get ta Work&#039;&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Come and ave a go if you think your hard enuff!&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grotz will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Goin shoppin&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Well ard&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Gettin the Mob Ta&#039;geva&#039;&#039;&#039;==&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grotz&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grotz can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Gotcha Net                              10&lt;br /&gt;
 &lt;br /&gt;
 Squig Prodder                           15 &lt;br /&gt;
 &lt;br /&gt;
 Sword                                   10&lt;br /&gt;
 &lt;br /&gt;
 Chainsword                              25&lt;br /&gt;
 &lt;br /&gt;
 Clubs, mauls and bludgeons           free/10*&lt;br /&gt;
 &lt;br /&gt;
 Chain or Flail                          10 &lt;br /&gt;
 &lt;br /&gt;
 Knife (1st knife is free)                5 &lt;br /&gt;
 &lt;br /&gt;
 Massive Axe, Sword or Club              15  &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Autopistol				  15 &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer				  20 &lt;br /&gt;
 &lt;br /&gt;
 Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Autogun 			          20 &lt;br /&gt;
 &lt;br /&gt;
 Blunderbuss/scatter gun 		   8&lt;br /&gt;
 &lt;br /&gt;
 Shotgun 				  20 &lt;br /&gt;
 (solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
 Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Heavy Stubber				 120 &lt;br /&gt;
 &lt;br /&gt;
 Heavy Bolter 				 180 &lt;br /&gt;
 &lt;br /&gt;
 Missile Launcher			 185 &lt;br /&gt;
 (Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Man-Stopper Shotgun shell		   5 &lt;br /&gt;
 &lt;br /&gt;
 Hot-Shot Shotgun shell			   5 &lt;br /&gt;
 &lt;br /&gt;
 Bolt Shotgun Shell			  15 &lt;br /&gt;
 &lt;br /&gt;
 Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
 &lt;br /&gt;
 Frag grenades				  30 &lt;br /&gt;
 &lt;br /&gt;
 Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
3-4 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
&#039;&#039;&#039;5 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
9 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-11 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may roll an additional D6:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
1-3 New Skill&#039;&#039;&#039; (Any table)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
4-5 New Wyrd&#039;&#039;&#039; Minor Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 New Wyrd&#039;&#039;&#039; Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Shaman Powers and Edbangerz Chart&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Authors Notes&#039;&#039;&#039;==&lt;br /&gt;
Only got half of a play test, sadly our group disbanded mid campaign to deal with their RLs.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vermin_Swarm_Gang&amp;diff=104033</id>
		<title>Vermin Swarm Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vermin_Swarm_Gang&amp;diff=104033"/>
		<updated>2009-02-25T21:32:32Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Background&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
In the hellish pits of the Underhive, where noxious gases fill the air and lakes of pollutant waste cover the ground, mutants are abundant. Among these are Scavvies, pitious creatures who were once men, but mutated so heavily that they were no longer welcome in the settled areas of the Underhive. But there are also other mutants in the Underhive, some of which are of a far more devious nature. The savage Beastmen lead Chaos Cults in raids on settlements and outholes, sometimes even managing to conquer and plunder entire domes, before being killed by the zealous Redemptionists. And in the darkest, most inhospitable regions of the Underhive live the Scallies, strange lizardmen who tower above normal men, and of whom little is known. Another, much feared mutant race are the Vermin Men. &lt;br /&gt;
&lt;br /&gt;
The Vermin Men resemble upright walking rats the size of men. Whether they are mutated men or rats is unknown, for they have characteristics from both. They roam the Underhive pillaging and plundering, scavengers like their brothers, the rats. But they also speak their own chittering tongue and build crude firearms, leaving no doubt as to their intelligent nature. &lt;br /&gt;
&lt;br /&gt;
Ancient Ratskin Legends tell of dark spirits, hive spirits who were corrupted by terrible otherwordly beings, and who are now bent upon the destruction of all that is. These dark spirits seek only to bring about the downfall of what is and create something new, which is then to be destroyed. The Vermin Men, the ratskins claim, are possessed by these dark spirits and will continue to exist as long their are still things to be destroyed. The truth behind these legends, some speculate, may be that the Vermin Men were once Ratskins but have corrupted by the Chaos God Tzeentch. If word of this reached the Inquistion, Necromunda Prime might very well face Exterminatus. &lt;br /&gt;
&lt;br /&gt;
The Redemptionists see the Vermin Men as the epitome of corruption, the eventual fate of mankind if drastic measures are not taken. For this reason, Redemptionists hate Vermin Men even more than the Scavvies, who are nothing more than weak, corrupt fools in the eyes of the Redemption.Whatever the Vermin Men really are, one thing is certain: they are not here for the benefit of man. (The Vermin Swarms have come to corrupt and destroy)&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
==&#039;&#039;&#039;Vermin Swarm Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Please note that because these rules haven&#039;t been playtested yet, they might change soon. Also, feel free to comment. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outlanders:&#039;&#039;&#039; A Vermin Swarm is an Outlander gang, as described in the Outlanders Rulebook. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Struggle&#039;&#039;&#039;: In a Vermin Swarm there will constantly be a struggle for supremacy over the swarm. Vermin Men are notorious for being treacherous and all seem suffer megalomania, and have no compunctions about killing fellow swarm members to gain power. Therefore, after each and every battle there will be a Leadership Dispute. The Vermin Lord will be challenged by the Vermin Man with the highest Ld (any ties are resolved by a dice roll). Any results that would prevent a Vermin Man or Lord from challenging the lord at a later time are ignored, as Vermin Men cannot experience loyalty. Vermin Guards will never challenge the Vermin Lord, as they are fanatically loyal to whoever is Lord at the time (they are rather quick to shift loyalties, however). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underhive Natives:&#039;&#039;&#039; The Vermin Men have existed for longer than anyone cares to remember and have over the years become attuned to the Underhive environment. As a result, they are never affected by rolls on the Hazard table, and they may &lt;br /&gt;
modify the roll on the Scenario Table by up to 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Despised&#039;&#039;&#039;: Vermin Men are despised and feared by all inhabitants of the Underhive. Even hired guns will not associate with Vermin Men. Vermin Men may not hire hired guns. They may trade at the Outlaw Trading Post, but rather than shopping at the local Outlaw haven, this represents individual Outlaw Traders and bribed Guilders selling guns and gear to the Swarm. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giant Rat Allies:&#039;&#039;&#039; Vermin Swarms are always accompanied by huge swarms of rats. Sometimes they will also have Giant Rats accompanying them into battle. Before the Vermin Swarm deploys roll a D3 to determine the number of Giant Rats the Swarm has at its disposal this battle. At the beginning of each Vermin turn roll a D6. On a roll of 6 a Giant Rat appears anywhere on the battlefield, but not closer than 6&amp;quot; to an enemy model. This Giant Rat may immediately be used by the Vermin player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zombie Plague Immunity:&#039;&#039;&#039; The dark power which created the Vermin Men also protects it from the Zombie Plague. Therefore, Vermin Men are immune to the Zombie Plague and never need to roll on the Zombie Plague Table. (But they do carry it?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unreliable Weapons:&#039;&#039;&#039; Vermin Men lack the patience to keep their weapons in top condition, and often spend lots of ammunition shooting at the air (or other vermin men!) outside of battles. Therefore, an ammo roll made by a member of a &lt;br /&gt;
Vermin Swarm must be made on a roll of 1 or 6. This also applies to weapons captured from enemy gangers, as they are not looked after and soon look like the rest of the weapons in the swarm. Should another gang capture weapons from the &lt;br /&gt;
Vermin Swarm, they will be fixed by the gang&#039;s heavies and inventors, and function like normal weapons. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Vermin Swarm Gang List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1 Vermin Lord :&#039;&#039;&#039;===&lt;br /&gt;
Cost 120 credits&lt;br /&gt;
&lt;br /&gt;
The Vermin Lord is the leader of a group of Vermin Men. He is the largest and most powerful Vermin Man in the group and should another gain power equal to his, a struggle for supremacy will occur. Vermin Men almost constantly struggle &lt;br /&gt;
for supremacy and extremely illoyal and downright treacherous. A Vermin Swarm (a Vermin Man gang) must include one Vermin Lord. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  4  3 4 3 1 5 1  7 &lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; The Vermin Lord may be armed with weapon from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables:&#039;&#039;&#039; Agility, Combat, Ferocity, Shooting, Stealth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; A Vermin Lord has the special abilities of a normal Gang Leader (see Necromunda Rulebook). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;0-2 Vermin Guards&#039;&#039;&#039;===&lt;br /&gt;
Cost: 60&lt;br /&gt;
 &lt;br /&gt;
The Vermin Guards are the Vermin Lord&#039;s personal bodyguards. They are handpicked by the Vermin Lord and equipped with the best weapons in the gang. In combat they stay close to Vermin Lord and shoot down any who threaten him. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 4 1  6 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Vermin Guards may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables:&#039;&#039;&#039; Agility, Combat, Muscle, Shooting &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Vermin Guards may not end their move more than 6&amp;quot; away from the Vermin Lord, except when he is out of action. If they are further away at the start of their move, then they must move towards him, although not necessarily in a straight line (use common sense: they may exploit cover and such, but may simply ignore the Vermin Lord). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grey Vermin&#039;&#039;&#039;===&lt;br /&gt;
Cost: 160 &lt;br /&gt;
&lt;br /&gt;
Grey Vermin are perhaps the most dangerous of all Vermin Men. They have psychic abilities and are more vicious and skilled than ordinary Vermin Men. Grey Vermin look like almost like ordinary Vermin Men, except for their grey fur and the horns protuding from their bestial heads. &lt;br /&gt;
The powers of Grey Vermin are reminiscent of the minor powers used by most Wyrds, but they also have other insidous powers which aiding the Swarm in &lt;br /&gt;
their quest for corruption and destruction of humanity. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 5 1  8 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Grey Vermin may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables&#039;&#039;&#039;: Agility, Combat, Ferocity, Stealth &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; For some reason Grey Vermin never become actively involved in the power struggles that dominate daily life in the Vermin Swarm, and prefer to play out the Vermin Men against each other. As a result Grey Vermin never issue leadership challenges to the Vermin Leader. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; Grey Vermin have two minor powers from the Wyrd Minor Power Table and the following psyhic abilities: The Vermin Ritual and Madness. A Leadership test is required to use all the powers, except The Vermin Ritual. A &lt;br /&gt;
Grey Vermin never rolls on the Perils of the Warp Table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vermin Ritual:&#039;&#039;&#039; A model who is taken prisoner by the Vermin Swarm may be subjected to the Vermin Ritual if a Grey Vermin is present in the gang. Roll 2D6 and add the Grey Vermin&#039;s Leadership. If the result is higher than the captured &lt;br /&gt;
models Leadership plus 2D6, the captured model becomes a Vermin Man. He is now a normal Vermin Man and has none of his previous skills or characteristics. The model&#039;s gang may attempt a Rescue before this Ritual is undertaken. Other Vermin &lt;br /&gt;
Men, Beastmen, Pit Slaves (due to their half-mechanical nature) and Scavy Mutants are immune to this ritual. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Madness:&#039;&#039;&#039; The psychic powers of the Grey Vermin allow it induce Madness into the minds of unwary enemies. Once per enemy turn, at any time during the turn, the Grey Vermin may assault the mind of any one enemy model within 8&amp;quot;. The enemy &lt;br /&gt;
models must make an immediate Leadership test. A failed test indicates that the model is affected by the mental powers of the Vermin Man. The player of such a model must roll a D6. On a roll of 1-2 he may do nothing for the rest of the turn, on a roll of 3-4 he charges the nearest model (friendly or otherwise) and on a roll of 5-6 the Vermin player may move him as he sees fit. This may lead to the model falling down buildings and entering dangerous terrain, but may not lead to the model charging a friendly model. The effects subside at the beginning of the Vermin turn. A Wyrd affected by this power must roll on the Perils of the Warp Table due to his absolute lack of resistance against the powers of the Warp. If a Wyrd succesfully makes his Leadership test and the roll is 2 or 3, the Wyrd manages to backfire the power on the Grey Vermin. For the rest of this turn and during the next Vermin turn the Grey Vermin is affected by Madness himself. Do not roll on the Perils of the Warp table, however. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Vermin Men&#039;&#039;&#039;===&lt;br /&gt;
Cost: 45 credits. &lt;br /&gt;
&lt;br /&gt;
Vermin Men comprise the majority of the Swarm. They are normal (if such a thing can be said about evil, mutated rat-men) Vermin Men and use large numbers to overcome their natural sense of self-preservation (read: born cowards!). &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 4 1  5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Vermin Men may be armed with weapon from the following lists: Close-Combat, Firearms and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables:&#039;&#039;&#039; Agility, Combat, Stealth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; A Vermin Swarm must include at least 3 Vermin Men. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Vermin Scum&#039;&#039;&#039;===&lt;br /&gt;
Cost: 15 credits. &lt;br /&gt;
&lt;br /&gt;
Vermin Scum are the most lowly and weak individuals in the Vermin Swarm. They are unskilled and cowardly, and are only allowed to wield the most primitive weaponry. In spite of their lack of fighting skills, they can be deadly in large groups, and often try to overwhelm the enemy with superior numbers. A large number of Vermin Lords also use the Vermin Scum as a live shield to screen the more valuable members (especially the Vermin Lord himself!) of the Swarm from enemy fire. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  2  2 3 3 1 4 1  4 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Vermin Scum may be armed with weapon from the following lists: Scum. &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Skill Tables:&#039;&#039;&#039; Agility, Stealth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Vermin Scum may comprise no more than half the total number of Swarm members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Vermin Swarm Weapon List&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Close-Combat&#039;&#039;&#039;== &lt;br /&gt;
&lt;br /&gt;
 Chain/flail........................................10 credits &lt;br /&gt;
 Club/maul..........................................10 credits &lt;br /&gt;
 Knife....................................................free &lt;br /&gt;
 Massive axe/club/sword.............................10 credits &lt;br /&gt;
 Shredder claws (pair)..............................15 credits (see new weapons) &lt;br /&gt;
 Sword..............................................10 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Firearms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
 Autopistol.........................................15 credits &lt;br /&gt;
 Blunderbuss/Scatter gun.............................8 credits &lt;br /&gt;
 Hand bow............................................5 credits &lt;br /&gt;
 Musket..............................................6 credits &lt;br /&gt;
 Shotgun w. scatter &amp;amp; manstopper....................20 credits &lt;br /&gt;
 Stub gun.......................................... 10 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grenades/Shells&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
 Frag grenades......................................30 credits &lt;br /&gt;
 Tox bombs..........................................20 credits &lt;br /&gt;
 Bolt shells....................... ................15 credits &lt;br /&gt;
 Hotshot shells......................................5 credits &lt;br /&gt;
 Man-stopper shells..................................5 credits &lt;br /&gt;
 Dum-dum bullets.....................................5 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Scum&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
 Club/maul..........................................10 credits &lt;br /&gt;
 Knife....................................................free &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
 Autogun............................................20 credits &lt;br /&gt;
 Lasgun.............................................25 credits &lt;br /&gt;
 Laspistol..........................................15 credits &lt;br /&gt;
 Plasma Pistol......................................25 credits&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Authors notes&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One thing I do when I run out of ideas for new stuff for my page, or can&#039;t seem to come up with a decent idea for a role-playing scenario, is to take a ride on my bike (bicycle that is, as unfortunately I haven&#039;t got the money to pay for a motorcycle). Last time I went for a ride, I started thinking about different kinds of underhive mutants. There were scavvy mutants, scallies and not much else. Hmm, I thought, there must be other stable mutant strains like the scallies. Hybrids between men and beasts surely exist. Oh, yeah, the beastmen who lead chaos cult. No, they aren&#039;t really that stable a strain. How about vermin men, then. The underhive is full of vermin, like insects and rats and...Wait! Did I say RATS! Like in ratmen! Like in SKAVEN! Like in UNDERHIVE SKAVEN! And that was how the idea of Vermin Men was born. At first I wanted to make them hired guns for Scavvies, Chaos Cults and maybe even Ratskins. But then again, why not let them have fullblown gang status. Those pesky ska..ehm..Vermin &lt;br /&gt;
Men are probably too anti-social and xenophobic to want to ally with anyone else. So here they are, the Vermin Men:&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vermin_Swarm_Gang&amp;diff=104032</id>
		<title>Vermin Swarm Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vermin_Swarm_Gang&amp;diff=104032"/>
		<updated>2009-02-25T21:31:02Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Quick format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Background&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
In the hellish pits of the Underhive, where noxious gases fill the air and lakes of pollutant waste cover the ground, mutants are abundant. Among these are Scavvies, pitious creatures who were once men, but mutated so heavily that they were no longer welcome in the settled areas of the Underhive. But there are also other mutants in the Underhive, some of which are of a far more devious nature. The savage Beastmen lead Chaos Cults in raids on settlements and outholes, sometimes even managing to conquer and plunder entire domes, before being killed by the zealous Redemptionists. And in the darkest, most inhospitable regions of the Underhive live the Scallies, strange lizardmen who tower above normal men, and of whom little is known. Another, much feared mutant race are the Vermin Men. &lt;br /&gt;
&lt;br /&gt;
The Vermin Men resemble upright walking rats the size of men. Whether they are mutated men or rats is unknown, for they have characteristics from both. They roam the Underhive pillaging and plundering, scavengers like their brothers, the rats. But they also speak their own chittering tongue and build crude firearms, leaving no doubt as to their intelligent nature. &lt;br /&gt;
&lt;br /&gt;
Ancient Ratskin Legends tell of dark spirits, hive spirits who were corrupted by terrible otherwordly beings, and who are now bent upon the destruction of all that is. These dark spirits seek only to bring about the downfall of what is and create something new, which is then to be destroyed. The Vermin Men, the ratskins claim, are possessed by these dark spirits and will continue to exist as long their are still things to be destroyed. The truth behind these legends, some speculate, may be that the Vermin Men were once Ratskins but have corrupted by the Chaos God Tzeentch. If word of this reached the Inquistion, Necromunda Prime might very well face Exterminatus. &lt;br /&gt;
&lt;br /&gt;
The Redemptionists see the Vermin Men as the epitome of corruption, the eventual fate of mankind if drastic measures are not taken. For this reason, Redemptionists hate Vermin Men even more than the Scavvies, who are nothing more than weak, corrupt fools in the eyes of the Redemption.Whatever the Vermin Men really are, one thing is certain: they are not here for the benefit of man. (The Vermin Swarms have come to corrupt and destroy)&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
==&#039;&#039;&#039;Vermin Swarm Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Please note that because these rules haven&#039;t been playtested yet, they might change soon. Also, feel free to comment. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outlanders:&#039;&#039;&#039; A Vermin Swarm is an Outlander gang, as described in the Outlanders Rulebook. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Struggle&#039;&#039;&#039;: In a Vermin Swarm there will constantly be a struggle for supremacy over the swarm. Vermin Men are notorious for being treacherous and all seem suffer megalomania, and have no compunctions about killing fellow swarm members to gain power. Therefore, after each and every battle there will be a Leadership Dispute. The Vermin Lord will be challenged by the Vermin Man with the highest Ld (any ties are resolved by a dice roll). Any results that would prevent a Vermin Man or Lord from challenging the lord at a later time are ignored, as Vermin Men cannot experience loyalty. Vermin Guards will never challenge the Vermin Lord, as they are fanatically loyal to whoever is Lord at the time (they are rather quick to shift loyalties, however). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underhive Natives:&#039;&#039;&#039; The Vermin Men have existed for longer than anyone cares to remember and have over the years become attuned to the Underhive environment. As a result, they are never affected by rolls on the Hazard table, and they may &lt;br /&gt;
modify the roll on the Scenario Table by up to 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Despised&#039;&#039;&#039;: Vermin Men are despised and feared by all inhabitants of the Underhive. Even hired guns will not associate with Vermin Men. Vermin Men may not hire hired guns. They may trade at the Outlaw Trading Post, but rather than shopping at the local Outlaw haven, this represents individual Outlaw Traders and bribed Guilders selling guns and gear to the Swarm. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giant Rat Allies:&#039;&#039;&#039; Vermin Swarms are always accompanied by huge swarms of rats. Sometimes they will also have Giant Rats accompanying them into battle. Before the Vermin Swarm deploys roll a D3 to determine the number of Giant Rats the Swarm has at its disposal this battle. At the beginning of each Vermin turn roll a D6. On a roll of 6 a Giant Rat appears anywhere on the battlefield, but not closer than 6&amp;quot; to an enemy model. This Giant Rat may immediately be used by the Vermin player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zombie Plague Immunity:&#039;&#039;&#039; The dark power which created the Vermin Men also protects it from the Zombie Plague. Therefore, Vermin Men are immune to the Zombie Plague and never need to roll on the Zombie Plague Table. (But they do carry it?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unreliable Weapons:&#039;&#039;&#039; Vermin Men lack the patience to keep their weapons in top condition, and often spend lots of ammunition shooting at the air (or other vermin men!) outside of battles. Therefore, an ammo roll made by a member of a &lt;br /&gt;
Vermin Swarm must be made on a roll of 1 or 6. This also applies to weapons captured from enemy gangers, as they are not looked after and soon look like the rest of the weapons in the swarm. Should another gang capture weapons from the &lt;br /&gt;
Vermin Swarm, they will be fixed by the gang&#039;s heavies and inventors, and function like normal weapons. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Vermin Swarm Gang List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1 Vermin Lord :&#039;&#039;&#039;===&lt;br /&gt;
Cost 120 credits&lt;br /&gt;
&lt;br /&gt;
The Vermin Lord is the leader of a group of Vermin Men. He is the largest and most powerful Vermin Man in the group and should another gain power equal to his, a struggle for supremacy will occur. Vermin Men almost constantly struggle &lt;br /&gt;
for supremacy and extremely illoyal and downright treacherous. A Vermin Swarm (a Vermin Man gang) must include one Vermin Lord. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  4  3 4 3 1 5 1  7 &lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; The Vermin Lord may be armed with weapon from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables:&#039;&#039;&#039; Agility, Combat, Ferocity, Shooting, Stealth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; A Vermin Lord has the special abilities of a normal Gang Leader (see Necromunda Rulebook). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;0-2 Vermin Guards&#039;&#039;&#039;===&lt;br /&gt;
Cost: 60&lt;br /&gt;
 &lt;br /&gt;
The Vermin Guards are the Vermin Lord&#039;s personal bodyguards. They are handpicked by the Vermin Lord and equipped with the best weapons in the gang. In combat they stay close to Vermin Lord and shoot down any who threaten him. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 4 1  6 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Vermin Guards may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables:&#039;&#039;&#039; Agility, Combat, Muscle, Shooting &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Vermin Guards may not end their move more than 6&amp;quot; away from the Vermin Lord, except when he is out of action. If they are further away at the start of their move, then they must move towards him, although not necessarily in a straight line (use common sense: they may exploit cover and such, but may simply ignore the Vermin Lord). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grey Vermin&#039;&#039;&#039;===&lt;br /&gt;
Cost: 160 &lt;br /&gt;
&lt;br /&gt;
Grey Vermin are perhaps the most dangerous of all Vermin Men. They have psychic abilities and are more vicious and skilled than ordinary Vermin Men. Grey Vermin look like almost like ordinary Vermin Men, except for their grey fur and the horns protuding from their bestial heads. &lt;br /&gt;
The powers of Grey Vermin are reminiscent of the minor powers used by most Wyrds, but they also have other insidous powers which aiding the Swarm in &lt;br /&gt;
their quest for corruption and destruction of humanity. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 5 1  8 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Grey Vermin may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables&#039;&#039;&#039;: Agility, Combat, Ferocity, Stealth &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; For some reason Grey Vermin never become actively involved in the power struggles that dominate daily life in the Vermin Swarm, and prefer to play out the Vermin Men against each other. As a result Grey Vermin never issue leadership challenges to the Vermin Leader. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; Grey Vermin have two minor powers from the Wyrd Minor Power Table and the following psyhic abilities: The Vermin Ritual and Madness. A Leadership test is required to use all the powers, except The Vermin Ritual. A &lt;br /&gt;
Grey Vermin never rolls on the Perils of the Warp Table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vermin Ritual:&#039;&#039;&#039; A model who is taken prisoner by the Vermin Swarm may be subjected to the Vermin Ritual if a Grey Vermin is present in the gang. Roll 2D6 and add the Grey Vermin&#039;s Leadership. If the result is higher than the captured &lt;br /&gt;
models Leadership plus 2D6, the captured model becomes a Vermin Man. He is now a normal Vermin Man and has none of his previous skills or characteristics. The model&#039;s gang may attempt a Rescue before this Ritual is undertaken. Other Vermin &lt;br /&gt;
Men, Beastmen, Pit Slaves (due to their half-mechanical nature) and Scavy Mutants are immune to this ritual. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Madness:&#039;&#039;&#039; The psychic powers of the Grey Vermin allow it induce Madness into the minds of unwary enemies. Once per enemy turn, at any time during the turn, the Grey Vermin may assault the mind of any one enemy model within 8&amp;quot;. The enemy &lt;br /&gt;
models must make an immediate Leadership test. A failed test indicates that the model is affected by the mental powers of the Vermin Man. The player of such a model must roll a D6. On a roll of 1-2 he may do nothing for the rest of the turn, on a roll of 3-4 he charges the nearest model (friendly or otherwise) and on a roll of 5-6 the Vermin player may move him as he sees fit. This may lead to the model falling down buildings and entering dangerous terrain, but may not lead to the model charging a friendly model. The effects subside at the beginning of the Vermin turn. A Wyrd affected by this power must roll on the Perils of the Warp Table due to his absolute lack of resistance against the powers of the Warp. If a Wyrd succesfully makes his Leadership test and the roll is 2 or 3, the Wyrd manages to backfire the power on the Grey Vermin. For the rest of this turn and during the next Vermin turn the Grey Vermin is affected by Madness himself. Do not roll on the Perils of the Warp table, however. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Vermin Men&#039;&#039;&#039;===&lt;br /&gt;
Cost: 45 credits. &lt;br /&gt;
&lt;br /&gt;
Vermin Men comprise the majority of the Swarm. They are normal (if such a thing can be said about evil, mutated rat-men) Vermin Men and use large numbers to overcome their natural sense of self-preservation (read: born cowards!). &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 4 1  5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Vermin Men may be armed with weapon from the following lists: Close-Combat, Firearms and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tables:&#039;&#039;&#039; Agility, Combat, Stealth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; A Vermin Swarm must include at least 3 Vermin Men. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Vermin Scum&#039;&#039;&#039;===&lt;br /&gt;
Cost: 15 credits. &lt;br /&gt;
&lt;br /&gt;
Vermin Scum are the most lowly and weak individuals in the Vermin Swarm. They are unskilled and cowardly, and are only allowed to wield the most primitive weaponry. In spite of their lack of fighting skills, they can be deadly in large groups, and often try to overwhelm the enemy with superior numbers. A large number of Vermin Lords also use the Vermin Scum as a live shield to screen the more valuable members (especially the Vermin Lord himself!) of the Swarm from enemy fire. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  2  2 3 3 1 4 1  4 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Vermin Scum may be armed with weapon from the following lists: Scum. &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Skill Tables:&#039;&#039;&#039; Agility, Stealth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Vermin Scum may comprise no more than half the total number of Swarm members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;==Vermin Swarm Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Close-Combat&#039;&#039;&#039;== &lt;br /&gt;
&lt;br /&gt;
 Chain/flail........................................10 credits &lt;br /&gt;
 Club/maul..........................................10 credits &lt;br /&gt;
 Knife....................................................free &lt;br /&gt;
 Massive axe/club/sword.............................10 credits &lt;br /&gt;
 Shredder claws (pair)..............................15 credits (see new weapons) &lt;br /&gt;
 Sword..............................................10 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Firearms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
 Autopistol.........................................15 credits &lt;br /&gt;
 Blunderbuss/Scatter gun.............................8 credits &lt;br /&gt;
 Hand bow............................................5 credits &lt;br /&gt;
 Musket..............................................6 credits &lt;br /&gt;
 Shotgun w. scatter &amp;amp; manstopper....................20 credits &lt;br /&gt;
 Stub gun.......................................... 10 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grenades/Shells&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
 Frag grenades......................................30 credits &lt;br /&gt;
 Tox bombs..........................................20 credits &lt;br /&gt;
 Bolt shells....................... ................15 credits &lt;br /&gt;
 Hotshot shells......................................5 credits &lt;br /&gt;
 Man-stopper shells..................................5 credits &lt;br /&gt;
 Dum-dum bullets.....................................5 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Scum&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
 Club/maul..........................................10 credits &lt;br /&gt;
 Knife....................................................free &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
 Autogun............................................20 credits &lt;br /&gt;
 Lasgun.............................................25 credits &lt;br /&gt;
 Laspistol..........................................15 credits &lt;br /&gt;
 Plasma Pistol......................................25 credits&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Authors notes&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One thing I do when I run out of ideas for new stuff for my page, or can&#039;t seem to come up with a decent idea for a role-playing scenario, is to take a ride on my bike (bicycle that is, as unfortunately I haven&#039;t got the money to pay for a motorcycle). Last time I went for a ride, I started thinking about different kinds of underhive mutants. There were scavvy mutants, scallies and not much else. Hmm, I thought, there must be other stable mutant strains like the scallies. Hybrids between men and beasts surely exist. Oh, yeah, the beastmen who lead chaos cult. No, they aren&#039;t really that stable a strain. How about vermin men, then. The underhive is full of vermin, like insects and rats and...Wait! Did I say RATS! Like in ratmen! Like in SKAVEN! Like in UNDERHIVE SKAVEN! And that was how the idea of Vermin Men was born. At first I wanted to make them hired guns for Scavvies, Chaos Cults and maybe even Ratskins. But then again, why not let them have fullblown gang status. Those pesky ska..ehm..Vermin &lt;br /&gt;
Men are probably too anti-social and xenophobic to want to ally with anyone else. So here they are, the Vermin Men:&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vermin_Swarm_Gang&amp;diff=104028</id>
		<title>Vermin Swarm Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vermin_Swarm_Gang&amp;diff=104028"/>
		<updated>2009-02-25T21:23:19Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author - MIA (if you know who crafted this baby please add) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing I do when I run out of ideas for new stuff for my page, or can&#039;t seem to come up with a decent idea for a role-playing scenario, is to take a ride on my bike (bicycle that is, as unfortunately I haven&#039;t got the money to pay for a motorcycle). Last time I went for a ride, I started thinking about different kinds of underhive mutants. There were scavvy mutants, scallies and not much else. Hmm, I thought, there must be other stable mutant strains like the scallies. Hybrids between men and beasts surely exist. Oh, yeah, the beastmen who lead chaos cult. No, they aren&#039;t really that stable a strain. How about vermin men, then. The underhive is full of vermin, like insects and rats and...Wait! Did I say RATS! Like in ratmen! Like in SKAVEN! Like in UNDERHIVE SKAVEN! And that was how the idea of Vermin Men was born. At first I wanted to make them hired guns for Scavvies, Chaos Cults and maybe even Ratskins. But then again, why not let them have fullblown gang status. Those pesky ska..ehm..Vermin &lt;br /&gt;
Men are probably too anti-social and xenophobic to want to ally with anyone else. So here they are, the Vermin Men: &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Background&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
In the hellish pits of the Underhive, where noxious gases fill the air and lakes of pollutant waste cover the ground, mutants are abundant. Among these are Scavvies, pitious creatures who were once men, but mutated so heavily that they were no longer welcome in the settled areas of the Underhive. But there are also other mutants in the Underhive, some of which are of a far more devious nature. The savage Beastmen lead Chaos Cults in raids on settlements and outholes, sometimes even managing to conquer and plunder entire domes, before being killed by the zealous Redemptionists. And in the darkest, most inhospitable regions of the Underhive live the Scallies, strange lizardmen who tower above normal men, and of whom little is known. Another, much feared mutant race are the Vermin Men. &lt;br /&gt;
&lt;br /&gt;
The Vermin Men resemble upright walking rats the size of men. Whether they are mutated men or rats is unknown, for they have characteristics from both. They roam the Underhive pillaging and plundering, scavengers like their brothers, the rats. But they also speak their own chittering tongue and build crude firearms, leaving no doubt as to their intelligent nature. &lt;br /&gt;
&lt;br /&gt;
Ancient Ratskin Legends tell of dark spirits, hive spirits who were corrupted by terrible otherwordly beings, and who are now bent upon the destruction of all that is. These dark spirits seek only to bring about the downfall of what is and create something new, which is then to be destroyed. The Vermin Men, the ratskins claim, are possessed by these dark spirits and will continue to exist as long their are still things to be destroyed. The truth behind these legends, some speculate, may be that the Vermin Men were once Ratskins but have corrupted by the Chaos God Tzeentch. If word of this reached the Inquistion, Necromunda Prime might very well face Exterminatus. &lt;br /&gt;
&lt;br /&gt;
The Redemptionists see the Vermin Men as the epitome of corruption, the eventual fate of mankind if drastic measures are not taken. For this reason, Redemptionists hate Vermin Men even more than the Scavvies, who are nothing more than weak, corrupt fools in the eyes of the Redemption.Whatever the Vermin Men really are, one thing is certain: they are not here for the benefit of man. (The Vermin Swarms have come to corrupt and destroy)&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
==&#039;&#039;&#039;Vermin Swarm Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Please note that because these rules haven&#039;t been playtested yet, they might change soon. Also, feel free to comment. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outlanders:&#039;&#039;&#039; A Vermin Swarm is an Outlander gang, as described in the Outlanders Rulebook. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Struggle&#039;&#039;&#039;: In a Vermin Swarm there will constantly be a struggle for supremacy over the swarm. Vermin Men are notorious for being treacherous and all seem suffer megalomania, and have no compunctions about killing fellow swarm members to gain power. Therefore, after each and every battle there will be a Leadership Dispute. The Vermin Lord will be challenged by the Vermin Man with the highest Ld (any ties are resolved by a dice roll). Any results that would prevent a Vermin Man or Lord from challenging the lord at a later time are ignored, as Vermin Men cannot experience loyalty. Vermin Guards will never challenge the Vermin Lord, as they are fanatically loyal to whoever is Lord at the time (they are rather quick to shift loyalties, however). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underhive Natives:&#039;&#039;&#039; The Vermin Men have existed for longer than anyone cares to remember and have over the years become attuned to the Underhive environment. As a result, they are never affected by rolls on the Hazard table, and they may &lt;br /&gt;
modify the roll on the Scenario Table by up to 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Despised&#039;&#039;&#039;: Vermin Men are despised and feared by all inhabitants of the Underhive. Even hired guns will not associate with Vermin Men. Vermin Men may not hire hired guns. They may trade at the Outlaw Trading Post, but rather than shopping at the local Outlaw haven, this represents individual Outlaw Traders and bribed Guilders selling guns and gear to the Swarm. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giant Rat Allies:&#039;&#039;&#039; Vermin Swarms are always accompanied by huge swarms of rats. Sometimes they will also have Giant Rats accompanying them into battle. Before the Vermin Swarm deploys roll a D3 to determine the number of Giant Rats the Swarm has at its disposal this battle. At the beginning of each Vermin turn roll a D6. On a roll of 6 a Giant Rat appears anywhere on the battlefield, but not closer than 6&amp;quot; to an enemy model. This Giant Rat may immediately be used by the Vermin player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zombie Plague Immunity:&#039;&#039;&#039; The dark power which created the Vermin Men also protects it from the Zombie Plague. Therefore, Vermin Men are immune to the Zombie Plague and never need to roll on the Zombie Plague Table. (But they do carry it?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unreliable Weapons:&#039;&#039;&#039; Vermin Men lack the patience to keep their weapons in top condition, and often spend lots of ammunition shooting at the air (or other vermin men!) outside of battles. Therefore, an ammo roll made by a member of a &lt;br /&gt;
Vermin Swarm must be made on a roll of 1 or 6. This also applies to weapons captured from enemy gangers, as they are not looked after and soon look like the rest of the weapons in the swarm. Should another gang capture weapons from the &lt;br /&gt;
Vermin Swarm, they will be fixed by the gang&#039;s heavies and inventors, and function like normal weapons. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Vermin Swarm Gang List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1 Vermin Lord Cost:&#039;&#039;&#039;=== 120 credits&lt;br /&gt;
&lt;br /&gt;
The Vermin Lord is the leader of a group of Vermin Men. He is the largest and most powerful Vermin Man in the group and should another gain power equal to his, a struggle for supremacy will occur. Vermin Men almost constantly struggle &lt;br /&gt;
for supremacy and extremely illoyal and downright treacherous. A Vermin Swarm (a Vermin Man gang) must include one Vermin Lord. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  4  3 4 3 1 5 1  7 &lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
Weapons: The Vermin Lord may be armed with weapon from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
Skill Tables: Agility, Combat, Ferocity, Shooting, Stealth. &lt;br /&gt;
&lt;br /&gt;
Special: A Vermin Lord has the special abilities of a normal Gang Leader (see Necromunda Rulebook). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0-2 Vermin Guards Cost: 60&lt;br /&gt;
 &lt;br /&gt;
The Vermin Guards are the Vermin Lord&#039;s personal bodyguards. They are handpicked by the Vermin Lord and equipped with the best weapons in the gang. In combat they stay close to Vermin Lord and shoot down any who threaten him. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 4 1  6 &lt;br /&gt;
&lt;br /&gt;
Weapons: Vermin Guards may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
Skill Tables: Agility, Combat, Muscle, Shooting &lt;br /&gt;
&lt;br /&gt;
Special: Vermin Guards may not end their move more than 6&amp;quot; away from the Vermin Lord, except when he is out of action. If they are further away at the start of their move, then they must move towards him, although not necessarily in a straight line (use common sense: they may exploit cover and such, but may simply ignore the Vermin Lord). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grey Vermin Cost: 160 &lt;br /&gt;
&lt;br /&gt;
Grey Vermin are perhaps the most dangerous of all Vermin Men. They have psychic abilities and are more vicious and skilled than ordinary Vermin Men. Grey Vermin look like almost like ordinary Vermin Men, except for their grey fur and the horns protuding from their bestial heads. &lt;br /&gt;
The powers of Grey Vermin are reminiscent of the minor powers used by most Wyrds, but they also have other insidous powers which aiding the Swarm in &lt;br /&gt;
their quest for corruption and destruction of humanity. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 5 1  8 &lt;br /&gt;
&lt;br /&gt;
Weapons: Grey Vermin may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
Skill Tables: Agility, Combat, Ferocity, Stealth &lt;br /&gt;
&lt;br /&gt;
Special: For some reason Grey Vermin never become actively involved in the power struggles that dominate daily life in the Vermin Swarm, and prefer to play out the Vermin Men against each other. As a result Grey Vermin never issue leadership challenges to the Vermin Leader. &lt;br /&gt;
&lt;br /&gt;
Psychic Powers: Grey Vermin have two minor powers from the Wyrd Minor Power Table and the following psyhic abilities: The Vermin Ritual and Madness. A Leadership test is required to use all the powers, except The Vermin Ritual. A &lt;br /&gt;
Grey Vermin never rolls on the Perils of the Warp Table. &lt;br /&gt;
&lt;br /&gt;
The Vermin Ritual: A model who is taken prisoner by the Vermin Swarm may be subjected to the Vermin Ritual if a Grey Vermin is present in the gang. Roll 2D6 and add the Grey Vermin&#039;s Leadership. If the result is higher than the captured &lt;br /&gt;
models Leadership plus 2D6, the captured model becomes a Vermin Man. He is now a normal Vermin Man and has none of his previous skills or characteristics. The model&#039;s gang may attempt a Rescue before this Ritual is undertaken. Other Vermin &lt;br /&gt;
Men, Beastmen, Pit Slaves (due to their half-mechanical nature) and Scavy Mutants are immune to this ritual. &lt;br /&gt;
&lt;br /&gt;
Madness: The psychic powers of the Grey Vermin allow it induce Madness into the minds of unwary enemies. Once per enemy turn, at any time during the turn, the Grey Vermin may assault the mind of any one enemy model within 8&amp;quot;. The enemy &lt;br /&gt;
models must make an immediate Leadership test. A failed test indicates that the model is affected by the mental powers of the Vermin Man. The player of such a model must roll a D6. On a roll of 1-2 he may do nothing for the rest of the turn, on a roll of 3-4 he charges the nearest model (friendly or otherwise) and on a roll of 5-6 the Vermin player may move him as he sees fit. This may lead to the model falling down buildings and entering dangerous terrain, but may not lead to the model charging a friendly model. The effects subside at the beginning of the Vermin turn. A Wyrd affected by this power must roll on the Perils of the Warp Table due to his absolute lack of resistance against the powers of the Warp. If a Wyrd succesfully makes his Leadership test and the roll is 2 or 3, the Wyrd manages to backfire the power on the Grey Vermin. For the rest of this turn and during the next Vermin turn the Grey Vermin is affected by Madness himself. Do not roll on the Perils of the Warp table, however. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Men Cost: 45 credits. &lt;br /&gt;
&lt;br /&gt;
Vermin Men comprise the majority of the Swarm. They are normal (if such a thing can be said about evil, mutated rat-men) Vermin Men and use large numbers to overcome their natural sense of self-preservation (read: born cowards!). &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 4 1  5 &lt;br /&gt;
&lt;br /&gt;
Weapons: Vermin Men may be armed with weapon from the following lists: Close-Combat, Firearms and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
Skill Tables: Agility, Combat, Stealth. &lt;br /&gt;
&lt;br /&gt;
Special: A Vermin Swarm must include at least 3 Vermin Men. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Scum  Cost: 15 credits. &lt;br /&gt;
&lt;br /&gt;
Vermin Scum are the most lowly and weak individuals in the Vermin Swarm. They are unskilled and cowardly, and are only allowed to wield the most primitive weaponry. In spite of their lack of fighting skills, they can be deadly in large groups, and often try to overwhelm the enemy with superior numbers. A large number of Vermin Lords also use the Vermin Scum as a live shield to screen the more valuable members (especially the Vermin Lord himself!) of the Swarm from enemy fire. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  2  2 3 3 1 4 1  4 &lt;br /&gt;
&lt;br /&gt;
Weapons: Vermin Scum may be armed with weapon from the following lists: Scum. &lt;br /&gt;
&lt;br /&gt;
Skill Tables: Agility, Stealth. &lt;br /&gt;
&lt;br /&gt;
Special: Vermin Scum may comprise no more than half the total number of Swarm members. &lt;br /&gt;
Vermin Swarm Weapon List&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Close-Combat &lt;br /&gt;
&lt;br /&gt;
 Chain/flail........................................10 credits &lt;br /&gt;
 Club/maul..........................................10 credits &lt;br /&gt;
 Knife....................................................free &lt;br /&gt;
 Massive axe/club/sword.............................10 credits &lt;br /&gt;
 Shredder claws (pair)..............................15 credits (see new weapons) &lt;br /&gt;
 Sword..............................................10 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Firearms &lt;br /&gt;
&lt;br /&gt;
 Autopistol.........................................15 credits &lt;br /&gt;
 Blunderbuss/Scatter gun.............................8 credits &lt;br /&gt;
 Hand bow............................................5 credits &lt;br /&gt;
 Musket..............................................6 credits &lt;br /&gt;
 Shotgun w. scatter &amp;amp; manstopper....................20 credits &lt;br /&gt;
 Stub gun.......................................... 10 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grenades/Shells &lt;br /&gt;
&lt;br /&gt;
 Frag grenades......................................30 credits &lt;br /&gt;
 Tox bombs..........................................20 credits &lt;br /&gt;
 Bolt shells....................... ................15 credits &lt;br /&gt;
 Hotshot shells......................................5 credits &lt;br /&gt;
 Man-stopper shells..................................5 credits &lt;br /&gt;
 Dum-dum bullets.....................................5 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum &lt;br /&gt;
&lt;br /&gt;
 Club/maul..........................................10 credits &lt;br /&gt;
 Knife....................................................free &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special &lt;br /&gt;
&lt;br /&gt;
 Autogun............................................20 credits &lt;br /&gt;
 Lasgun.............................................25 credits &lt;br /&gt;
 Laspistol..........................................15 credits &lt;br /&gt;
 Plasma Pistol......................................25 credits&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vermin_Swarm_Gang&amp;diff=104024</id>
		<title>Vermin Swarm Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vermin_Swarm_Gang&amp;diff=104024"/>
		<updated>2009-02-25T21:19:14Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: cut/paste/space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author - MIA (if you know who crafted this baby please add) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing I do when I run out of ideas for new stuff for my page, or can&#039;t seem to come up with a decent idea for a role-playing scenario, is to take a ride on my bike (bicycle that is, as unfortunately I haven&#039;t got the money to pay for a motorcycle). Last time I went for a ride, I started thinking about different kinds of underhive mutants. There were scavvy mutants, scallies and not much else. Hmm, I thought, there must be other stable mutant strains like the scallies. Hybrids between men and beasts surely exist. Oh, yeah, the beastmen who lead chaos cult. No, they aren&#039;t really that stable a strain. How about vermin men, then. The underhive is full of vermin, like insects and rats and...Wait! Did I say RATS! Like in ratmen! Like in SKAVEN! Like in UNDERHIVE SKAVEN! And that was how the idea of Vermin Men was born. At first I wanted to make them hired guns for Scavvies, Chaos Cults and maybe even Ratskins. But then again, why not let them have fullblown gang status. Those pesky ska..ehm..Vermin &lt;br /&gt;
Men are probably too anti-social and xenophobic to want to ally with anyone else. So here they are, the Vermin Men: &lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
In the hellish pits of the Underhive, where noxious gases fill the air and lakes of pollutant waste cover the ground, mutants are abundant. Among these are Scavvies, pitious creatures who were once men, but mutated so heavily that they were no longer welcome in the settled areas of the Underhive. But there are also other mutants in the Underhive, some of which are of a far more devious nature. The savage Beastmen lead Chaos Cults in raids on settlements and outholes, sometimes even managing to conquer and plunder entire domes, before being killed by the zealous Redemptionists. And in the darkest, most inhospitable regions of the Underhive live the Scallies, strange lizardmen who tower above normal men, and of whom little is known. Another, much feared mutant race are the Vermin Men. &lt;br /&gt;
&lt;br /&gt;
The Vermin Men resemble upright walking rats the size of men. Whether they are mutated men or rats is unknown, for they have characteristics from both. They roam the Underhive pillaging and plundering, scavengers like their brothers, the rats. But they also speak their own chittering tongue and build crude firearms, leaving no doubt as to their intelligent nature. &lt;br /&gt;
&lt;br /&gt;
Ancient Ratskin Legends tell of dark spirits, hive spirits who were corrupted by terrible otherwordly beings, and who are now bent upon the destruction of all that is. These dark spirits seek only to bring about the downfall of what is and create something new, which is then to be destroyed. The Vermin Men, the ratskins claim, are possessed by these dark spirits and will continue to exist as long their are still things to be destroyed. The truth behind these legends, some speculate, may be that the Vermin Men were once Ratskins but have corrupted by the Chaos God Tzeentch. If word of this reached the Inquistion, Necromunda Prime might very well face Exterminatus. &lt;br /&gt;
&lt;br /&gt;
The Redemptionists see the Vermin Men as the epitome of corruption, the eventual fate of mankind if drastic measures are not taken. For this reason, Redemptionists hate Vermin Men even more than the Scavvies, who are nothing more than weak, corrupt fools in the eyes of the Redemption. &lt;br /&gt;
&lt;br /&gt;
Whatever the Vermin Men really are, one thing is certain: they are not here for the benefit of man. The Vermin Swarms have come to corrupt and destroy. &lt;br /&gt;
  &lt;br /&gt;
Vermin Swarm Rules&lt;br /&gt;
&lt;br /&gt;
Please note that because these rules haven&#039;t been playtested yet, they might change soon. Also, feel free to comment. &lt;br /&gt;
&lt;br /&gt;
Outlanders: A Vermin Swarm is an Outlander gang, as described in the Outlanders Rulebook. &lt;br /&gt;
&lt;br /&gt;
Power Struggle: In a Vermin Swarm there will constantly be a struggle for supremacy over the swarm. Vermin Men are notorious for being treacherous and all seem suffer megalomania, and have no compunctions about killing fellow swarm members to gain power. Therefore, after each and every battle there will be a Leadership Dispute. The Vermin Lord will be challenged by the Vermin Man with the highest Ld (any ties are resolved by a dice roll). Any results that would prevent a Vermin Man or Lord from challenging the lord at a later time are ignored, as Vermin Men cannot experience loyalty. Vermin Guards will never challenge the Vermin Lord, as they are fanatically loyal to whoever is Lord at the time (they are rather quick to shift loyalties, however). &lt;br /&gt;
&lt;br /&gt;
Underhive Natives: The Vermin Men have existed for longer than anyone cares to remember and have over the years become attuned to the Underhive environment. As a result, they are never affected by rolls on the Hazard table, and they may &lt;br /&gt;
modify the roll on the Scenario Table by up to 2. &lt;br /&gt;
&lt;br /&gt;
Despised: Vermin Men are despised and feared by all inhabitants of the Underhive. Even hired guns will not associate with Vermin Men. Vermin Men may not hire hired guns. They may trade at the Outlaw Trading Post, but rather than shopping at the local Outlaw haven, this represents individual Outlaw Traders and bribed Guilders selling guns and gear to the Swarm. &lt;br /&gt;
&lt;br /&gt;
Giant Rat Allies: Vermin Swarms are always accompanied by huge swarms of rats. Sometimes they will also have Giant Rats accompanying them into battle. Before the Vermin Swarm deploys roll a D3 to determine the number of Giant Rats the Swarm has at its disposal this battle. At the beginning of each Vermin turn roll a D6. On a roll of 6 a Giant Rat appears anywhere on the battlefield, but not closer than 6&amp;quot; to an enemy model. This Giant Rat may immediately be used by the Vermin player. &lt;br /&gt;
&lt;br /&gt;
Zombie Plague Immunity: The dark power which created the Vermin Men also protects it from the Zombie Plague. Therefore, Vermin Men are immune to the Zombie Plague and never need to roll on the Zombie Plague Table. (But they do carry it?)&lt;br /&gt;
&lt;br /&gt;
Unreliable Weapons: Vermin Men lack the patience to keep their weapons in top condition, and often spend lots of ammunition shooting at the air (or other vermin men!) outside of battles. Therefore, an ammo roll made by a member of a &lt;br /&gt;
Vermin Swarm must be made on a roll of 1 or 6. This also applies to weapons captured from enemy gangers, as they are not looked after and soon look like the rest of the weapons in the swarm. Should another gang capture weapons from the &lt;br /&gt;
Vermin Swarm, they will be fixed by the gang&#039;s heavies and inventors, and function like normal weapons. &lt;br /&gt;
  &lt;br /&gt;
Vermin Swarm Gang List&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 Vermin Lord Cost: 120 credits&lt;br /&gt;
&lt;br /&gt;
The Vermin Lord is the leader of a group of Vermin Men. He is the largest and most powerful Vermin Man in the group and should another gain power equal to his, a struggle for supremacy will occur. Vermin Men almost constantly struggle &lt;br /&gt;
for supremacy and extremely illoyal and downright treacherous. A Vermin Swarm (a Vermin Man gang) must include one Vermin Lord. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  4  3 4 3 1 5 1  7 &lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
Weapons: The Vermin Lord may be armed with weapon from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
Skill Tables: Agility, Combat, Ferocity, Shooting, Stealth. &lt;br /&gt;
&lt;br /&gt;
Special: A Vermin Lord has the special abilities of a normal Gang Leader (see Necromunda Rulebook). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0-2 Vermin Guards Cost: 60&lt;br /&gt;
 &lt;br /&gt;
The Vermin Guards are the Vermin Lord&#039;s personal bodyguards. They are handpicked by the Vermin Lord and equipped with the best weapons in the gang. In combat they stay close to Vermin Lord and shoot down any who threaten him. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 4 1  6 &lt;br /&gt;
&lt;br /&gt;
Weapons: Vermin Guards may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
Skill Tables: Agility, Combat, Muscle, Shooting &lt;br /&gt;
&lt;br /&gt;
Special: Vermin Guards may not end their move more than 6&amp;quot; away from the Vermin Lord, except when he is out of action. If they are further away at the start of their move, then they must move towards him, although not necessarily in a straight line (use common sense: they may exploit cover and such, but may simply ignore the Vermin Lord). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grey Vermin Cost: 160 &lt;br /&gt;
&lt;br /&gt;
Grey Vermin are perhaps the most dangerous of all Vermin Men. They have psychic abilities and are more vicious and skilled than ordinary Vermin Men. Grey Vermin look like almost like ordinary Vermin Men, except for their grey fur and the horns protuding from their bestial heads. &lt;br /&gt;
The powers of Grey Vermin are reminiscent of the minor powers used by most Wyrds, but they also have other insidous powers which aiding the Swarm in &lt;br /&gt;
their quest for corruption and destruction of humanity. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 5 1  8 &lt;br /&gt;
&lt;br /&gt;
Weapons: Grey Vermin may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
Skill Tables: Agility, Combat, Ferocity, Stealth &lt;br /&gt;
&lt;br /&gt;
Special: For some reason Grey Vermin never become actively involved in the power struggles that dominate daily life in the Vermin Swarm, and prefer to play out the Vermin Men against each other. As a result Grey Vermin never issue leadership challenges to the Vermin Leader. &lt;br /&gt;
&lt;br /&gt;
Psychic Powers: Grey Vermin have two minor powers from the Wyrd Minor Power Table and the following psyhic abilities: The Vermin Ritual and Madness. A Leadership test is required to use all the powers, except The Vermin Ritual. A &lt;br /&gt;
Grey Vermin never rolls on the Perils of the Warp Table. &lt;br /&gt;
&lt;br /&gt;
The Vermin Ritual: A model who is taken prisoner by the Vermin Swarm may be subjected to the Vermin Ritual if a Grey Vermin is present in the gang. Roll 2D6 and add the Grey Vermin&#039;s Leadership. If the result is higher than the captured &lt;br /&gt;
models Leadership plus 2D6, the captured model becomes a Vermin Man. He is now a normal Vermin Man and has none of his previous skills or characteristics. The model&#039;s gang may attempt a Rescue before this Ritual is undertaken. Other Vermin &lt;br /&gt;
Men, Beastmen, Pit Slaves (due to their half-mechanical nature) and Scavy Mutants are immune to this ritual. &lt;br /&gt;
&lt;br /&gt;
Madness: The psychic powers of the Grey Vermin allow it induce Madness into the minds of unwary enemies. Once per enemy turn, at any time during the turn, the Grey Vermin may assault the mind of any one enemy model within 8&amp;quot;. The enemy &lt;br /&gt;
models must make an immediate Leadership test. A failed test indicates that the model is affected by the mental powers of the Vermin Man. The player of such a model must roll a D6. On a roll of 1-2 he may do nothing for the rest of the turn, on a roll of 3-4 he charges the nearest model (friendly or otherwise) and on a roll of 5-6 the Vermin player may move him as he sees fit. This may lead to the model falling down buildings and entering dangerous terrain, but may not lead to the model charging a friendly model. The effects subside at the beginning of the Vermin turn. A Wyrd affected by this power must roll on the Perils of the Warp Table due to his absolute lack of resistance against the powers of the Warp. If a Wyrd succesfully makes his Leadership test and the roll is 2 or 3, the Wyrd manages to backfire the power on the Grey Vermin. For the rest of this turn and during the next Vermin turn the Grey Vermin is affected by Madness himself. Do not roll on the Perils of the Warp table, however. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Men Cost: 45 credits. &lt;br /&gt;
&lt;br /&gt;
Vermin Men comprise the majority of the Swarm. They are normal (if such a thing can be said about evil, mutated rat-men) Vermin Men and use large numbers to overcome their natural sense of self-preservation (read: born cowards!). &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  3  3 3 3 1 4 1  5 &lt;br /&gt;
&lt;br /&gt;
Weapons: Vermin Men may be armed with weapon from the following lists: Close-Combat, Firearms and Grenades/Shells. &lt;br /&gt;
&lt;br /&gt;
Skill Tables: Agility, Combat, Stealth. &lt;br /&gt;
&lt;br /&gt;
Special: A Vermin Swarm must include at least 3 Vermin Men. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Scum  Cost: 15 credits. &lt;br /&gt;
&lt;br /&gt;
Vermin Scum are the most lowly and weak individuals in the Vermin Swarm. They are unskilled and cowardly, and are only allowed to wield the most primitive weaponry. In spite of their lack of fighting skills, they can be deadly in large groups, and often try to overwhelm the enemy with superior numbers. A large number of Vermin Lords also use the Vermin Scum as a live shield to screen the more valuable members (especially the Vermin Lord himself!) of the Swarm from enemy fire. &lt;br /&gt;
&lt;br /&gt;
 M WS BS S T W I A Ld &lt;br /&gt;
 5  2  2 3 3 1 4 1  4 &lt;br /&gt;
&lt;br /&gt;
Weapons: Vermin Scum may be armed with weapon from the following lists: Scum. &lt;br /&gt;
&lt;br /&gt;
Skill Tables: Agility, Stealth. &lt;br /&gt;
&lt;br /&gt;
Special: Vermin Scum may comprise no more than half the total number of Swarm members. &lt;br /&gt;
Vermin Swarm Weapon List&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Close-Combat &lt;br /&gt;
&lt;br /&gt;
 Chain/flail........................................10 credits &lt;br /&gt;
 Club/maul..........................................10 credits &lt;br /&gt;
 Knife....................................................free &lt;br /&gt;
 Massive axe/club/sword.............................10 credits &lt;br /&gt;
 Shredder claws (pair)..............................15 credits (see new weapons) &lt;br /&gt;
 Sword..............................................10 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Firearms &lt;br /&gt;
&lt;br /&gt;
 Autopistol.........................................15 credits &lt;br /&gt;
 Blunderbuss/Scatter gun.............................8 credits &lt;br /&gt;
 Hand bow............................................5 credits &lt;br /&gt;
 Musket..............................................6 credits &lt;br /&gt;
 Shotgun w. scatter &amp;amp; manstopper....................20 credits &lt;br /&gt;
 Stub gun.......................................... 10 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grenades/Shells &lt;br /&gt;
&lt;br /&gt;
 Frag grenades......................................30 credits &lt;br /&gt;
 Tox bombs..........................................20 credits &lt;br /&gt;
 Bolt shells....................... ................15 credits &lt;br /&gt;
 Hotshot shells......................................5 credits &lt;br /&gt;
 Man-stopper shells..................................5 credits &lt;br /&gt;
 Dum-dum bullets.....................................5 credits &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum &lt;br /&gt;
&lt;br /&gt;
 Club/maul..........................................10 credits &lt;br /&gt;
 Knife....................................................free &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special &lt;br /&gt;
&lt;br /&gt;
 Autogun............................................20 credits &lt;br /&gt;
 Lasgun.............................................25 credits &lt;br /&gt;
 Laspistol..........................................15 credits &lt;br /&gt;
 Plasma Pistol......................................25 credits&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104022</id>
		<title>Enter the Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=104022"/>
		<updated>2009-02-25T21:11:17Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Homebrew Gangs&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;So what is Necromunda?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Only one of the best tabletop skirmish games set in the [http://www.games-workshop.com/gws/content/article.jsp?categoryId=cat1290027&amp;amp;aId=9300005 Warhammer 40k universe]. The game is based on the planet [[Necromunda]]. Necromunda is a industrial world covered in an endless dessert and punctuated by enormous spire like cities, called [[Hives]]. Deep in the bellies of these Hives are planets main population. Destined to never to the light of day or step foot on their planets surface; Most eek out an existence in the numerous factories and processing plants, while others band together in gangs in gain both power, respect and maybe even a shot at a better life. These are the gangs of [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some here are are a few of the wiki page suggestions for us to start working on:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Offical Gangs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
[[Cawdor]]&lt;br /&gt;
&lt;br /&gt;
[[Delaque]]&lt;br /&gt;
&lt;br /&gt;
[[Escher]]&lt;br /&gt;
&lt;br /&gt;
[[Goliath]]&lt;br /&gt;
&lt;br /&gt;
[[Orlocks]]&lt;br /&gt;
&lt;br /&gt;
[[Van Saar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Gangs&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Tired of playing the same old gangs every campaign? Wish so one would come up with some new gangs you can stomp around you home hive? Well hiver its your lucky day. In the Homebrew gang section you&#039;ll find every type of gang there is. From big hulking green skins to Tau occupied spires to well... you get the idea.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Grot Mob]] - They&#039;re small, they&#039;ve got a terrible aim and lets face it there just as likely to kill some with a squig as get eaten by one.&lt;br /&gt;
&lt;br /&gt;
[[Big Game Hunter]] - Spyre rigs aren&#039;t the only uphivers looking to bag a few of the hive denizens.&lt;br /&gt;
&lt;br /&gt;
[[Gang Concepts]] - This for any half baked ideas that still need a little time to proof.&lt;br /&gt;
&lt;br /&gt;
[[Undead Gangs]] - &amp;quot;Bring out your dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Vermin Swarm Gang]] - &amp;quot;Is that right packin?&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Scenarios&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Looking for something a little more exotic that you average gang figh&#039;&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Scenario Drawing Board]] - So you know what you want to do with your gangs but your not sure how to write out balanced scenario. Well, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Territories&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Theres a lot more territories out there than the standard GW vairants.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Territory Emporium]] - Every Territory you can think of, or atleast this is where they will be. List all completed territory ideas here please.&lt;br /&gt;
&lt;br /&gt;
[[Territory Ideas]] - Got an idea for a new territory but not to sure about the fluff or income? Throw it in here and lets see what we can come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Characters&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Gideon Feltch]] - The guy that knows a guy.&lt;br /&gt;
&lt;br /&gt;
[[Ozzie and TinMan]] - Ozzie is a Big Game Hunter with a passion for hive safari. While he tends to look down on the spoiled brats in their spyre rigs, he would dream of going on a hunt with a TinMan (basicly a tank on legs).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Homebrew Skills&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If you can imagine its probably already here. Whats that... its not? Then up a keyboard and show us what you got.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skill Emporium]] - Skills, skills and more skills. Got a skill we havent heard of throw in the here.&lt;br /&gt;
&lt;br /&gt;
[[Skill Ideas]] - From the practical to the downright mean. If you&#039;ve thought it up we want it here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Weapons&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If it whacks, booms, ticks or goes &amp;quot;Bruh-da-da-da-da&amp;quot; then it belongs here in the weapons list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Standard Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Alternate Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;House Rules&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Got something you want to contribute but it doesnt seem to fit anywhere above they why not post in to the general house rules or creat your own heading.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&#039;&#039;Know a great Necromunda website. Maybe you&#039;d like to see some of there content up here. Then why not post a link and fire them an email to let them know whats goin on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Necromunda Necromunda on Wikipedia] Necromunda on Wikipedia&lt;br /&gt;
* [http://easternfringe.com Eastern Fringe] Forum Favorite for all things Necromunda&lt;br /&gt;
* The [http://wiki.rpg.net/index.php/Necromunda_Confrontation Necromunda Confrontation] [[RPG.net]] Wikiproject&lt;br /&gt;
* [http://homepage.eircom.net/~thevault/warvault/necromunda/index.html] The Vault - New Gangs and more.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Necromunda_Bible&amp;diff=103642</id>
		<title>Necromunda Bible</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Necromunda_Bible&amp;diff=103642"/>
		<updated>2009-02-24T05:20:15Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Updates&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The legal bit (not my specialty but seems like everyone has to have one these days)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an OpenGamingResource intended to compile as many rules, scenarios, characters, ideas etc... based around [[Necromunda]] as possible. All information is supplied with intent to educate future and current gamers and is in no way meant to infringe upon any copyright or other legal BS that tends to get companies all worked up. The final work is intended to be a non-profit, personal use, archive for education reference. All content should be considered “works in progress” or just “ideas”. Please feel free to use adapt any of the rules given however you do so at your own risk. I am not responsible for any unbalanced gaming or legal repercussion.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Back Ground&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now we got that out of the way, here&#039;s the scoop. After searching though mounds of notes and dozens of links and archived websites I finally decided to bite the bullet and make a Necromunda Bible. Originally it was just intended to tidy up my office/HD and create a resource for future games. Then I thought to myself why note share what I got and see if there are any other gamers out there in the same position that would like to contribute. If we all chip in a scenario here and a character there then we could make the mother of all hobby gaming bibles. If all goes well we get an Uber universal reference book, maybe introduce a few more players to Necromunda, and dare I say it... get [http://ca.games-workshop.com/ Games-Workshop] to breathe some life back into a game that brought, and continues to bring, endless hours of entertainment to so many. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Join the Scrum or Watch from the Sidelines.&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
So if your up for a challenge and would like to be a part of something big then roll up your sleeves and jump in. We all have tons of this stuff just sitting in our HD or crammed in our notebooks. And if your like me you&#039;ve probably spent hours scouring the web for new content for your games, or more likely trying to find a lost article on an alternate gang. So dust off those minis breakout the house rules and help make put Necromunda back on the proverbial map. &lt;br /&gt;
&lt;br /&gt;
Failing that this is the just the mad ramblings of a old gamer trying to share his ideas as he tidies up his office. I&#039;ll do my best to keep this updated for as long as I&#039;m working on the project and as long as their is interest.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Conduct&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
This page is intended to be an [[OpenGamingResource]] so please keep that in mind when adding content. The idea is to collect information not remove it because we don&#039;t like someone else&#039;s idea for a gang. All criticism should remain positive and should include, where possible, suggestions to aid balancing of game play. Any suggestions with majority support should be included in the target gang posting under the subheading &amp;quot;suggestions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;[[Enter the Hive]]&#039;&#039;&#039;=&lt;br /&gt;
&#039;&#039;Click here to be taken to the main content pages.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Updates&#039;&#039;&#039;=&lt;br /&gt;
Finished the Grotz mob rules (25 Feb 09)&lt;br /&gt;
&lt;br /&gt;
Added cut/paste Undead Gang (25 Feb 09)&lt;br /&gt;
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Add link back comments on all pages&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=103641</id>
		<title>Undead Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=103641"/>
		<updated>2009-02-24T05:18:58Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Just a cut and paste at the mo I&#039;ll try to get at the formatting on Wednesday-ish.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
by Richard Irvine&lt;br /&gt;
&lt;br /&gt;
Undead Gangs are unusual. The most important thing to remember is they are not really gangs, just a collection of Skeletons raised by your local friendly Necromancer. Necromancers are loners, and while other Wyrds are happy to hire out their services, Necromancers prefer to work on their own. Of course, one Underhiver can&#039;t take the Hive by storm on his own, especially as Necromancers are pretty weedy themslves, preferring to study their dark art rather than tone their muscles. Therefore, Necromancers turn to raising the dead in order to get the help they need to go about their day to day business. Necromancers don&#039;t make themselves too conspicuous, as the Guilders hardly approve of their actions, and followers of the redemption would hang, draw and quarter them as readily as any other Mutant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OUTLANDERS&lt;br /&gt;
&lt;br /&gt;
Necromancers are Outlanders, but they do not always follow the general Outlaw rules due to their Gangs unusual nature. Special rules for income, trading and other areas covered by the Outlaw rules are covered later in this article. Necromancers may never pay off their outlaw status. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GANG RATING&lt;br /&gt;
&lt;br /&gt;
Although, as already mentioned, Undead Gangs are not standard in that the centre particularly around the Necromancer, Gang Ratings should obviously still be calculated in the standard way, for comparative and experience purposes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TERRITORY&lt;br /&gt;
&lt;br /&gt;
Undead &#039;gangs&#039; do not follow the usual outlaw territory or foraging rules. Instead, after every game roll a D6 to work out how the Necromancer has been making his money. Note that you do not have deduct any further amounts from this profit, it already counts the General Costs of living (unless he has hired an apprentice- see below). Skeletons don&#039;t cost much to feed, after all.&lt;br /&gt;
&lt;br /&gt;
1: SEARCHING FOR SCRAPS!: The Necromancer is reduced to scrabbling around in the dirt trying to find enough food to stay alive. He only makes D6 credits &lt;br /&gt;
profit. &lt;br /&gt;
&lt;br /&gt;
2: RUINS: The Necromancer finds ruins. He makes 10 credits profit. &lt;br /&gt;
&lt;br /&gt;
3: GRAVE ROBBING: The Necromancer, whilst searching for appropriate bones, picks up whatever items he feels may yield a profit. He makes D3x10 profit. In addition, he may have found something interesting buried. Roll a D6, on the roll of a 4 or 5 he uncovers a (common) basic weapon randomly determined &lt;br /&gt;
from the Basic Weapons list. On the roll of 6, he has uncovered a piece of Archeotech. Establish its type by rolling on the Archeotech table on page 56 of the Outlanders rulebook. &lt;br /&gt;
&lt;br /&gt;
4: HELP THE DOC: The Necromancer &#039;helps&#039; his local doc with his &#039;research&#039;. He makes D6x10 profit. &lt;br /&gt;
&lt;br /&gt;
5: AUTOPSY: The Necromancer visits the site of a recent gangfight. He strips the bodies of the deceased, making D3x10 profit. He also finds one randomly determined (common) pistol and one randomly determined (common) basic weapon. &lt;br /&gt;
&lt;br /&gt;
6: ARCHEOTECH HOARD: The Necromancer has discovered an Archeotech Hoard. He must milk it for all its worth before moving on. He makes 3D6x10 profit, as well as discovering 2 items randomly determined by rolling on the normal rade trade table. Apprentices: If the Necromancer has hired an apprentice, he must feed him. The Apprentice needs 3 credits per week to survive, which must be deducted from the Necromancer&#039;s profit. However, he makes D6 credits through foraging. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CAPTURE&lt;br /&gt;
&lt;br /&gt;
If Skeletons are captured, they automatically crumble to dust and bones. they therefore cannot be ransomed and cannot be sold on. Their equipment can be used by the capturing gang, however. If the Necromancer is captured, he gets one chance to orchestrate an escape effore, by animating the skeletons to come to his rescue. Play the &#039;Rescue&#039; scenario. If this attempt fails, the gang automatically crumbles in its entirity, and you must start again. Without a Necromancer, the gang will (literally) crumble. Apprentices use the normal rules for captured Gangers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOUNTY&lt;br /&gt;
&lt;br /&gt;
Necromancers are worth a bounty equal to their cost. The rest of their gang, however, is worthless financially. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEADERSHIP CHALLENGES&lt;br /&gt;
&lt;br /&gt;
There are no leadership challenges in Undead Gangs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HIRED GUNS&lt;br /&gt;
&lt;br /&gt;
Hired Guns will not work for Necromancers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RARE TRADE ITEMS&lt;br /&gt;
&lt;br /&gt;
The Necromancer himself may search for rare trade items. He is offered D3 items. He may NOT send skellies to get additional items, and his apprentice will be too busy peeling potatoes. He rolls on the Outlaw Rare Trade table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RAISE THE DEAD&lt;br /&gt;
&lt;br /&gt;
If one of the gangs opponents died during battle (as in rolled dead on the Serious Injuries Table), the necromancer may raise him. He becomes a normal Skeleton warrior, and does not keep his skills or characteristics, but the Necromancer may keep his weapons. In addition, if the model raised was a Heavy, he will be raised as a Skeleton Heavy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SCENARIOS&lt;br /&gt;
&lt;br /&gt;
Undead Gangs roll on the Outlaw Scenario table. They can choose any scenario to play, although they may never work for Guilders (obviously) and may not take part in &#039;Lord of the Spire&#039; competitions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NECROMANTIC CONTROL&lt;br /&gt;
The Necromancer can only control a certain number of skeletons. If his experience is 0-150, he can control 6. If his experience is 150-250, he can control 7. If his experience is 250+, he can control 8, if his experience is 400+, he can control 9. This means he may never have more Undead in his gang at any one time than the specified number for his experience level, as he simply cannot keep them animated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SERIOUS INJURY&lt;br /&gt;
&lt;br /&gt;
Necromancers and Apprentices roll on the usual injury table (note if a Necromancer gets a Head Wound, the effects count for the entire gang!). However, skeletons must roll on the below table if taken out of action.&lt;br /&gt;
&lt;br /&gt;
1: DEAD. The skeleton is destroyed and may never be used again. &lt;br /&gt;
&lt;br /&gt;
2: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Wounds by 1. If this reduces it to 0 wounds, it is dead. 4-6: Reduce its Toughness &lt;br /&gt;
by 1. If this reduces it to 0 toughness it is dead. &lt;br /&gt;
&lt;br /&gt;
3: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Strength by 1. If this reduces it to 0 strength, it is dead. 4-6: Reduce its WS by &lt;br /&gt;
1. If this reduces it to WS 0, it is dead. &lt;br /&gt;
&lt;br /&gt;
4: ANIMATION DAMAGED: The power that animated the skeleton has been reduced, and it has become less developed as a warrior. It loses D6 Experience. Note that he may not gain advances for raising through levels which he has already passed. Therefore, if he had 32 experience, and lost 6, he may not gain an advance for rising past 31 experience. &lt;br /&gt;
&lt;br /&gt;
5: FULL RECOVERY: The Skeleton makes a full recovery. &lt;br /&gt;
&lt;br /&gt;
6: SPECIAL: Roll a D6. 1-2 Full Recovery. 3-4 Captured. See the captured section above. 5-6: Strengthened. Both the Necromancer and the skeleton gain D6 experience through working to help the Skeleton recover. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOTTLE TESTS&lt;br /&gt;
&lt;br /&gt;
Undead Gangs never have to take Bottle tests, although they may bottle automatically. However, if the Necromancer goes down, the Gang counts as automatically losing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PLAGUE ZOMBIES&lt;br /&gt;
&lt;br /&gt;
Undead gangs may &#039;hire&#039; D6 Zombies for 10 credits, the cost of leaving out some scraps for them. Plague Zombies are detailed in the Outlanders book. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RAISING THE GANG&lt;br /&gt;
&lt;br /&gt;
The Gang is &#039;raised&#039; in the same way as other gangs are hired. The Necromancer is allowed to spend 1000 credits on his gang. The &#039;cost&#039; of skeltons is due to the cost of expeditions to find skellies, &#039;supplies&#039; and mental foci for necromancy. The Necromancer himself goes out to purchase the weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 NECROMANCER - 140 credits to recruit &lt;br /&gt;
The Necromancer is power behind the Gang. He literally controls it by animating Undead minions, and without him there would be no gang at all. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  2  3  1  4  1  10&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Necromancers may have any wepaons from the Close Combat, Pistol, Basic, Necromancer&#039;s Staff and Grenades and Shotgun Shells catagories. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Necromancers may take skills from the Agility, Combat, Ferocity, Muscle, Shooting, Stealth and Techno lists. &lt;br /&gt;
&lt;br /&gt;
NECROMANTIC POWERS: Without the Necromancer, the gang will crumble. If the Necromancer dies, that is the end of the gang, and you must start again. &lt;br /&gt;
Also, if the Necromancer goes down in Battle, the battle ends immediately, with the undead gang losing. &lt;br /&gt;
&lt;br /&gt;
NOT PINNED: Due to their Psychological strength, Necromancers may never be pinned. &lt;br /&gt;
&lt;br /&gt;
PSYCHIC POWERS: The Necromancers Primary Power is his ability to control the gang in the first place. However, he also gets one minor power from the table in the Outlanders rulebook. &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 60+D6 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 APPRENTICE - 50 credits to recruit &lt;br /&gt;
&lt;br /&gt;
Although Necromancers generally like to work alone, they often employ apprentices to do the basic work such as sweeping up, cooking, etc. In return the Necromancer will teach them the dark arts. Apprentices invariably have Wyrd powers, as only wyrds could ever hope to rise to the level of Necromancer. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   2   2   3  3  1  3  1  6&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Apprentices may choose from the Close Combat, Pistol and Grenade catagories. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Apprentices may choose skills from the Agility and Stealth lists. &lt;br /&gt;
&lt;br /&gt;
PSYCHIC POWERS: The Apprentice will have one minor power from the table in the Outlanders book. Reroll all &#039;No Minor power&#039; results. &lt;br /&gt;
&lt;br /&gt;
APPRENTICESHIP: The Apprentice only works with the Necromancer to learn the dark arts. Therefore, when he reaches 100 experience points, he will leave &lt;br /&gt;
the Necromancer&#039;s services. &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
&lt;br /&gt;
SKELETON WARRIORS - 55 credits to recruit &lt;br /&gt;
These make up the bulk of any Undead gang, being the riased minions of the necromancer. They make excellent fighters because know no fear (mainly because they know nothing) and they don&#039;t need feeding, just dusted from time to time. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  2  3  2  2  1  10&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Skeleton Warriors may choose from the Close Combat, Pistol, Basic, Grenade and shot Shells Catagories. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Skeleton Warrior may choose from the Ferocity, Shooting, and Combat lists. &lt;br /&gt;
&lt;br /&gt;
NO BLOOD: Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
&lt;br /&gt;
MACES AND CLUBS: When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
&lt;br /&gt;
NOT PINNED: As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
&lt;br /&gt;
PSYCHOLOGY: As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
&lt;br /&gt;
FEAR: The Shambling Undead cause fear. &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0-2 SKELETON HEAVIES - 100 credits &lt;br /&gt;
&lt;br /&gt;
These are particularly large-boned skeletons, who were obviously quite muscular in their time. They have the huge advantage of being able to carry awesome weapons. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  3  3  2  2  1  10&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Skeleton Heavies may choose from the Close Combat, Pistol, Basic, Special, Heavy, Grenade and Shotgun shells list. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Skeleton Heavies may choose from the Combat, Shooting, Ferocity and Stealth lists. &lt;br /&gt;
&lt;br /&gt;
NO BLOOD: Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
&lt;br /&gt;
MACES AND CLUBS: When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
&lt;br /&gt;
NOT PINNED: As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
&lt;br /&gt;
PSYCHOLOGY: As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WEAPON LISTS&lt;br /&gt;
&lt;br /&gt;
I can&#039;t be arsed writing out a weapons list for the Undead Gangs. All the weapons in each list apply as for normal gangs. The Necromancer will equip his gang with whatever he can get his hands on. However, there is one new Weapon List. This covers the &#039;Necromantic Staffs&#039; carried by Necromancers. A Necromancer may only carry one into battle. They are all common to Necromancers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NECROMANTIC STAFFS: &lt;br /&gt;
&lt;br /&gt;
STAVE OF THE ART OF COMBAT - 40 credits &lt;br /&gt;
If the Necromancer either draws or wins a round of combat, he automatically takes his opponent out of action. The Stave also allows one extra attck in combat. However, if a fumble is rolled, the Necromancer himself goes out of action on a roll of 4+ on a D6. &lt;br /&gt;
&lt;br /&gt;
STAVE OF THE BALLISTIC ARTS - 90 credits &lt;br /&gt;
This works in exactly the same as a Plasma Gun, except all ammo rolls may be rerolled. It can also be used in Close Combat &lt;br /&gt;
&lt;br /&gt;
STAVE OF THE WYRD ARTS - 40 credits &lt;br /&gt;
Allows the Necromancer an extra minor Wyrd power, randomly determined before each battle by rolling on the Minor Power Table in the Outlanders Book. If &#039;No Minor Power&#039; is rolled, the Stave does not work for that battle. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPERIENCE LEVELS FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
&lt;br /&gt;
 0-5 Apprentice of the Dark Arts &lt;br /&gt;
 6-10 Apprentice &lt;br /&gt;
 11-20 Apprentice &lt;br /&gt;
 21-30 Apprentice &lt;br /&gt;
 31-40 Master Apprentice of the Dark Arts &lt;br /&gt;
 41-50 Master Apprentice &lt;br /&gt;
 51-60 Master Apprentice &lt;br /&gt;
 61-80 Journeyman of the Dark Arts &lt;br /&gt;
 81-100 Jouneyman &lt;br /&gt;
 101-120 Graduate of the Dark Arts &lt;br /&gt;
 121-140 Graduate &lt;br /&gt;
 141-160 Graduate &lt;br /&gt;
 161-180 Graduate &lt;br /&gt;
 181-200 Graduate &lt;br /&gt;
 201-240 Master of the Dark Arts &lt;br /&gt;
 241-280 Master &lt;br /&gt;
 281-320 Master &lt;br /&gt;
 321-360 Grand Master of the Dark Arts &lt;br /&gt;
 361-400 Grand Master &lt;br /&gt;
 400+ High Lord of the Dark Arts &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ADVANCE TABLES FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
&lt;br /&gt;
Roll 2D6. &lt;br /&gt;
&lt;br /&gt;
2: New Skill from Any Table &lt;br /&gt;
3-4: New Standard Skill &lt;br /&gt;
5: Characteristic Increase. 1-3: +1 Strength 1-4: +1 Attacks &lt;br /&gt;
6: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
7: Characteristic Increase. 1-3: +1 Initiative 4-6: +1 Leadership &lt;br /&gt;
8: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
9: Characteristic Increase. 1-3: +1 Toughness 4-6: +1 Wounds &lt;br /&gt;
10-11: New Standard Skill &lt;br /&gt;
12: New Minor Wyrd Power &lt;br /&gt;
&lt;br /&gt;
MAXIMUM CHARACTERISTICS FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
&lt;br /&gt;
 M  WS  BS   S   T   W   I   A   Ld&lt;br /&gt;
 4   6   6   4   4   3   6   3   10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPERIENCE LEVELS FOR SKELETONS&lt;br /&gt;
&lt;br /&gt;
 0-10 Raisling &lt;br /&gt;
 10-20 Raisling &lt;br /&gt;
 20-30 Minion &lt;br /&gt;
 30-40 Minion &lt;br /&gt;
 40-50 Minion &lt;br /&gt;
 50-60 Minion &lt;br /&gt;
 60-80 Servant &lt;br /&gt;
 80-100 Servant &lt;br /&gt;
 100-120 Warrior &lt;br /&gt;
 120-140 Warrior &lt;br /&gt;
 140-160 Warrior &lt;br /&gt;
 160-180 Warrior &lt;br /&gt;
 180-200 Grand Warrior &lt;br /&gt;
 200-240 Grand Warrior &lt;br /&gt;
 240-280 Grand Warrior &lt;br /&gt;
 280-320 Grand Warrior &lt;br /&gt;
 320-360 Great Amongst the Undead &lt;br /&gt;
 360-400 Great Amongst the Undead &lt;br /&gt;
 400+ Greatest Amongst the Undead &lt;br /&gt;
&lt;br /&gt;
(Skeletons use the Standard Advance Table from the Necromunda Sourcebook) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MAXIMUM CHARACTERISTICS FOR SKELETONS&lt;br /&gt;
&lt;br /&gt;
 M  WS  BS   S   T   W   I   A   Ld&lt;br /&gt;
 4   6   6   3   4   3   4   3   10&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=103640</id>
		<title>Undead Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=103640"/>
		<updated>2009-02-24T05:18:42Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a cut and paste at the mo I&#039;ll try to get at the formatting on Wednesday-ish.&lt;br /&gt;
&lt;br /&gt;
by Richard Irvine&lt;br /&gt;
&lt;br /&gt;
Undead Gangs are unusual. The most important thing to remember is they are not really gangs, just a collection of Skeletons raised by your local friendly Necromancer. Necromancers are loners, and while other Wyrds are happy to hire out their services, Necromancers prefer to work on their own. Of course, one Underhiver can&#039;t take the Hive by storm on his own, especially as Necromancers are pretty weedy themslves, preferring to study their dark art rather than tone their muscles. Therefore, Necromancers turn to raising the dead in order to get the help they need to go about their day to day business. Necromancers don&#039;t make themselves too conspicuous, as the Guilders hardly approve of their actions, and followers of the redemption would hang, draw and quarter them as readily as any other Mutant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OUTLANDERS&lt;br /&gt;
&lt;br /&gt;
Necromancers are Outlanders, but they do not always follow the general Outlaw rules due to their Gangs unusual nature. Special rules for income, trading and other areas covered by the Outlaw rules are covered later in this article. Necromancers may never pay off their outlaw status. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GANG RATING&lt;br /&gt;
&lt;br /&gt;
Although, as already mentioned, Undead Gangs are not standard in that the centre particularly around the Necromancer, Gang Ratings should obviously still be calculated in the standard way, for comparative and experience purposes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TERRITORY&lt;br /&gt;
&lt;br /&gt;
Undead &#039;gangs&#039; do not follow the usual outlaw territory or foraging rules. Instead, after every game roll a D6 to work out how the Necromancer has been making his money. Note that you do not have deduct any further amounts from this profit, it already counts the General Costs of living (unless he has hired an apprentice- see below). Skeletons don&#039;t cost much to feed, after all.&lt;br /&gt;
&lt;br /&gt;
1: SEARCHING FOR SCRAPS!: The Necromancer is reduced to scrabbling around in the dirt trying to find enough food to stay alive. He only makes D6 credits &lt;br /&gt;
profit. &lt;br /&gt;
&lt;br /&gt;
2: RUINS: The Necromancer finds ruins. He makes 10 credits profit. &lt;br /&gt;
&lt;br /&gt;
3: GRAVE ROBBING: The Necromancer, whilst searching for appropriate bones, picks up whatever items he feels may yield a profit. He makes D3x10 profit. In addition, he may have found something interesting buried. Roll a D6, on the roll of a 4 or 5 he uncovers a (common) basic weapon randomly determined &lt;br /&gt;
from the Basic Weapons list. On the roll of 6, he has uncovered a piece of Archeotech. Establish its type by rolling on the Archeotech table on page 56 of the Outlanders rulebook. &lt;br /&gt;
&lt;br /&gt;
4: HELP THE DOC: The Necromancer &#039;helps&#039; his local doc with his &#039;research&#039;. He makes D6x10 profit. &lt;br /&gt;
&lt;br /&gt;
5: AUTOPSY: The Necromancer visits the site of a recent gangfight. He strips the bodies of the deceased, making D3x10 profit. He also finds one randomly determined (common) pistol and one randomly determined (common) basic weapon. &lt;br /&gt;
&lt;br /&gt;
6: ARCHEOTECH HOARD: The Necromancer has discovered an Archeotech Hoard. He must milk it for all its worth before moving on. He makes 3D6x10 profit, as well as discovering 2 items randomly determined by rolling on the normal rade trade table. Apprentices: If the Necromancer has hired an apprentice, he must feed him. The Apprentice needs 3 credits per week to survive, which must be deducted from the Necromancer&#039;s profit. However, he makes D6 credits through foraging. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CAPTURE&lt;br /&gt;
&lt;br /&gt;
If Skeletons are captured, they automatically crumble to dust and bones. they therefore cannot be ransomed and cannot be sold on. Their equipment can be used by the capturing gang, however. If the Necromancer is captured, he gets one chance to orchestrate an escape effore, by animating the skeletons to come to his rescue. Play the &#039;Rescue&#039; scenario. If this attempt fails, the gang automatically crumbles in its entirity, and you must start again. Without a Necromancer, the gang will (literally) crumble. Apprentices use the normal rules for captured Gangers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOUNTY&lt;br /&gt;
&lt;br /&gt;
Necromancers are worth a bounty equal to their cost. The rest of their gang, however, is worthless financially. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEADERSHIP CHALLENGES&lt;br /&gt;
&lt;br /&gt;
There are no leadership challenges in Undead Gangs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HIRED GUNS&lt;br /&gt;
&lt;br /&gt;
Hired Guns will not work for Necromancers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RARE TRADE ITEMS&lt;br /&gt;
&lt;br /&gt;
The Necromancer himself may search for rare trade items. He is offered D3 items. He may NOT send skellies to get additional items, and his apprentice will be too busy peeling potatoes. He rolls on the Outlaw Rare Trade table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RAISE THE DEAD&lt;br /&gt;
&lt;br /&gt;
If one of the gangs opponents died during battle (as in rolled dead on the Serious Injuries Table), the necromancer may raise him. He becomes a normal Skeleton warrior, and does not keep his skills or characteristics, but the Necromancer may keep his weapons. In addition, if the model raised was a Heavy, he will be raised as a Skeleton Heavy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SCENARIOS&lt;br /&gt;
&lt;br /&gt;
Undead Gangs roll on the Outlaw Scenario table. They can choose any scenario to play, although they may never work for Guilders (obviously) and may not take part in &#039;Lord of the Spire&#039; competitions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NECROMANTIC CONTROL&lt;br /&gt;
The Necromancer can only control a certain number of skeletons. If his experience is 0-150, he can control 6. If his experience is 150-250, he can control 7. If his experience is 250+, he can control 8, if his experience is 400+, he can control 9. This means he may never have more Undead in his gang at any one time than the specified number for his experience level, as he simply cannot keep them animated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SERIOUS INJURY&lt;br /&gt;
&lt;br /&gt;
Necromancers and Apprentices roll on the usual injury table (note if a Necromancer gets a Head Wound, the effects count for the entire gang!). However, skeletons must roll on the below table if taken out of action.&lt;br /&gt;
&lt;br /&gt;
1: DEAD. The skeleton is destroyed and may never be used again. &lt;br /&gt;
&lt;br /&gt;
2: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Wounds by 1. If this reduces it to 0 wounds, it is dead. 4-6: Reduce its Toughness &lt;br /&gt;
by 1. If this reduces it to 0 toughness it is dead. &lt;br /&gt;
&lt;br /&gt;
3: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Strength by 1. If this reduces it to 0 strength, it is dead. 4-6: Reduce its WS by &lt;br /&gt;
1. If this reduces it to WS 0, it is dead. &lt;br /&gt;
&lt;br /&gt;
4: ANIMATION DAMAGED: The power that animated the skeleton has been reduced, and it has become less developed as a warrior. It loses D6 Experience. Note that he may not gain advances for raising through levels which he has already passed. Therefore, if he had 32 experience, and lost 6, he may not gain an advance for rising past 31 experience. &lt;br /&gt;
&lt;br /&gt;
5: FULL RECOVERY: The Skeleton makes a full recovery. &lt;br /&gt;
&lt;br /&gt;
6: SPECIAL: Roll a D6. 1-2 Full Recovery. 3-4 Captured. See the captured section above. 5-6: Strengthened. Both the Necromancer and the skeleton gain D6 experience through working to help the Skeleton recover. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOTTLE TESTS&lt;br /&gt;
&lt;br /&gt;
Undead Gangs never have to take Bottle tests, although they may bottle automatically. However, if the Necromancer goes down, the Gang counts as automatically losing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PLAGUE ZOMBIES&lt;br /&gt;
&lt;br /&gt;
Undead gangs may &#039;hire&#039; D6 Zombies for 10 credits, the cost of leaving out some scraps for them. Plague Zombies are detailed in the Outlanders book. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RAISING THE GANG&lt;br /&gt;
&lt;br /&gt;
The Gang is &#039;raised&#039; in the same way as other gangs are hired. The Necromancer is allowed to spend 1000 credits on his gang. The &#039;cost&#039; of skeltons is due to the cost of expeditions to find skellies, &#039;supplies&#039; and mental foci for necromancy. The Necromancer himself goes out to purchase the weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 NECROMANCER - 140 credits to recruit &lt;br /&gt;
The Necromancer is power behind the Gang. He literally controls it by animating Undead minions, and without him there would be no gang at all. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  2  3  1  4  1  10&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Necromancers may have any wepaons from the Close Combat, Pistol, Basic, Necromancer&#039;s Staff and Grenades and Shotgun Shells catagories. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Necromancers may take skills from the Agility, Combat, Ferocity, Muscle, Shooting, Stealth and Techno lists. &lt;br /&gt;
&lt;br /&gt;
NECROMANTIC POWERS: Without the Necromancer, the gang will crumble. If the Necromancer dies, that is the end of the gang, and you must start again. &lt;br /&gt;
Also, if the Necromancer goes down in Battle, the battle ends immediately, with the undead gang losing. &lt;br /&gt;
&lt;br /&gt;
NOT PINNED: Due to their Psychological strength, Necromancers may never be pinned. &lt;br /&gt;
&lt;br /&gt;
PSYCHIC POWERS: The Necromancers Primary Power is his ability to control the gang in the first place. However, he also gets one minor power from the table in the Outlanders rulebook. &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 60+D6 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 APPRENTICE - 50 credits to recruit &lt;br /&gt;
&lt;br /&gt;
Although Necromancers generally like to work alone, they often employ apprentices to do the basic work such as sweeping up, cooking, etc. In return the Necromancer will teach them the dark arts. Apprentices invariably have Wyrd powers, as only wyrds could ever hope to rise to the level of Necromancer. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   2   2   3  3  1  3  1  6&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Apprentices may choose from the Close Combat, Pistol and Grenade catagories. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Apprentices may choose skills from the Agility and Stealth lists. &lt;br /&gt;
&lt;br /&gt;
PSYCHIC POWERS: The Apprentice will have one minor power from the table in the Outlanders book. Reroll all &#039;No Minor power&#039; results. &lt;br /&gt;
&lt;br /&gt;
APPRENTICESHIP: The Apprentice only works with the Necromancer to learn the dark arts. Therefore, when he reaches 100 experience points, he will leave &lt;br /&gt;
the Necromancer&#039;s services. &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
&lt;br /&gt;
SKELETON WARRIORS - 55 credits to recruit &lt;br /&gt;
These make up the bulk of any Undead gang, being the riased minions of the necromancer. They make excellent fighters because know no fear (mainly because they know nothing) and they don&#039;t need feeding, just dusted from time to time. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  2  3  2  2  1  10&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Skeleton Warriors may choose from the Close Combat, Pistol, Basic, Grenade and shot Shells Catagories. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Skeleton Warrior may choose from the Ferocity, Shooting, and Combat lists. &lt;br /&gt;
&lt;br /&gt;
NO BLOOD: Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
&lt;br /&gt;
MACES AND CLUBS: When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
&lt;br /&gt;
NOT PINNED: As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
&lt;br /&gt;
PSYCHOLOGY: As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
&lt;br /&gt;
FEAR: The Shambling Undead cause fear. &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0-2 SKELETON HEAVIES - 100 credits &lt;br /&gt;
&lt;br /&gt;
These are particularly large-boned skeletons, who were obviously quite muscular in their time. They have the huge advantage of being able to carry awesome weapons. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  3  3  2  2  1  10&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Skeleton Heavies may choose from the Close Combat, Pistol, Basic, Special, Heavy, Grenade and Shotgun shells list. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Skeleton Heavies may choose from the Combat, Shooting, Ferocity and Stealth lists. &lt;br /&gt;
&lt;br /&gt;
NO BLOOD: Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
&lt;br /&gt;
MACES AND CLUBS: When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
&lt;br /&gt;
NOT PINNED: As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
&lt;br /&gt;
PSYCHOLOGY: As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WEAPON LISTS&lt;br /&gt;
&lt;br /&gt;
I can&#039;t be arsed writing out a weapons list for the Undead Gangs. All the weapons in each list apply as for normal gangs. The Necromancer will equip his gang with whatever he can get his hands on. However, there is one new Weapon List. This covers the &#039;Necromantic Staffs&#039; carried by Necromancers. A Necromancer may only carry one into battle. They are all common to Necromancers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NECROMANTIC STAFFS: &lt;br /&gt;
&lt;br /&gt;
STAVE OF THE ART OF COMBAT - 40 credits &lt;br /&gt;
If the Necromancer either draws or wins a round of combat, he automatically takes his opponent out of action. The Stave also allows one extra attck in combat. However, if a fumble is rolled, the Necromancer himself goes out of action on a roll of 4+ on a D6. &lt;br /&gt;
&lt;br /&gt;
STAVE OF THE BALLISTIC ARTS - 90 credits &lt;br /&gt;
This works in exactly the same as a Plasma Gun, except all ammo rolls may be rerolled. It can also be used in Close Combat &lt;br /&gt;
&lt;br /&gt;
STAVE OF THE WYRD ARTS - 40 credits &lt;br /&gt;
Allows the Necromancer an extra minor Wyrd power, randomly determined before each battle by rolling on the Minor Power Table in the Outlanders Book. If &#039;No Minor Power&#039; is rolled, the Stave does not work for that battle. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPERIENCE LEVELS FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
&lt;br /&gt;
 0-5 Apprentice of the Dark Arts &lt;br /&gt;
 6-10 Apprentice &lt;br /&gt;
 11-20 Apprentice &lt;br /&gt;
 21-30 Apprentice &lt;br /&gt;
 31-40 Master Apprentice of the Dark Arts &lt;br /&gt;
 41-50 Master Apprentice &lt;br /&gt;
 51-60 Master Apprentice &lt;br /&gt;
 61-80 Journeyman of the Dark Arts &lt;br /&gt;
 81-100 Jouneyman &lt;br /&gt;
 101-120 Graduate of the Dark Arts &lt;br /&gt;
 121-140 Graduate &lt;br /&gt;
 141-160 Graduate &lt;br /&gt;
 161-180 Graduate &lt;br /&gt;
 181-200 Graduate &lt;br /&gt;
 201-240 Master of the Dark Arts &lt;br /&gt;
 241-280 Master &lt;br /&gt;
 281-320 Master &lt;br /&gt;
 321-360 Grand Master of the Dark Arts &lt;br /&gt;
 361-400 Grand Master &lt;br /&gt;
 400+ High Lord of the Dark Arts &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ADVANCE TABLES FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
&lt;br /&gt;
Roll 2D6. &lt;br /&gt;
&lt;br /&gt;
2: New Skill from Any Table &lt;br /&gt;
3-4: New Standard Skill &lt;br /&gt;
5: Characteristic Increase. 1-3: +1 Strength 1-4: +1 Attacks &lt;br /&gt;
6: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
7: Characteristic Increase. 1-3: +1 Initiative 4-6: +1 Leadership &lt;br /&gt;
8: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
9: Characteristic Increase. 1-3: +1 Toughness 4-6: +1 Wounds &lt;br /&gt;
10-11: New Standard Skill &lt;br /&gt;
12: New Minor Wyrd Power &lt;br /&gt;
&lt;br /&gt;
MAXIMUM CHARACTERISTICS FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
&lt;br /&gt;
 M  WS  BS   S   T   W   I   A   Ld&lt;br /&gt;
 4   6   6   4   4   3   6   3   10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPERIENCE LEVELS FOR SKELETONS&lt;br /&gt;
&lt;br /&gt;
 0-10 Raisling &lt;br /&gt;
 10-20 Raisling &lt;br /&gt;
 20-30 Minion &lt;br /&gt;
 30-40 Minion &lt;br /&gt;
 40-50 Minion &lt;br /&gt;
 50-60 Minion &lt;br /&gt;
 60-80 Servant &lt;br /&gt;
 80-100 Servant &lt;br /&gt;
 100-120 Warrior &lt;br /&gt;
 120-140 Warrior &lt;br /&gt;
 140-160 Warrior &lt;br /&gt;
 160-180 Warrior &lt;br /&gt;
 180-200 Grand Warrior &lt;br /&gt;
 200-240 Grand Warrior &lt;br /&gt;
 240-280 Grand Warrior &lt;br /&gt;
 280-320 Grand Warrior &lt;br /&gt;
 320-360 Great Amongst the Undead &lt;br /&gt;
 360-400 Great Amongst the Undead &lt;br /&gt;
 400+ Greatest Amongst the Undead &lt;br /&gt;
&lt;br /&gt;
(Skeletons use the Standard Advance Table from the Necromunda Sourcebook) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MAXIMUM CHARACTERISTICS FOR SKELETONS&lt;br /&gt;
&lt;br /&gt;
 M  WS  BS   S   T   W   I   A   Ld&lt;br /&gt;
 4   6   6   3   4   3   4   3   10&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=103639</id>
		<title>Undead Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=103639"/>
		<updated>2009-02-24T05:16:04Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: General spaceing mostly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a cut and paste at the mo I&#039;ll try to get at the formatting on Wednesday-ish.&lt;br /&gt;
&lt;br /&gt;
by Richard Irvine&lt;br /&gt;
&lt;br /&gt;
Undead Gangs are unusual. The most important thing to remember is they are not really gangs, just a collection of Skeletons raised by your local friendly Necromancer. Necromancers are loners, and while other Wyrds are happy to hire out their services, Necromancers prefer to work on their own. Of course, one Underhiver can&#039;t take the Hive by storm on his own, especially as Necromancers are pretty weedy themslves, preferring to study their dark art rather than tone their muscles. Therefore, Necromancers turn to raising the dead in order to get the help they need to go about their day to day business. Necromancers don&#039;t make themselves too conspicuous, as the Guilders hardly approve of their actions, and followers of the redemption would hang, draw and quarter them as readily as any other Mutant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OUTLANDERS&lt;br /&gt;
&lt;br /&gt;
Necromancers are Outlanders, but they do not always follow the general Outlaw rules due to their Gangs unusual nature. Special rules for income, trading and other areas covered by the Outlaw rules are covered later in this article. Necromancers may never pay off their outlaw status. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GANG RATING&lt;br /&gt;
&lt;br /&gt;
Although, as already mentioned, Undead Gangs are not standard in that the centre particularly around the Necromancer, Gang Ratings should obviously still be calculated in the standard way, for comparative and experience purposes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TERRITORY&lt;br /&gt;
&lt;br /&gt;
Undead &#039;gangs&#039; do not follow the usual outlaw territory or foraging rules. Instead, after every game roll a D6 to work out how the Necromancer has been making his money. Note that you do not have deduct any further amounts from this profit, it already counts the General Costs of living (unless he has hired an apprentice- see below). Skeletons don&#039;t cost much to feed, after all.&lt;br /&gt;
&lt;br /&gt;
1: SEARCHING FOR SCRAPS!: The Necromancer is reduced to scrabbling around in the dirt trying to find enough food to stay alive. He only makes D6 credits profit. &lt;br /&gt;
2: RUINS: The Necromancer finds ruins. He makes 10 credits profit. &lt;br /&gt;
3: GRAVE ROBBING: The Necromancer, whilst searching for appropriate bones, picks up whatever items he feels may yield a profit. He makes D3x10 profit. In addition, he may have found something interesting buried. Roll a D6, on the roll of a 4 or 5 he uncovers a (common) basic weapon randomly determined from the Basic Weapons list. On the roll of 6, he has uncovered a piece of Archeotech. Establish its type by rolling on the Archeotech table on page 56 of the Outlanders rulebook. &lt;br /&gt;
4: HELP THE DOC: The Necromancer &#039;helps&#039; his local doc with his &#039;research&#039;. He makes D6x10 profit. &lt;br /&gt;
5: AUTOPSY: The Necromancer visits the site of a recent gangfight. He strips the bodies of the deceased, making D3x10 profit. He also finds one randomly determined (common) pistol and one randomly determined (common) basic weapon. &lt;br /&gt;
6: ARCHEOTECH HOARD: The Necromancer has discovered an Archeotech Hoard. He must milk it for all its worth before moving on. He makes 3D6x10 profit, as well as discovering 2 items randomly determined by rolling on the normal rade trade table. Apprentices: If the Necromancer has hired an apprentice, he must feed him. The Apprentice needs 3 credits per week to survive, which must be deducted from the Necromancer&#039;s profit. However, he makes D6 credits through foraging. &lt;br /&gt;
&lt;br /&gt;
CAPTURE&lt;br /&gt;
&lt;br /&gt;
If Skeletons are captured, they automatically crumble to dust and bones. they therefore cannot be ransomed and cannot be sold on. Their equipment can be used by the capturing gang, however. If the Necromancer is captured, he gets one chance to orchestrate an escape effore, by animating the skeletons to come to his rescue. Play the &#039;Rescue&#039; scenario. If this attempt fails, the gang automatically crumbles in its entirity, and you must start again. Without a Necromancer, the gang will (literally) crumble. Apprentices use the normal rules for captured Gangers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOUNTY&lt;br /&gt;
&lt;br /&gt;
Necromancers are worth a bounty equal to their cost. The rest of their gang, however, is worthless financially. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEADERSHIP CHALLENGES&lt;br /&gt;
&lt;br /&gt;
There are no leadership challenges in Undead Gangs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HIRED GUNS&lt;br /&gt;
&lt;br /&gt;
Hired Guns will not work for Necromancers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RARE TRADE ITEMS&lt;br /&gt;
&lt;br /&gt;
The Necromancer himself may search for rare trade items. He is offered D3 items. He may NOT send skellies to get additional items, and his apprentice will be too busy peeling potatoes. He rolls on the Outlaw Rare Trade table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RAISE THE DEAD&lt;br /&gt;
&lt;br /&gt;
If one of the gangs opponents died during battle (as in rolled dead on the Serious Injuries Table), the necromancer may raise him. He becomes a normal Skeleton warrior, and does not keep his skills or characteristics, but the Necromancer may keep his weapons. In addition, if the model raised was a Heavy, he will be raised as a Skeleton Heavy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SCENARIOS&lt;br /&gt;
&lt;br /&gt;
Undead Gangs roll on the Outlaw Scenario table. They can choose any scenario to play, although they may never work for Guilders (obviously) and may not take part in &#039;Lord of the Spire&#039; competitions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NECROMANTIC CONTROL&lt;br /&gt;
The Necromancer can only control a certain number of skeletons. If his experience is 0-150, he can control 6. If his experience is 150-250, he can control 7. If his experience is 250+, he can control 8, if his experience is 400+, he can control 9. This means he may never have more Undead in his gang at any one time than the specified number for his experience level, as he simply cannot keep them animated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SERIOUS INJURY&lt;br /&gt;
&lt;br /&gt;
Necromancers and Apprentices roll on the usual injury table (note if a Necromancer gets a Head Wound, the effects count for the entire gang!). However, skeletons must roll on the below table if taken out of action.&lt;br /&gt;
1: DEAD. The skeleton is destroyed and may never be used again. &lt;br /&gt;
2: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Wounds by 1. If this reduces it to 0 wounds, it is dead. 4-6: Reduce its Toughness by 1. If this reduces it to 0 toughness it is dead. &lt;br /&gt;
3: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Strength by 1. If this reduces it to 0 strength, it is dead. 4-6: Reduce its WS by 1. If this reduces it to WS 0, it is dead. &lt;br /&gt;
4: ANIMATION DAMAGED: The power that animated the skeleton has been reduced, and it has become less developed as a warrior. It loses D6 Experience. Note that he may not gain advances for raising through levels which he has already passed. Therefore, if he had 32 experience, and lost 6, he may not gain an advance for rising past 31 experience. &lt;br /&gt;
5: FULL RECOVERY: The Skeleton makes a full recovery. &lt;br /&gt;
6: SPECIAL: Roll a D6. 1-2 Full Recovery. 3-4 Captured. See the captured section above. 5-6: Strengthened. Both the Necromancer and the skeleton gain D6 experience through working to help the Skeleton recover. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOTTLE TESTS&lt;br /&gt;
&lt;br /&gt;
Undead Gangs never have to take Bottle tests, although they may bottle automatically. However, if the Necromancer goes down, the Gang counts as automatically losing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PLAGUE ZOMBIES&lt;br /&gt;
&lt;br /&gt;
Undead gangs may &#039;hire&#039; D6 Zombies for 10 credits, the cost of leaving out some scraps for them. Plague Zombies are detailed in the Outlanders book. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RAISING THE GANG&lt;br /&gt;
&lt;br /&gt;
The Gang is &#039;raised&#039; in the same way as other gangs are hired. The Necromancer is allowed to spend 1000 credits on his gang. The &#039;cost&#039; of skeltons is due to the cost of expeditions to find skellies, &#039;supplies&#039; and mental foci for necromancy. The Necromancer himself goes out to purchase the weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 NECROMANCER - 140 credits to recruit &lt;br /&gt;
The Necromancer is power behind the Gang. He literally controls it by animating Undead minions, and without him there would be no gang at all. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  2  3  1  4  1  10&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Necromancers may have any wepaons from the Close Combat, Pistol, Basic, Necromancer&#039;s Staff and Grenades and Shotgun Shells catagories. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Necromancers may take skills from the Agility, Combat, Ferocity, Muscle, Shooting, Stealth and Techno lists. &lt;br /&gt;
&lt;br /&gt;
NECROMANTIC POWERS: Without the Necromancer, the gang will crumble. If the Necromancer dies, that is the end of the gang, and you must start again. &lt;br /&gt;
Also, if the Necromancer goes down in Battle, the battle ends immediately, with the undead gang losing. &lt;br /&gt;
&lt;br /&gt;
NOT PINNED: Due to their Psychological strength, Necromancers may never be pinned. &lt;br /&gt;
&lt;br /&gt;
PSYCHIC POWERS: The Necromancers Primary Power is his ability to control the gang in the first place. However, he also gets one minor power from the table in the Outlanders rulebook. &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 60+D6 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 APPRENTICE - 50 credits to recruit &lt;br /&gt;
&lt;br /&gt;
Although Necromancers generally like to work alone, they often employ apprentices to do the basic work such as sweeping up, cooking, etc. In return the Necromancer will teach them the dark arts. Apprentices invariably have Wyrd powers, as only wyrds could ever hope to rise to the level of Necromancer. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   2   2   3  3  1  3  1  6&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Apprentices may choose from the Close Combat, Pistol and Grenade catagories. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Apprentices may choose skills from the Agility and Stealth lists. &lt;br /&gt;
&lt;br /&gt;
PSYCHIC POWERS: The Apprentice will have one minor power from the table in the Outlanders book. Reroll all &#039;No Minor power&#039; results. &lt;br /&gt;
&lt;br /&gt;
APPRENTICESHIP: The Apprentice only works with the Necromancer to learn the dark arts. Therefore, when he reaches 100 experience points, he will leave &lt;br /&gt;
the Necromancer&#039;s services. &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
&lt;br /&gt;
SKELETON WARRIORS - 55 credits to recruit &lt;br /&gt;
These make up the bulk of any Undead gang, being the riased minions of the necromancer. They make excellent fighters because know no fear (mainly because they know nothing) and they don&#039;t need feeding, just dusted from time to time. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  2  3  2  2  1  10&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Skeleton Warriors may choose from the Close Combat, Pistol, Basic, Grenade and shot Shells Catagories. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Skeleton Warrior may choose from the Ferocity, Shooting, and Combat lists. &lt;br /&gt;
&lt;br /&gt;
NO BLOOD: Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
&lt;br /&gt;
MACES AND CLUBS: When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
&lt;br /&gt;
NOT PINNED: As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
&lt;br /&gt;
PSYCHOLOGY: As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
&lt;br /&gt;
FEAR: The Shambling Undead cause fear. &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0-2 SKELETON HEAVIES - 100 credits &lt;br /&gt;
&lt;br /&gt;
These are particularly large-boned skeletons, who were obviously quite muscular in their time. They have the huge advantage of being able to carry awesome weapons. &lt;br /&gt;
&lt;br /&gt;
 M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
 4   3   3  3  3  2  2  1  10&lt;br /&gt;
&lt;br /&gt;
WEAPONS: Skeleton Heavies may choose from the Close Combat, Pistol, Basic, Special, Heavy, Grenade and Shotgun shells list. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Skeleton Heavies may choose from the Combat, Shooting, Ferocity and Stealth lists. &lt;br /&gt;
&lt;br /&gt;
NO BLOOD: Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
&lt;br /&gt;
MACES AND CLUBS: When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
&lt;br /&gt;
NOT PINNED: As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
&lt;br /&gt;
PSYCHOLOGY: As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
&lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WEAPON LISTS&lt;br /&gt;
&lt;br /&gt;
I can&#039;t be arsed writing out a weapons list for the Undead Gangs. All the weapons in each list apply as for normal gangs. The Necromancer will equip his gang with whatever he can get his hands on. However, there is one new Weapon List. This covers the &#039;Necromantic Staffs&#039; carried by Necromancers. A Necromancer may only carry one into battle. They are all common to Necromancers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NECROMANTIC STAFFS: &lt;br /&gt;
&lt;br /&gt;
STAVE OF THE ART OF COMBAT - 40 credits &lt;br /&gt;
If the Necromancer either draws or wins a round of combat, he automatically takes his opponent out of action. The Stave also allows one extra attck in combat. However, if a fumble is rolled, the Necromancer himself goes out of action on a roll of 4+ on a D6. &lt;br /&gt;
&lt;br /&gt;
STAVE OF THE BALLISTIC ARTS - 90 credits &lt;br /&gt;
This works in exactly the same as a Plasma Gun, except all ammo rolls may be rerolled. It can also be used in Close Combat &lt;br /&gt;
&lt;br /&gt;
STAVE OF THE WYRD ARTS - 40 credits &lt;br /&gt;
Allows the Necromancer an extra minor Wyrd power, randomly determined before each battle by rolling on the Minor Power Table in the Outlanders Book. If &#039;No Minor Power&#039; is rolled, the Stave does not work for that battle. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPERIENCE LEVELS FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
&lt;br /&gt;
 0-5 Apprentice of the Dark Arts &lt;br /&gt;
 6-10 Apprentice &lt;br /&gt;
 11-20 Apprentice &lt;br /&gt;
 21-30 Apprentice &lt;br /&gt;
 31-40 Master Apprentice of the Dark Arts &lt;br /&gt;
 41-50 Master Apprentice &lt;br /&gt;
 51-60 Master Apprentice &lt;br /&gt;
 61-80 Journeyman of the Dark Arts &lt;br /&gt;
 81-100 Jouneyman &lt;br /&gt;
 101-120 Graduate of the Dark Arts &lt;br /&gt;
 121-140 Graduate &lt;br /&gt;
 141-160 Graduate &lt;br /&gt;
 161-180 Graduate &lt;br /&gt;
 181-200 Graduate &lt;br /&gt;
 201-240 Master of the Dark Arts &lt;br /&gt;
 241-280 Master &lt;br /&gt;
 281-320 Master &lt;br /&gt;
 321-360 Grand Master of the Dark Arts &lt;br /&gt;
 361-400 Grand Master &lt;br /&gt;
 400+ High Lord of the Dark Arts &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ADVANCE TABLES FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
&lt;br /&gt;
Roll 2D6. &lt;br /&gt;
&lt;br /&gt;
2: New Skill from Any Table &lt;br /&gt;
3-4: New Standard Skill &lt;br /&gt;
5: Characteristic Increase. 1-3: +1 Strength 1-4: +1 Attacks &lt;br /&gt;
6: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
7: Characteristic Increase. 1-3: +1 Initiative 4-6: +1 Leadership &lt;br /&gt;
8: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
9: Characteristic Increase. 1-3: +1 Toughness 4-6: +1 Wounds &lt;br /&gt;
10-11: New Standard Skill &lt;br /&gt;
12: New Minor Wyrd Power &lt;br /&gt;
&lt;br /&gt;
MAXIMUM CHARACTERISTICS FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
&lt;br /&gt;
 M  WS  BS   S   T   W   I   A   Ld&lt;br /&gt;
 4   6   6   4   4   3   6   3   10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EXPERIENCE LEVELS FOR SKELETONS&lt;br /&gt;
&lt;br /&gt;
 0-10 Raisling &lt;br /&gt;
 10-20 Raisling &lt;br /&gt;
 20-30 Minion &lt;br /&gt;
 30-40 Minion &lt;br /&gt;
 40-50 Minion &lt;br /&gt;
 50-60 Minion &lt;br /&gt;
 60-80 Servant &lt;br /&gt;
 80-100 Servant &lt;br /&gt;
 100-120 Warrior &lt;br /&gt;
 120-140 Warrior &lt;br /&gt;
 140-160 Warrior &lt;br /&gt;
 160-180 Warrior &lt;br /&gt;
 180-200 Grand Warrior &lt;br /&gt;
 200-240 Grand Warrior &lt;br /&gt;
 240-280 Grand Warrior &lt;br /&gt;
 280-320 Grand Warrior &lt;br /&gt;
 320-360 Great Amongst the Undead &lt;br /&gt;
 360-400 Great Amongst the Undead &lt;br /&gt;
 400+ Greatest Amongst the Undead &lt;br /&gt;
&lt;br /&gt;
(Skeletons use the Standard Advance Table from the Necromunda Sourcebook) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MAXIMUM CHARACTERISTICS FOR SKELETONS&lt;br /&gt;
&lt;br /&gt;
 M  WS  BS   S   T   W   I   A   Ld&lt;br /&gt;
 4   6   6   3   4   3   4   3   10&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=103638</id>
		<title>Undead Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=103638"/>
		<updated>2009-02-24T05:07:16Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a cut and paste at the mo I&#039;ll try to get at the formatting on Wednesday-ish.&lt;br /&gt;
&lt;br /&gt;
by Richard Irvine&lt;br /&gt;
&lt;br /&gt;
Undead Gangs are unusual. The most important thing to remember is they are not really gangs, just a collection of Skeletons raised by your local friendly Necromancer. Necromancers are loners, and while other Wyrds are happy to hire out their services, Necromancers prefer to work on their own. Of course, one Underhiver can&#039;t take the Hive by storm on his own, especially as Necromancers are pretty weedy themslves, preferring to study their dark art rather than tone their muscles. Therefore, Necromancers turn to raising the dead in order to get the help they need to go about their day to day business. Necromancers don&#039;t make themselves too conspicuous, as the Guilders hardly approve of their actions, and followers of the redemption would hang, draw and quarter them as readily as any other Mutant.&lt;br /&gt;
OUTLANDERS&lt;br /&gt;
Necromancers are Outlanders, but they do not always follow the general Outlaw rules due to their Gangs unusual nature. Special rules for income, trading and other areas covered by the Outlaw rules are covered later in this article. Necromancers may never pay off their outlaw status. &lt;br /&gt;
GANG RATING&lt;br /&gt;
Although, as already mentioned, Undead Gangs are not standard in that the centre particularly around the Necromancer, Gang Ratings should obviously still be calculated in the standard way, for comparative and experience purposes. &lt;br /&gt;
TERRITORY&lt;br /&gt;
Undead &#039;gangs&#039; do not follow the usual outlaw territory or foraging rules. Instead, after every game roll a D6 to work out how the Necromancer has been making his money. Note that you do not have deduct any further amounts from this profit, it already counts the General Costs of living (unless he has hired an apprentice- see below). Skeletons don&#039;t cost much to feed, after all.&lt;br /&gt;
1: SEARCHING FOR SCRAPS!: The Necromancer is reduced to scrabbling around in the dirt trying to find enough food to stay alive. He only makes D6 credits profit. &lt;br /&gt;
2: RUINS: The Necromancer finds ruins. He makes 10 credits profit. &lt;br /&gt;
3: GRAVE ROBBING: The Necromancer, whilst searching for appropriate bones, picks up whatever items he feels may yield a profit. He makes D3x10 profit. In addition, he may have found something interesting buried. Roll a D6, on the roll of a 4 or 5 he uncovers a (common) basic weapon randomly determined from the Basic Weapons list. On the roll of 6, he has uncovered a piece of Archeotech. Establish its type by rolling on the Archeotech table on page 56 of the Outlanders rulebook. &lt;br /&gt;
4: HELP THE DOC: The Necromancer &#039;helps&#039; his local doc with his &#039;research&#039;. He makes D6x10 profit. &lt;br /&gt;
5: AUTOPSY: The Necromancer visits the site of a recent gangfight. He strips the bodies of the deceased, making D3x10 profit. He also finds one randomly determined (common) pistol and one randomly determined (common) basic weapon. &lt;br /&gt;
6: ARCHEOTECH HOARD: The Necromancer has discovered an Archeotech Hoard. He must milk it for all its worth before moving on. He makes 3D6x10 profit, as well as discovering 2 items randomly determined by rolling on the normal rade trade table. Apprentices: If the Necromancer has hired an apprentice, he must feed him. The Apprentice needs 3 credits per week to survive, which must be deducted from the Necromancer&#039;s profit. However, he makes D6 credits through foraging. &lt;br /&gt;
CAPTURE&lt;br /&gt;
If Skeletons are captured, they automatically crumble to dust and bones. they therefore cannot be ransomed and cannot be sold on. Their equipment can be used by the capturing gang, however. If the Necromancer is captured, he gets one chance to orchestrate an escape effore, by animating the skeletons to come to his rescue. Play the &#039;Rescue&#039; scenario. If this attempt fails, the gang automatically crumbles in its entirity, and you must start again. Without a Necromancer, the gang will (literally) crumble. Apprentices use the normal rules for captured Gangers. &lt;br /&gt;
BOUNTY&lt;br /&gt;
Necromancers are worth a bounty equal to their cost. The rest of their gang, however, is worthless financially. &lt;br /&gt;
LEADERSHIP CHALLENGES&lt;br /&gt;
There are no leadership challenges in Undead Gangs. &lt;br /&gt;
HIRED GUNS&lt;br /&gt;
Hired Guns will not work for Necromancers. &lt;br /&gt;
RARE TRADE ITEMS&lt;br /&gt;
The Necromancer himself may search for rare trade items. He is offered D3 items. He may NOT send skellies to get additional items, and his apprentice will be too busy peeling potatoes. He rolls on the Outlaw Rare Trade table. &lt;br /&gt;
RAISE THE DEAD&lt;br /&gt;
If one of the gangs opponents died during battle (as in rolled dead on the Serious Injuries Table), the necromancer may raise him. He becomes a normal Skeleton warrior, and does not keep his skills or characteristics, but the Necromancer may keep his weapons. In addition, if the model raised was a Heavy, he will be raised as a Skeleton Heavy. &lt;br /&gt;
SCENARIOS&lt;br /&gt;
Undead Gangs roll on the Outlaw Scenario table. They can choose any scenario to play, although they may never work for Guilders (obviously) and may not take part in &#039;Lord of the Spire&#039; competitions. &lt;br /&gt;
NECROMANTIC CONTROL&lt;br /&gt;
The Necromancer can only control a certain number of skeletons. If his experience is 0-150, he can control 6. If his experience is 150-250, he can control 7. If his experience is 250+, he can control 8, if his experience is 400+, he can control 9. This means he may never have more Undead in his gang at any one time than the specified number for his experience level, as he simply cannot keep them animated. &lt;br /&gt;
SERIOUS INJURY&lt;br /&gt;
Necromancers and Apprentices roll on the usual injury table (note if a Necromancer gets a Head Wound, the effects count for the entire gang!). However, skeletons must roll on the below table if taken out of action.&lt;br /&gt;
1: DEAD. The skeleton is destroyed and may never be used again. &lt;br /&gt;
2: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Wounds by 1. If this reduces it to 0 wounds, it is dead. 4-6: Reduce its Toughness by 1. If this reduces it to 0 toughness it is dead. &lt;br /&gt;
3: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Strength by 1. If this reduces it to 0 strength, it is dead. 4-6: Reduce its WS by 1. If this reduces it to WS 0, it is dead. &lt;br /&gt;
4: ANIMATION DAMAGED: The power that animated the skeleton has been reduced, and it has become less developed as a warrior. It loses D6 Experience. Note that he may not gain advances for raising through levels which he has already passed. Therefore, if he had 32 experience, and lost 6, he may not gain an advance for rising past 31 experience. &lt;br /&gt;
5: FULL RECOVERY: The Skeleton makes a full recovery. &lt;br /&gt;
6: SPECIAL: Roll a D6. 1-2 Full Recovery. 3-4 Captured. See the captured section above. 5-6: Strengthened. Both the Necromancer and the skeleton gain D6 experience through working to help the Skeleton recover. &lt;br /&gt;
BOTTLE TESTS&lt;br /&gt;
Undead Gangs never have to take Bottle tests, although they may bottle automatically. However, if the Necromancer goes down, the Gang counts as automatically losing. &lt;br /&gt;
PLAGUE ZOMBIES&lt;br /&gt;
Undead gangs may &#039;hire&#039; D6 Zombies for 10 credits, the cost of leaving out some scraps for them. Plague Zombies are detailed in the Outlanders book. &lt;br /&gt;
RAISING THE GANG&lt;br /&gt;
The Gang is &#039;raised&#039; in the same way as other gangs are hired. The Necromancer is allowed to spend 1000 credits on his gang. The &#039;cost&#039; of skeltons is due to the cost of expeditions to find skellies, &#039;supplies&#039; and mental foci for necromancy. The Necromancer himself goes out to purchase the weapons. &lt;br /&gt;
1 NECROMANCER - 140 credits to recruit &lt;br /&gt;
The Necromancer is power behind the Gang. He literally controls it by animating Undead minions, and without him there would be no gang at all. &lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   3   3  2  3  1  4  1  10&lt;br /&gt;
WEAPONS: Necromancers may have any wepaons from the Close Combat, Pistol, Basic, Necromancer&#039;s Staff and Grenades and Shotgun Shells catagories. &lt;br /&gt;
SKILLS: Necromancers may take skills from the Agility, Combat, Ferocity, Muscle, Shooting, Stealth and Techno lists. &lt;br /&gt;
NECROMANTIC POWERS: Without the Necromancer, the gang will crumble. If the Necromancer dies, that is the end of the gang, and you must start again. Also, if the Necromancer goes down in Battle, the battle ends immediately, with the undead gang losing. &lt;br /&gt;
NOT PINNED: Due to their Psychological strength, Necromancers may never be pinned. &lt;br /&gt;
PSYCHIC POWERS: The Necromancers Primary Power is his ability to control the gang in the first place. However, he also gets one minor power from the table in the Outlanders rulebook. &lt;br /&gt;
EXPERIENCE: 60+D6 &lt;br /&gt;
1 APPRENTICE - 50 credits to recruit &lt;br /&gt;
Although Necromancers generally like to work alone, they often employ apprentices to do the basic work such as sweeping up, cooking, etc. In return the Necromancer will teach them the dark arts. Apprentices invariably have Wyrd powers, as only wyrds could ever hope to rise to the level of Necromancer. &lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   2   2   3  3  1  3  1  6&lt;br /&gt;
WEAPONS: Apprentices may choose from the Close Combat, Pistol and Grenade catagories. &lt;br /&gt;
SKILLS: Apprentices may choose skills from the Agility and Stealth lists. &lt;br /&gt;
PSYCHIC POWERS: The Apprentice will have one minor power from the table in the Outlanders book. Reroll all &#039;No Minor power&#039; results. &lt;br /&gt;
APPRENTICESHIP: The Apprentice only works with the Necromancer to learn the dark arts. Therefore, when he reaches 100 experience points, he will leave the Necromancer&#039;s services. &lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
SKELETON WARRIORS - 55 credits to recruit &lt;br /&gt;
These make up the bulk of any Undead gang, being the riased minions of the necromancer. They make excellent fighters because know no fear (mainly because they know nothing) and they don&#039;t need feeding, just dusted from time to time. &lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   3   3  2  3  2  2  1  10&lt;br /&gt;
WEAPONS: Skeleton Warriors may choose from the Close Combat, Pistol, Basic, Grenade and shot Shells Catagories. &lt;br /&gt;
SKILLS: Skeleton Warrior may choose from the Ferocity, Shooting, and Combat lists. &lt;br /&gt;
NO BLOOD: Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
MACES AND CLUBS: When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
NOT PINNED: As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
PSYCHOLOGY: As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
FEAR: The Shambling Undead cause fear. &lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
0-2 SKELETON HEAVIES - 100 credits &lt;br /&gt;
These are particularly large-boned skeletons, who were obviously quite muscular in their time. They have the huge advantage of being able to carry awesome weapons. &lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   3   3  3  3  2  2  1  10&lt;br /&gt;
WEAPONS: Skeleton Heavies may choose from the Close Combat, Pistol, Basic, Special, Heavy, Grenade and Shotgun shells list. &lt;br /&gt;
SKILLS: Skeleton Heavies may choose from the Combat, Shooting, Ferocity and Stealth lists. &lt;br /&gt;
NO BLOOD: Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
MACES AND CLUBS: When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
NOT PINNED: As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
PSYCHOLOGY: As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
WEAPON LISTS&lt;br /&gt;
I can&#039;t be arsed writing out a weapons list for the Undead Gangs. All the weapons in each list apply as for normal gangs. The Necromancer will equip his gang with whatever he can get his hands on. However, there is one new Weapon List. This covers the &#039;Necromantic Staffs&#039; carried by Necromancers. A Necromancer may only carry one into battle. They are all common to Necromancers. &lt;br /&gt;
NECROMANTIC STAFFS: &lt;br /&gt;
STAVE OF THE ART OF COMBAT - 40 credits &lt;br /&gt;
If the Necromancer either draws or wins a round of combat, he automatically takes his opponent out of action. The Stave also allows one extra attck in combat. However, if a fumble is rolled, the Necromancer himself goes out of action on a roll of 4+ on a D6. &lt;br /&gt;
STAVE OF THE BALLISTIC ARTS - 90 credits &lt;br /&gt;
This works in exactly the same as a Plasma Gun, except all ammo rolls may be rerolled. It can also be used in Close Combat &lt;br /&gt;
STAVE OF THE WYRD ARTS - 40 credits &lt;br /&gt;
Allows the Necromancer an extra minor Wyrd power, randomly determined before each battle by rolling on the Minor Power Table in the Outlanders Book. If &#039;No Minor Power&#039; is rolled, the Stave does not work for that battle. &lt;br /&gt;
EXPERIENCE LEVELS FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
0-5 Apprentice of the Dark Arts &lt;br /&gt;
6-10 Apprentice &lt;br /&gt;
11-20 Apprentice &lt;br /&gt;
21-30 Apprentice &lt;br /&gt;
31-40 Master Apprentice of the Dark Arts &lt;br /&gt;
41-50 Master Apprentice &lt;br /&gt;
51-60 Master Apprentice &lt;br /&gt;
61-80 Journeyman of the Dark Arts &lt;br /&gt;
81-100 Jouneyman &lt;br /&gt;
101-120 Graduate of the Dark Arts &lt;br /&gt;
121-140 Graduate &lt;br /&gt;
141-160 Graduate &lt;br /&gt;
161-180 Graduate &lt;br /&gt;
181-200 Graduate &lt;br /&gt;
201-240 Master of the Dark Arts &lt;br /&gt;
241-280 Master &lt;br /&gt;
281-320 Master &lt;br /&gt;
321-360 Grand Master of the Dark Arts &lt;br /&gt;
361-400 Grand Master &lt;br /&gt;
400+ High Lord of the Dark Arts &lt;br /&gt;
ADVANCE TABLES FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
Roll 2D6. &lt;br /&gt;
2: New Skill from Any Table &lt;br /&gt;
3-4: New Standard Skill &lt;br /&gt;
5: Characteristic Increase. 1-3: +1 Strength 1-4: +1 Attacks &lt;br /&gt;
6: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
7: Characteristic Increase. 1-3: +1 Initiative 4-6: +1 Leadership &lt;br /&gt;
8: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
9: Characteristic Increase. 1-3: +1 Toughness 4-6: +1 Wounds &lt;br /&gt;
10-11: New Standard Skill &lt;br /&gt;
12: New Minor Wyrd Power &lt;br /&gt;
MAXIMUM CHARACTERISTICS FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   6   6   4   4   3   6   3   10&lt;br /&gt;
EXPERIENCE LEVELS FOR SKELETONS&lt;br /&gt;
0-10 Raisling &lt;br /&gt;
10-20 Raisling &lt;br /&gt;
20-30 Minion &lt;br /&gt;
30-40 Minion &lt;br /&gt;
40-50 Minion &lt;br /&gt;
50-60 Minion &lt;br /&gt;
60-80 Servant &lt;br /&gt;
80-100 Servant &lt;br /&gt;
100-120 Warrior &lt;br /&gt;
120-140 Warrior &lt;br /&gt;
140-160 Warrior &lt;br /&gt;
160-180 Warrior &lt;br /&gt;
180-200 Grand Warrior &lt;br /&gt;
200-240 Grand Warrior &lt;br /&gt;
240-280 Grand Warrior &lt;br /&gt;
280-320 Grand Warrior &lt;br /&gt;
320-360 Great Amongst the Undead &lt;br /&gt;
360-400 Great Amongst the Undead &lt;br /&gt;
400+ Greatest Amongst the Undead &lt;br /&gt;
(Skeletons use the Standard Advance Table from the Necromunda Sourcebook) &lt;br /&gt;
MAXIMUM CHARACTERISTICS FOR SKELETONS&lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   6   6   3   4   3   4   3   10&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=103637</id>
		<title>Undead Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Undead_Gangs&amp;diff=103637"/>
		<updated>2009-02-24T05:06:17Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a cut and paste at the mo I&#039;ll try to get at the formatting on Wednesday-ish.&lt;br /&gt;
&lt;br /&gt;
by Richard Irvine&lt;br /&gt;
&lt;br /&gt;
Undead Gangs are unusual. The most important thing to remember is they are not really gangs, just a collection of Skeletons raised by your local friendly Necromancer. Necromancers are loners, and while other Wyrds are happy to hire out their services, Necromancers prefer to work on their own. Of course, one Underhiver can&#039;t take the Hive by storm on his own, especially as Necromancers are pretty weedy themslves, preferring to study their dark art rather than tone their muscles. Therefore, Necromancers turn to raising the dead in order to get the help they need to go about their day to day business. Necromancers don&#039;t make themselves too conspicuous, as the Guilders hardly approve of their actions, and followers of the redemption would hang, draw and quarter them as readily as any other Mutant.&lt;br /&gt;
OUTLANDERS&lt;br /&gt;
Necromancers are Outlanders, but they do not always follow the general Outlaw rules due to their Gangs unusual nature. Special rules for income, trading and other areas covered by the Outlaw rules are covered later in this article. Necromancers may never pay off their outlaw status. &lt;br /&gt;
GANG RATING&lt;br /&gt;
Although, as already mentioned, Undead Gangs are not standard in that the centre particularly around the Necromancer, Gang Ratings should obviously still be calculated in the standard way, for comparative and experience purposes. &lt;br /&gt;
TERRITORY&lt;br /&gt;
Undead &#039;gangs&#039; do not follow the usual outlaw territory or foraging rules. Instead, after every game roll a D6 to work out how the Necromancer has been making his money. Note that you do not have deduct any further amounts from this profit, it already counts the General Costs of living (unless he has hired an apprentice- see below). Skeletons don&#039;t cost much to feed, after all.&lt;br /&gt;
1: SEARCHING FOR SCRAPS!: The Necromancer is reduced to scrabbling around in the dirt trying to find enough food to stay alive. He only makes D6 credits profit. &lt;br /&gt;
2: RUINS: The Necromancer finds ruins. He makes 10 credits profit. &lt;br /&gt;
3: GRAVE ROBBING: The Necromancer, whilst searching for appropriate bones, picks up whatever items he feels may yield a profit. He makes D3x10 profit. In addition, he may have found something interesting buried. Roll a D6, on the roll of a 4 or 5 he uncovers a (common) basic weapon randomly determined from the Basic Weapons list. On the roll of 6, he has uncovered a piece of Archeotech. Establish its type by rolling on the Archeotech table on page 56 of the Outlanders rulebook. &lt;br /&gt;
4: HELP THE DOC: The Necromancer &#039;helps&#039; his local doc with his &#039;research&#039;. He makes D6x10 profit. &lt;br /&gt;
5: AUTOPSY: The Necromancer visits the site of a recent gangfight. He strips the bodies of the deceased, making D3x10 profit. He also finds one randomly determined (common) pistol and one randomly determined (common) basic weapon. &lt;br /&gt;
6: ARCHEOTECH HOARD: The Necromancer has discovered an Archeotech Hoard. He must milk it for all its worth before moving on. He makes 3D6x10 profit, as well as discovering 2 items randomly determined by rolling on the normal rade trade table. Apprentices: If the Necromancer has hired an apprentice, he must feed him. The Apprentice needs 3 credits per week to survive, which must be deducted from the Necromancer&#039;s profit. However, he makes D6 credits through foraging. &lt;br /&gt;
CAPTURE&lt;br /&gt;
If Skeletons are captured, they automatically crumble to dust and bones. they therefore cannot be ransomed and cannot be sold on. Their equipment can be used by the capturing gang, however. If the Necromancer is captured, he gets one chance to orchestrate an escape effore, by animating the skeletons to come to his rescue. Play the &#039;Rescue&#039; scenario. If this attempt fails, the gang automatically crumbles in its entirity, and you must start again. Without a Necromancer, the gang will (literally) crumble. Apprentices use the normal rules for captured Gangers. &lt;br /&gt;
BOUNTY&lt;br /&gt;
Necromancers are worth a bounty equal to their cost. The rest of their gang, however, is worthless financially. &lt;br /&gt;
LEADERSHIP CHALLENGES&lt;br /&gt;
There are no leadership challenges in Undead Gangs. &lt;br /&gt;
HIRED GUNS&lt;br /&gt;
Hired Guns will not work for Necromancers. &lt;br /&gt;
RARE TRADE ITEMS&lt;br /&gt;
The Necromancer himself may search for rare trade items. He is offered D3 items. He may NOT send skellies to get additional items, and his apprentice will be too busy peeling potatoes. He rolls on the Outlaw Rare Trade table. &lt;br /&gt;
RAISE THE DEAD&lt;br /&gt;
If one of the gangs opponents died during battle (as in rolled dead on the Serious Injuries Table), the necromancer may raise him. He becomes a normal Skeleton warrior, and does not keep his skills or characteristics, but the Necromancer may keep his weapons. In addition, if the model raised was a Heavy, he will be raised as a Skeleton Heavy. &lt;br /&gt;
SCENARIOS&lt;br /&gt;
Undead Gangs roll on the Outlaw Scenario table. They can choose any scenario to play, although they may never work for Guilders (obviously) and may not take part in &#039;Lord of the Spire&#039; competitions. &lt;br /&gt;
NECROMANTIC CONTROL&lt;br /&gt;
The Necromancer can only control a certain number of skeletons. If his experience is 0-150, he can control 6. If his experience is 150-250, he can control 7. If his experience is 250+, he can control 8, if his experience is 400+, he can control 9. This means he may never have more Undead in his gang at any one time than the specified number for his experience level, as he simply cannot keep them animated. &lt;br /&gt;
SERIOUS INJURY&lt;br /&gt;
Necromancers and Apprentices roll on the usual injury table (note if a Necromancer gets a Head Wound, the effects count for the entire gang!). However, skeletons must roll on the below table if taken out of action.&lt;br /&gt;
1: DEAD. The skeleton is destroyed and may never be used again. &lt;br /&gt;
2: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Wounds by 1. If this reduces it to 0 wounds, it is dead. 4-6: Reduce its Toughness by 1. If this reduces it to 0 toughness it is dead. &lt;br /&gt;
3: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Strength by 1. If this reduces it to 0 strength, it is dead. 4-6: Reduce its WS by 1. If this reduces it to WS 0, it is dead. &lt;br /&gt;
4: ANIMATION DAMAGED: The power that animated the skeleton has been reduced, and it has become less developed as a warrior. It loses D6 Experience. Note that he may not gain advances for raising through levels which he has already passed. Therefore, if he had 32 experience, and lost 6, he may not gain an advance for rising past 31 experience. &lt;br /&gt;
5: FULL RECOVERY: The Skeleton makes a full recovery. &lt;br /&gt;
6: SPECIAL: Roll a D6. 1-2 Full Recovery. 3-4 Captured. See the captured section above. 5-6: Strengthened. Both the Necromancer and the skeleton gain D6 experience through working to help the Skeleton recover. &lt;br /&gt;
BOTTLE TESTS&lt;br /&gt;
Undead Gangs never have to take Bottle tests, although they may bottle automatically. However, if the Necromancer goes down, the Gang counts as automatically losing. &lt;br /&gt;
PLAGUE ZOMBIES&lt;br /&gt;
Undead gangs may &#039;hire&#039; D6 Zombies for 10 credits, the cost of leaving out some scraps for them. Plague Zombies are detailed in the Outlanders book. &lt;br /&gt;
RAISING THE GANG&lt;br /&gt;
The Gang is &#039;raised&#039; in the same way as other gangs are hired. The Necromancer is allowed to spend 1000 credits on his gang. The &#039;cost&#039; of skeltons is due to the cost of expeditions to find skellies, &#039;supplies&#039; and mental foci for necromancy. The Necromancer himself goes out to purchase the weapons. &lt;br /&gt;
1 NECROMANCER - 140 credits to recruit &lt;br /&gt;
The Necromancer is power behind the Gang. He literally controls it by animating Undead minions, and without him there would be no gang at all. &lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   3   3  2  3  1  4  1  10&lt;br /&gt;
WEAPONS: Necromancers may have any wepaons from the Close Combat, Pistol, Basic, Necromancer&#039;s Staff and Grenades and Shotgun Shells catagories. &lt;br /&gt;
SKILLS: Necromancers may take skills from the Agility, Combat, Ferocity, Muscle, Shooting, Stealth and Techno lists. &lt;br /&gt;
NECROMANTIC POWERS: Without the Necromancer, the gang will crumble. If the Necromancer dies, that is the end of the gang, and you must start again. Also, if the Necromancer goes down in Battle, the battle ends immediately, with the undead gang losing. &lt;br /&gt;
NOT PINNED: Due to their Psychological strength, Necromancers may never be pinned. &lt;br /&gt;
PSYCHIC POWERS: The Necromancers Primary Power is his ability to control the gang in the first place. However, he also gets one minor power from the table in the Outlanders rulebook. &lt;br /&gt;
EXPERIENCE: 60+D6 &lt;br /&gt;
1 APPRENTICE - 50 credits to recruit &lt;br /&gt;
Although Necromancers generally like to work alone, they often employ apprentices to do the basic work such as sweeping up, cooking, etc. In return the Necromancer will teach them the dark arts. Apprentices invariably have Wyrd powers, as only wyrds could ever hope to rise to the level of Necromancer. &lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   2   2   3  3  1  3  1  6&lt;br /&gt;
WEAPONS: Apprentices may choose from the Close Combat, Pistol and Grenade catagories. &lt;br /&gt;
SKILLS: Apprentices may choose skills from the Agility and Stealth lists. &lt;br /&gt;
PSYCHIC POWERS: The Apprentice will have one minor power from the table in the Outlanders book. Reroll all &#039;No Minor power&#039; results. &lt;br /&gt;
APPRENTICESHIP: The Apprentice only works with the Necromancer to learn the dark arts. Therefore, when he reaches 100 experience points, he will leave the Necromancer&#039;s services. &lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
SKELETON WARRIORS - 55 credits to recruit &lt;br /&gt;
These make up the bulk of any Undead gang, being the riased minions of the necromancer. They make excellent fighters because know no fear (mainly because they know nothing) and they don&#039;t need feeding, just dusted from time to time. &lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   3   3  2  3  2  2  1  10&lt;br /&gt;
WEAPONS: Skeleton Warriors may choose from the Close Combat, Pistol, Basic, Grenade and shot Shells Catagories. &lt;br /&gt;
SKILLS: Skeleton Warrior may choose from the Ferocity, Shooting, and Combat lists. &lt;br /&gt;
NO BLOOD: Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
MACES AND CLUBS: When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
NOT PINNED: As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
PSYCHOLOGY: As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
FEAR: The Shambling Undead cause fear. &lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
0-2 SKELETON HEAVIES - 100 credits &lt;br /&gt;
These are particularly large-boned skeletons, who were obviously quite muscular in their time. They have the huge advantage of being able to carry awesome weapons. &lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   3   3  3  3  2  2  1  10&lt;br /&gt;
WEAPONS: Skeleton Heavies may choose from the Close Combat, Pistol, Basic, Special, Heavy, Grenade and Shotgun shells list. &lt;br /&gt;
SKILLS: Skeleton Heavies may choose from the Combat, Shooting, Ferocity and Stealth lists. &lt;br /&gt;
NO BLOOD: Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. &lt;br /&gt;
MACES AND CLUBS: When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. &lt;br /&gt;
NOT PINNED: As they are controlled by the necromancer, and have no mind of their own, they are never pinned. &lt;br /&gt;
PSYCHOLOGY: As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). &lt;br /&gt;
EXPERIENCE: 0 &lt;br /&gt;
WEAPON LISTS&lt;br /&gt;
I can&#039;t be arsed writing out a weapons list for the Undead Gangs. All the weapons in each list apply as for normal gangs. The Necromancer will equip his gang with whatever he can get his hands on. However, there is one new Weapon List. This covers the &#039;Necromantic Staffs&#039; carried by Necromancers. A Necromancer may only carry one into battle. They are all common to Necromancers. &lt;br /&gt;
NECROMANTIC STAFFS: &lt;br /&gt;
STAVE OF THE ART OF COMBAT - 40 credits &lt;br /&gt;
If the Necromancer either draws or wins a round of combat, he automatically takes his opponent out of action. The Stave also allows one extra attck in combat. However, if a fumble is rolled, the Necromancer himself goes out of action on a roll of 4+ on a D6. &lt;br /&gt;
STAVE OF THE BALLISTIC ARTS - 90 credits &lt;br /&gt;
This works in exactly the same as a Plasma Gun, except all ammo rolls may be rerolled. It can also be used in Close Combat &lt;br /&gt;
STAVE OF THE WYRD ARTS - 40 credits &lt;br /&gt;
Allows the Necromancer an extra minor Wyrd power, randomly determined before each battle by rolling on the Minor Power Table in the Outlanders Book. If &#039;No Minor Power&#039; is rolled, the Stave does not work for that battle. &lt;br /&gt;
EXPERIENCE LEVELS FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
0-5 Apprentice of the Dark Arts &lt;br /&gt;
6-10 Apprentice &lt;br /&gt;
11-20 Apprentice &lt;br /&gt;
21-30 Apprentice &lt;br /&gt;
31-40 Master Apprentice of the Dark Arts &lt;br /&gt;
41-50 Master Apprentice &lt;br /&gt;
51-60 Master Apprentice &lt;br /&gt;
61-80 Journeyman of the Dark Arts &lt;br /&gt;
81-100 Jouneyman &lt;br /&gt;
101-120 Graduate of the Dark Arts &lt;br /&gt;
121-140 Graduate &lt;br /&gt;
141-160 Graduate &lt;br /&gt;
161-180 Graduate &lt;br /&gt;
181-200 Graduate &lt;br /&gt;
201-240 Master of the Dark Arts &lt;br /&gt;
241-280 Master &lt;br /&gt;
281-320 Master &lt;br /&gt;
321-360 Grand Master of the Dark Arts &lt;br /&gt;
361-400 Grand Master &lt;br /&gt;
400+ High Lord of the Dark Arts &lt;br /&gt;
ADVANCE TABLES FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
Roll 2D6. &lt;br /&gt;
2: New Skill from Any Table &lt;br /&gt;
3-4: New Standard Skill &lt;br /&gt;
5: Characteristic Increase. 1-3: +1 Strength 1-4: +1 Attacks &lt;br /&gt;
6: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
7: Characteristic Increase. 1-3: +1 Initiative 4-6: +1 Leadership &lt;br /&gt;
8: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS &lt;br /&gt;
9: Characteristic Increase. 1-3: +1 Toughness 4-6: +1 Wounds &lt;br /&gt;
10-11: New Standard Skill &lt;br /&gt;
12: New Minor Wyrd Power &lt;br /&gt;
MAXIMUM CHARACTERISTICS FOR NECROMANCERS AND APPRENTICES&lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   6   6   4   4   3   6   3   10&lt;br /&gt;
EXPERIENCE LEVELS FOR SKELETONS&lt;br /&gt;
0-10 Raisling &lt;br /&gt;
10-20 Raisling &lt;br /&gt;
20-30 Minion &lt;br /&gt;
30-40 Minion &lt;br /&gt;
40-50 Minion &lt;br /&gt;
50-60 Minion &lt;br /&gt;
60-80 Servant &lt;br /&gt;
80-100 Servant &lt;br /&gt;
100-120 Warrior &lt;br /&gt;
120-140 Warrior &lt;br /&gt;
140-160 Warrior &lt;br /&gt;
160-180 Warrior &lt;br /&gt;
180-200 Grand Warrior &lt;br /&gt;
200-240 Grand Warrior &lt;br /&gt;
240-280 Grand Warrior &lt;br /&gt;
280-320 Grand Warrior &lt;br /&gt;
320-360 Great Amongst the Undead &lt;br /&gt;
360-400 Great Amongst the Undead &lt;br /&gt;
400+ Greatest Amongst the Undead &lt;br /&gt;
(Skeletons use the Standard Advance Table from the Necromunda Sourcebook) &lt;br /&gt;
MAXIMUM CHARACTERISTICS FOR SKELETONS&lt;br /&gt;
M  WS  BS  S  T  W  I  A  Ld&lt;br /&gt;
4   6   6   3   4   3   4   3   10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Edit link&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=103636</id>
		<title>Enter the Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=103636"/>
		<updated>2009-02-24T05:03:25Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Homebrew Gangs&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;So what is Necromunda?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Only one of the best tabletop skirmish games set in the [http://www.games-workshop.com/gws/content/article.jsp?categoryId=cat1290027&amp;amp;aId=9300005 Warhammer 40k universe]. The game is based on the planet [[Necromunda]]. Necromunda is a industrial world covered in an endless dessert and punctuated by enormous spire like cities, called [[Hives]]. Deep in the bellies of these Hives are planets main population. Destined to never to the light of day or step foot on their planets surface; Most eek out an existence in the numerous factories and processing plants, while others band together in gangs in gain both power, respect and maybe even a shot at a better life. These are the gangs of [[Necromunda]].&lt;br /&gt;
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Some here are are a few of the wiki page suggestions for us to start working on:&lt;br /&gt;
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===&#039;&#039;&#039;Offical Gangs&#039;&#039;&#039;===&lt;br /&gt;
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[[Cawdor]]&lt;br /&gt;
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[[Delaque]]&lt;br /&gt;
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[[Escher]]&lt;br /&gt;
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[[Goliath]]&lt;br /&gt;
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[[Orlocks]]&lt;br /&gt;
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[[Van Saar]]&lt;br /&gt;
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===&#039;&#039;&#039;Homebrew Gangs&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Tired of playing the same old gangs every campaign? Wish so one would come up with some new gangs you can stomp around you home hive? Well hiver its your lucky day. In the Homebrew gang section you&#039;ll find every type of gang there is. From big hulking green skins to Tau occupied spires to well... you get the idea.&#039;&#039; &lt;br /&gt;
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[[Grot Mob]] - They&#039;re small, they&#039;ve got a terrible aim and lets face it there just as likely to kill some with a squig as get eaten by one.&lt;br /&gt;
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[[Big Game Hunter]] - Spyre rigs aren&#039;t the only uphivers looking to bag a few of the hive denizens.&lt;br /&gt;
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[[Gang Concepts]] - This for any half baked ideas that still need a little time to proof.&lt;br /&gt;
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[[Undead Gangs]] - &amp;quot;Bring out your dead.&amp;quot;&lt;br /&gt;
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===&#039;&#039;&#039;Homebrew Scenarios&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Looking for something a little more exotic that you average gang figh&#039;&#039;t.&lt;br /&gt;
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[[Scenario Drawing Board]] - So you know what you want to do with your gangs but your not sure how to write out balanced scenario. Well, this is the place for you.&lt;br /&gt;
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===&#039;&#039;&#039;Homebrew Territories&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Theres a lot more territories out there than the standard GW vairants.&#039;&#039; &lt;br /&gt;
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[[Territory Emporium]] - Every Territory you can think of, or atleast this is where they will be. List all completed territory ideas here please.&lt;br /&gt;
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[[Territory Ideas]] - Got an idea for a new territory but not to sure about the fluff or income? Throw it in here and lets see what we can come up with.&lt;br /&gt;
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===&#039;&#039;&#039;Homebrew Characters&#039;&#039;&#039;=== &lt;br /&gt;
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[[Gideon Feltch]] - The guy that knows a guy.&lt;br /&gt;
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[[Ozzie and TinMan]] - Ozzie is a Big Game Hunter with a passion for hive safari. While he tends to look down on the spoiled brats in their spyre rigs, he would dream of going on a hunt with a TinMan (basicly a tank on legs).  &lt;br /&gt;
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===&#039;&#039;&#039;Homebrew Skills&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If you can imagine its probably already here. Whats that... its not? Then up a keyboard and show us what you got.&#039;&#039;&lt;br /&gt;
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[[Skill Emporium]] - Skills, skills and more skills. Got a skill we havent heard of throw in the here.&lt;br /&gt;
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[[Skill Ideas]] - From the practical to the downright mean. If you&#039;ve thought it up we want it here.&lt;br /&gt;
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===&#039;&#039;&#039;Weapons&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If it whacks, booms, ticks or goes &amp;quot;Bruh-da-da-da-da&amp;quot; then it belongs here in the weapons list.&#039;&#039;&lt;br /&gt;
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[[Standard Weapons]]&lt;br /&gt;
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[[Alternate Weapons]]&lt;br /&gt;
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===&#039;&#039;&#039;House Rules&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Got something you want to contribute but it doesnt seem to fit anywhere above they why not post in to the general house rules or creat your own heading.&#039;&#039;&lt;br /&gt;
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==References==&lt;br /&gt;
&#039;&#039;Know a great Necromunda website. Maybe you&#039;d like to see some of there content up here. Then why not post a link and fire them an email to let them know whats goin on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Necromunda Necromunda on Wikipedia] Necromunda on Wikipedia&lt;br /&gt;
* [http://easternfringe.com Eastern Fringe] Forum Favorite for all things Necromunda&lt;br /&gt;
* The [http://wiki.rpg.net/index.php/Necromunda_Confrontation Necromunda Confrontation] [[RPG.net]] Wikiproject&lt;br /&gt;
* [http://homepage.eircom.net/~thevault/warvault/necromunda/index.html] The Vault - New Gangs and more.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Necromunda_Bible&amp;diff=103616</id>
		<title>Necromunda Bible</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Necromunda_Bible&amp;diff=103616"/>
		<updated>2009-02-24T00:08:07Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The legal bit (not my specialty but seems like everyone has to have one these days)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an OpenGamingResource intended to compile as many rules, scenarios, characters, ideas etc... based around [[Necromunda]] as possible. All information is supplied with intent to educate future and current gamers and is in no way meant to infringe upon any copyright or other legal BS that tends to get companies all worked up. The final work is intended to be a non-profit, personal use, archive for education reference. All content should be considered “works in progress” or just “ideas”. Please feel free to use adapt any of the rules given however you do so at your own risk. I am not responsible for any unbalanced gaming or legal repercussion.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Back Ground&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now we got that out of the way, here&#039;s the scoop. After searching though mounds of notes and dozens of links and archived websites I finally decided to bite the bullet and make a Necromunda Bible. Originally it was just intended to tidy up my office/HD and create a resource for future games. Then I thought to myself why note share what I got and see if there are any other gamers out there in the same position that would like to contribute. If we all chip in a scenario here and a character there then we could make the mother of all hobby gaming bibles. If all goes well we get an Uber universal reference book, maybe introduce a few more players to Necromunda, and dare I say it... get [http://ca.games-workshop.com/ Games-Workshop] to breathe some life back into a game that brought, and continues to bring, endless hours of entertainment to so many. &lt;br /&gt;
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==&#039;&#039;&#039;Join the Scrum or Watch from the Sidelines.&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
So if your up for a challenge and would like to be a part of something big then roll up your sleeves and jump in. We all have tons of this stuff just sitting in our HD or crammed in our notebooks. And if your like me you&#039;ve probably spent hours scouring the web for new content for your games, or more likely trying to find a lost article on an alternate gang. So dust off those minis breakout the house rules and help make put Necromunda back on the proverbial map. &lt;br /&gt;
&lt;br /&gt;
Failing that this is the just the mad ramblings of a old gamer trying to share his ideas as he tidies up his office. I&#039;ll do my best to keep this updated for as long as I&#039;m working on the project and as long as their is interest.&lt;br /&gt;
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==&#039;&#039;&#039;Conduct&#039;&#039;&#039;==&lt;br /&gt;
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This page is intended to be an [[OpenGamingResource]] so please keep that in mind when adding content. The idea is to collect information not remove it because we don&#039;t like someone else&#039;s idea for a gang. All criticism should remain positive and should include, where possible, suggestions to aid balancing of game play. Any suggestions with majority support should be included in the target gang posting under the subheading &amp;quot;suggestions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;[[Enter the Hive]]&#039;&#039;&#039;=&lt;br /&gt;
&#039;&#039;Click here to be taken to the main content pages.&#039;&#039;&lt;br /&gt;
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=&#039;&#039;&#039;Updates&#039;&#039;&#039;=&lt;br /&gt;
Finished the Grotz mob rules (25 Feb 09)&lt;br /&gt;
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=&#039;&#039;&#039;Todo:&#039;&#039;&#039;=&lt;br /&gt;
Add link back comments on all pages&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103615</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103615"/>
		<updated>2009-02-24T00:04:03Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Finish short of a good double check :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
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But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
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==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
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&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
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==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
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==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
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==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
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1-10  Grots 	1 Territory&lt;br /&gt;
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11-15 Grots 	2 Territories&lt;br /&gt;
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16+ Grots 	3 Territories&lt;br /&gt;
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*Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
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===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
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&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
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2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
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&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
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&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
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&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
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&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
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===&#039;&#039;&#039;&amp;quot;My Turf Now&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
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===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
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* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
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===&#039;&#039;&#039;&amp;quot;Get ta Work&#039;&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
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==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
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===&#039;&#039;&#039;&amp;quot;Come and ave a go if you think your hard enuff!&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grotz will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
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===&#039;&#039;&#039;&amp;quot;Goin shoppin&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
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===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
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===&#039;&#039;&#039;&amp;quot;Well ard&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
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==&#039;&#039;&#039;Gettin the Mob Ta&#039;geva&#039;&#039;&#039;==&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
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*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
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*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
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*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
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*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
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*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
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*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
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*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
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*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
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===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
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 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
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&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
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=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
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&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
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&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
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&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
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===&#039;&#039;&#039;Grotz&#039;&#039;&#039;===&lt;br /&gt;
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&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
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Their vast will often make up for there other short comings. &lt;br /&gt;
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 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grotz can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Gotcha Net                              10&lt;br /&gt;
 &lt;br /&gt;
 Squig Prodder                           15 &lt;br /&gt;
 &lt;br /&gt;
 Sword                                   10&lt;br /&gt;
 &lt;br /&gt;
 Chainsword                              25&lt;br /&gt;
 &lt;br /&gt;
 Clubs, mauls and bludgeons           free/10*&lt;br /&gt;
 &lt;br /&gt;
 Chain or Flail                          10 &lt;br /&gt;
 &lt;br /&gt;
 Knife (1st knife is free)                5 &lt;br /&gt;
 &lt;br /&gt;
 Massive Axe, Sword or Club              15  &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Autopistol				  15 &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer				  20 &lt;br /&gt;
 &lt;br /&gt;
 Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Autogun 			          20 &lt;br /&gt;
 &lt;br /&gt;
 Blunderbuss/scatter gun 		   8&lt;br /&gt;
 &lt;br /&gt;
 Shotgun 				  20 &lt;br /&gt;
 (solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
 Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Heavy Stubber				 120 &lt;br /&gt;
 &lt;br /&gt;
 Heavy Bolter 				 180 &lt;br /&gt;
 &lt;br /&gt;
 Missile Launcher			 185 &lt;br /&gt;
 (Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Man-Stopper Shotgun shell		   5 &lt;br /&gt;
 &lt;br /&gt;
 Hot-Shot Shotgun shell			   5 &lt;br /&gt;
 &lt;br /&gt;
 Bolt Shotgun Shell			  15 &lt;br /&gt;
 &lt;br /&gt;
 Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
 &lt;br /&gt;
 Frag grenades				  30 &lt;br /&gt;
 &lt;br /&gt;
 Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
3-4 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
&#039;&#039;&#039;5 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
9 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-11 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may roll an additional D6:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
1-3 New Skill&#039;&#039;&#039; (Any table)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
4-5 New Wyrd&#039;&#039;&#039; Minor Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 New Wyrd&#039;&#039;&#039; Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Authors Notes&#039;&#039;&#039;==&lt;br /&gt;
Only got one play test, sadly our group disbanded mid campaign to deal with their RLs.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103614</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103614"/>
		<updated>2009-02-23T23:59:03Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
*Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;My Turf Now&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Get ta Work&#039;&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Come and ave a go if you think your hard enuff!&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grotz will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Goin shoppin&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Well ard&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Gettin the Mob Ta&#039;geva&#039;&#039;&#039;==&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grotz&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grotz can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Gotcha Net                              10&lt;br /&gt;
 &lt;br /&gt;
 Squig Prodder                           15 &lt;br /&gt;
 &lt;br /&gt;
 Sword                                   10&lt;br /&gt;
 &lt;br /&gt;
 Chainsword                              25&lt;br /&gt;
 &lt;br /&gt;
 Clubs, mauls and bludgeons           free/10*&lt;br /&gt;
 &lt;br /&gt;
 Chain or Flail                          10 &lt;br /&gt;
 &lt;br /&gt;
 Knife (1st knife is free)                5 &lt;br /&gt;
 &lt;br /&gt;
 Massive Axe, Sword or Club              15  &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Autopistol				  15 &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer				  20 &lt;br /&gt;
 &lt;br /&gt;
 Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Autogun 			          20 &lt;br /&gt;
 &lt;br /&gt;
 Blunderbuss/scatter gun 		   8&lt;br /&gt;
 &lt;br /&gt;
 Shotgun 				  20 &lt;br /&gt;
 (solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
 Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Heavy Stubber				 120 &lt;br /&gt;
 &lt;br /&gt;
 Heavy Bolter 				 180 &lt;br /&gt;
 &lt;br /&gt;
 Missile Launcher			 185 &lt;br /&gt;
 (Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Man-Stopper Shotgun shell		   5 &lt;br /&gt;
 &lt;br /&gt;
 Hot-Shot Shotgun shell			   5 &lt;br /&gt;
 &lt;br /&gt;
 Bolt Shotgun Shell			  15 &lt;br /&gt;
 &lt;br /&gt;
 Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
 &lt;br /&gt;
 Frag grenades				  30 &lt;br /&gt;
 &lt;br /&gt;
 Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
3-4 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
&#039;&#039;&#039;5 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
9 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-11 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may roll an additional D6:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
1-3 New Skill&#039;&#039;&#039; (Any table)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
4-5 New Wyrd&#039;&#039;&#039; Minor Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 New Wyrd&#039;&#039;&#039; Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103612</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103612"/>
		<updated>2009-02-23T23:55:58Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Well ard&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
*Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;My Turf Now&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Get ta Work&#039;&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Come and ave a go if you think your hard enuff!&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grotz will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Goin shoppin&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Well ard&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Gettin the Mob Ta&#039;geva&#039;&#039;&#039;==&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grotz&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grotz can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Gotcha Net                              10&lt;br /&gt;
 &lt;br /&gt;
 Squig Prodder                           15 &lt;br /&gt;
 &lt;br /&gt;
 Sword                                   10&lt;br /&gt;
 &lt;br /&gt;
 Chainsword                              25&lt;br /&gt;
 &lt;br /&gt;
 Clubs, mauls and bludgeons           free/10*&lt;br /&gt;
 &lt;br /&gt;
 Chain or Flail                          10 &lt;br /&gt;
 &lt;br /&gt;
 Knife (1st knife is free)                5 &lt;br /&gt;
 &lt;br /&gt;
 Massive Axe, Sword or Club              15  &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Autopistol				  15 &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer				  20 &lt;br /&gt;
 &lt;br /&gt;
 Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Autogun 			          20 &lt;br /&gt;
 &lt;br /&gt;
 Blunderbuss/scatter gun 		   8&lt;br /&gt;
 &lt;br /&gt;
 Shotgun 				  20 &lt;br /&gt;
 (solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
 Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Heavy Stubber				 120 &lt;br /&gt;
 &lt;br /&gt;
 Heavy Bolter 				 180 &lt;br /&gt;
 &lt;br /&gt;
 Missile Launcher			 185 &lt;br /&gt;
 (Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Man-Stopper Shotgun shell		   5 &lt;br /&gt;
 &lt;br /&gt;
 Hot-Shot Shotgun shell			   5 &lt;br /&gt;
 &lt;br /&gt;
 Bolt Shotgun Shell			  15 &lt;br /&gt;
 &lt;br /&gt;
 Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
 &lt;br /&gt;
 Frag grenades				  30 &lt;br /&gt;
 &lt;br /&gt;
 Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
3-4 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
&#039;&#039;&#039;5 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
9 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-11 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may roll an additional D6:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
1-3 New Skill&#039;&#039;&#039; (Any table)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
4-5 New Wyrd&#039;&#039;&#039; Minor Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 New Wyrd&#039;&#039;&#039; Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103611</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103611"/>
		<updated>2009-02-23T23:55:39Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Grots&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
*Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;My Turf Now&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Get ta Work&#039;&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Come and ave a go if you think your hard enuff!&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grotz will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Goin shoppin&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Gettin the Mob Ta&#039;geva&#039;&#039;&#039;==&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grotz&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grotz can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Gotcha Net                              10&lt;br /&gt;
 &lt;br /&gt;
 Squig Prodder                           15 &lt;br /&gt;
 &lt;br /&gt;
 Sword                                   10&lt;br /&gt;
 &lt;br /&gt;
 Chainsword                              25&lt;br /&gt;
 &lt;br /&gt;
 Clubs, mauls and bludgeons           free/10*&lt;br /&gt;
 &lt;br /&gt;
 Chain or Flail                          10 &lt;br /&gt;
 &lt;br /&gt;
 Knife (1st knife is free)                5 &lt;br /&gt;
 &lt;br /&gt;
 Massive Axe, Sword or Club              15  &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Autopistol				  15 &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer				  20 &lt;br /&gt;
 &lt;br /&gt;
 Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Autogun 			          20 &lt;br /&gt;
 &lt;br /&gt;
 Blunderbuss/scatter gun 		   8&lt;br /&gt;
 &lt;br /&gt;
 Shotgun 				  20 &lt;br /&gt;
 (solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
 Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Heavy Stubber				 120 &lt;br /&gt;
 &lt;br /&gt;
 Heavy Bolter 				 180 &lt;br /&gt;
 &lt;br /&gt;
 Missile Launcher			 185 &lt;br /&gt;
 (Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Man-Stopper Shotgun shell		   5 &lt;br /&gt;
 &lt;br /&gt;
 Hot-Shot Shotgun shell			   5 &lt;br /&gt;
 &lt;br /&gt;
 Bolt Shotgun Shell			  15 &lt;br /&gt;
 &lt;br /&gt;
 Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
 &lt;br /&gt;
 Frag grenades				  30 &lt;br /&gt;
 &lt;br /&gt;
 Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
3-4 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
&#039;&#039;&#039;5 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
9 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-11 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may roll an additional D6:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
1-3 New Skill&#039;&#039;&#039; (Any table)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
4-5 New Wyrd&#039;&#039;&#039; Minor Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 New Wyrd&#039;&#039;&#039; Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103610</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103610"/>
		<updated>2009-02-23T23:55:12Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Gettin the Mob Ta&amp;#039;geva&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
*Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;My Turf Now&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Get ta Work&#039;&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Come and ave a go if you think your hard enuff!&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grotz will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Goin shoppin&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Gettin the Mob Ta&#039;geva&#039;&#039;&#039;==&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Gotcha Net                              10&lt;br /&gt;
 &lt;br /&gt;
 Squig Prodder                           15 &lt;br /&gt;
 &lt;br /&gt;
 Sword                                   10&lt;br /&gt;
 &lt;br /&gt;
 Chainsword                              25&lt;br /&gt;
 &lt;br /&gt;
 Clubs, mauls and bludgeons           free/10*&lt;br /&gt;
 &lt;br /&gt;
 Chain or Flail                          10 &lt;br /&gt;
 &lt;br /&gt;
 Knife (1st knife is free)                5 &lt;br /&gt;
 &lt;br /&gt;
 Massive Axe, Sword or Club              15  &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Autopistol				  15 &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer				  20 &lt;br /&gt;
 &lt;br /&gt;
 Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Autogun 			          20 &lt;br /&gt;
 &lt;br /&gt;
 Blunderbuss/scatter gun 		   8&lt;br /&gt;
 &lt;br /&gt;
 Shotgun 				  20 &lt;br /&gt;
 (solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
 Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Heavy Stubber				 120 &lt;br /&gt;
 &lt;br /&gt;
 Heavy Bolter 				 180 &lt;br /&gt;
 &lt;br /&gt;
 Missile Launcher			 185 &lt;br /&gt;
 (Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Man-Stopper Shotgun shell		   5 &lt;br /&gt;
 &lt;br /&gt;
 Hot-Shot Shotgun shell			   5 &lt;br /&gt;
 &lt;br /&gt;
 Bolt Shotgun Shell			  15 &lt;br /&gt;
 &lt;br /&gt;
 Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
 &lt;br /&gt;
 Frag grenades				  30 &lt;br /&gt;
 &lt;br /&gt;
 Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
3-4 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
&#039;&#039;&#039;5 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
9 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-11 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may roll an additional D6:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
1-3 New Skill&#039;&#039;&#039; (Any table)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
4-5 New Wyrd&#039;&#039;&#039; Minor Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 New Wyrd&#039;&#039;&#039; Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103609</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103609"/>
		<updated>2009-02-23T23:53:51Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;&amp;quot;Come and ave a go if you think your hard enuff!&amp;quot;&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
*Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;My Turf Now&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Get ta Work&#039;&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Come and ave a go if you think your hard enuff!&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grotz will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Goin shoppin&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob Ta&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Gotcha Net                              10&lt;br /&gt;
 &lt;br /&gt;
 Squig Prodder                           15 &lt;br /&gt;
 &lt;br /&gt;
 Sword                                   10&lt;br /&gt;
 &lt;br /&gt;
 Chainsword                              25&lt;br /&gt;
 &lt;br /&gt;
 Clubs, mauls and bludgeons           free/10*&lt;br /&gt;
 &lt;br /&gt;
 Chain or Flail                          10 &lt;br /&gt;
 &lt;br /&gt;
 Knife (1st knife is free)                5 &lt;br /&gt;
 &lt;br /&gt;
 Massive Axe, Sword or Club              15  &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Autopistol				  15 &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer				  20 &lt;br /&gt;
 &lt;br /&gt;
 Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Autogun 			          20 &lt;br /&gt;
 &lt;br /&gt;
 Blunderbuss/scatter gun 		   8&lt;br /&gt;
 &lt;br /&gt;
 Shotgun 				  20 &lt;br /&gt;
 (solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
 Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Heavy Stubber				 120 &lt;br /&gt;
 &lt;br /&gt;
 Heavy Bolter 				 180 &lt;br /&gt;
 &lt;br /&gt;
 Missile Launcher			 185 &lt;br /&gt;
 (Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Man-Stopper Shotgun shell		   5 &lt;br /&gt;
 &lt;br /&gt;
 Hot-Shot Shotgun shell			   5 &lt;br /&gt;
 &lt;br /&gt;
 Bolt Shotgun Shell			  15 &lt;br /&gt;
 &lt;br /&gt;
 Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
 &lt;br /&gt;
 Frag grenades				  30 &lt;br /&gt;
 &lt;br /&gt;
 Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
3-4 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
&#039;&#039;&#039;5 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
9 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-11 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may roll an additional D6:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
1-3 New Skill&#039;&#039;&#039; (Any table)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
4-5 New Wyrd&#039;&#039;&#039; Minor Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 New Wyrd&#039;&#039;&#039; Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103608</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103608"/>
		<updated>2009-02-23T23:53:26Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Tweaking :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
*Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;My Turf Now&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Get ta Work&#039;&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Come and ave a go if you think your hard enuff!&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grotz will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Goin shoppin&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob Ta&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Gotcha Net                              10&lt;br /&gt;
 &lt;br /&gt;
 Squig Prodder                           15 &lt;br /&gt;
 &lt;br /&gt;
 Sword                                   10&lt;br /&gt;
 &lt;br /&gt;
 Chainsword                              25&lt;br /&gt;
 &lt;br /&gt;
 Clubs, mauls and bludgeons           free/10*&lt;br /&gt;
 &lt;br /&gt;
 Chain or Flail                          10 &lt;br /&gt;
 &lt;br /&gt;
 Knife (1st knife is free)                5 &lt;br /&gt;
 &lt;br /&gt;
 Massive Axe, Sword or Club              15  &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Autopistol				  15 &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer				  20 &lt;br /&gt;
 &lt;br /&gt;
 Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Autogun 			          20 &lt;br /&gt;
 &lt;br /&gt;
 Blunderbuss/scatter gun 		   8&lt;br /&gt;
 &lt;br /&gt;
 Shotgun 				  20 &lt;br /&gt;
 (solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
 Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Heavy Stubber				 120 &lt;br /&gt;
 &lt;br /&gt;
 Heavy Bolter 				 180 &lt;br /&gt;
 &lt;br /&gt;
 Missile Launcher			 185 &lt;br /&gt;
 (Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Man-Stopper Shotgun shell		   5 &lt;br /&gt;
 &lt;br /&gt;
 Hot-Shot Shotgun shell			   5 &lt;br /&gt;
 &lt;br /&gt;
 Bolt Shotgun Shell			  15 &lt;br /&gt;
 &lt;br /&gt;
 Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
 &lt;br /&gt;
 Frag grenades				  30 &lt;br /&gt;
 &lt;br /&gt;
 Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
3-4 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
&#039;&#039;&#039;5 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
9 Characteristic Increase&#039;&#039;&#039;. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-11 New Skill&#039;&#039;&#039;. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 New Skill&#039;&#039;&#039;. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may roll an additional D6:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
1-3 New Skill&#039;&#039;&#039; (Any table)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
4-5 New Wyrd&#039;&#039;&#039; Minor Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 New Wyrd&#039;&#039;&#039; Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103607</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103607"/>
		<updated>2009-02-23T23:44:46Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: minor formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
*Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;My Turf Now&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Get ta Work&#039;&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Come and ave a go if you think your hard enuff!&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Grotz will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Goin shoppin&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob to&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
&lt;br /&gt;
Gotcha Net				 10&lt;br /&gt;
&lt;br /&gt;
Squig Prodder				 15&lt;br /&gt;
&lt;br /&gt;
Sword 					 10&lt;br /&gt;
&lt;br /&gt;
Chainsword				 25&lt;br /&gt;
&lt;br /&gt;
Clubs, mauls and bludgeons	    free/10*&lt;br /&gt;
&lt;br /&gt;
Chain or Flail 				 10 &lt;br /&gt;
&lt;br /&gt;
Knife (1st knife is free)	          5 &lt;br /&gt;
&lt;br /&gt;
Massive Axe, Sword or Club 		 15 &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Autopistol				  15 &lt;br /&gt;
&lt;br /&gt;
Hand Flamer				  20 &lt;br /&gt;
&lt;br /&gt;
Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost&lt;br /&gt;
 &lt;br /&gt;
 Autogun 			          20 &lt;br /&gt;
 &lt;br /&gt;
 Blunderbuss/scatter gun 		   8&lt;br /&gt;
 &lt;br /&gt;
 Shotgun 				  20 &lt;br /&gt;
 (solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
 Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Heavy Stubber				 120 &lt;br /&gt;
 &lt;br /&gt;
 Heavy Bolter 				 180 &lt;br /&gt;
 &lt;br /&gt;
 Missile Launcher			 185 &lt;br /&gt;
 (Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Item 					Cost &lt;br /&gt;
 &lt;br /&gt;
 Man-Stopper Shotgun shell		   5 &lt;br /&gt;
 &lt;br /&gt;
 Hot-Shot Shotgun shell			   5 &lt;br /&gt;
 &lt;br /&gt;
 Bolt Shotgun Shell			  15 &lt;br /&gt;
 &lt;br /&gt;
 Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
 &lt;br /&gt;
 Frag grenades				  30 &lt;br /&gt;
 &lt;br /&gt;
 Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&lt;br /&gt;
3-4 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
5 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
6 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
7 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
8 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
9 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
10-11 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
12 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may rol an additional D6:&lt;br /&gt;
&lt;br /&gt;
1-3 New Skill (Any table))&lt;br /&gt;
4-5 New Wyrd Minor Power&lt;br /&gt;
6 New Wyrd Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103606</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103606"/>
		<updated>2009-02-23T23:37:54Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;My Turf Now&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;==&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;My Turf Now&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Get ta Work&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Come and ave a go if you think your hard enuff!&#039;&#039;&#039;===&lt;br /&gt;
Grots will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Goin shoppin&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob to&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
&lt;br /&gt;
Gotcha Net				 10&lt;br /&gt;
&lt;br /&gt;
Squig Prodder				 15&lt;br /&gt;
&lt;br /&gt;
Sword 					 10&lt;br /&gt;
&lt;br /&gt;
Chainsword				 25&lt;br /&gt;
&lt;br /&gt;
Clubs, mauls and bludgeons	    free/10*&lt;br /&gt;
&lt;br /&gt;
Chain or Flail 				 10 &lt;br /&gt;
&lt;br /&gt;
Knife (1st knife is free)	          5 &lt;br /&gt;
&lt;br /&gt;
Massive Axe, Sword or Club 		 15 &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Autopistol				  15 &lt;br /&gt;
&lt;br /&gt;
Hand Flamer				  20 &lt;br /&gt;
&lt;br /&gt;
Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
&lt;br /&gt;
Autogun 			          20 &lt;br /&gt;
&lt;br /&gt;
Blunderbuss/scatter gun 		   8&lt;br /&gt;
&lt;br /&gt;
Shotgun 				  20 &lt;br /&gt;
(solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Heavy Stubber				 120 &lt;br /&gt;
&lt;br /&gt;
Heavy Bolter 				 180 &lt;br /&gt;
&lt;br /&gt;
Missile Launcher			 185 &lt;br /&gt;
(Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Man-Stopper Shotgun shell		   5 &lt;br /&gt;
&lt;br /&gt;
Hot-Shot Shotgun shell			   5 &lt;br /&gt;
&lt;br /&gt;
Bolt Shotgun Shell			  15 &lt;br /&gt;
&lt;br /&gt;
Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
&lt;br /&gt;
Frag grenades				  30 &lt;br /&gt;
&lt;br /&gt;
Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&lt;br /&gt;
3-4 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
5 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
6 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
7 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
8 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
9 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
10-11 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
12 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may rol an additional D6:&lt;br /&gt;
&lt;br /&gt;
1-3 New Skill (Any table))&lt;br /&gt;
4-5 New Wyrd Minor Power&lt;br /&gt;
6 New Wyrd Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103605</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103605"/>
		<updated>2009-02-23T23:37:33Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Where’s da food boss?…&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;==&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;My Turf Now&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&amp;quot;Where’s da food boss?…&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Get ta Work&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Come and ave a go if you think your hard enuff!&#039;&#039;&#039;===&lt;br /&gt;
Grots will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Goin shoppin&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob to&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
&lt;br /&gt;
Gotcha Net				 10&lt;br /&gt;
&lt;br /&gt;
Squig Prodder				 15&lt;br /&gt;
&lt;br /&gt;
Sword 					 10&lt;br /&gt;
&lt;br /&gt;
Chainsword				 25&lt;br /&gt;
&lt;br /&gt;
Clubs, mauls and bludgeons	    free/10*&lt;br /&gt;
&lt;br /&gt;
Chain or Flail 				 10 &lt;br /&gt;
&lt;br /&gt;
Knife (1st knife is free)	          5 &lt;br /&gt;
&lt;br /&gt;
Massive Axe, Sword or Club 		 15 &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Autopistol				  15 &lt;br /&gt;
&lt;br /&gt;
Hand Flamer				  20 &lt;br /&gt;
&lt;br /&gt;
Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
&lt;br /&gt;
Autogun 			          20 &lt;br /&gt;
&lt;br /&gt;
Blunderbuss/scatter gun 		   8&lt;br /&gt;
&lt;br /&gt;
Shotgun 				  20 &lt;br /&gt;
(solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Heavy Stubber				 120 &lt;br /&gt;
&lt;br /&gt;
Heavy Bolter 				 180 &lt;br /&gt;
&lt;br /&gt;
Missile Launcher			 185 &lt;br /&gt;
(Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Man-Stopper Shotgun shell		   5 &lt;br /&gt;
&lt;br /&gt;
Hot-Shot Shotgun shell			   5 &lt;br /&gt;
&lt;br /&gt;
Bolt Shotgun Shell			  15 &lt;br /&gt;
&lt;br /&gt;
Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
&lt;br /&gt;
Frag grenades				  30 &lt;br /&gt;
&lt;br /&gt;
Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&lt;br /&gt;
3-4 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
5 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
6 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
7 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
8 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
9 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
10-11 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
12 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may rol an additional D6:&lt;br /&gt;
&lt;br /&gt;
1-3 New Skill (Any table))&lt;br /&gt;
4-5 New Wyrd Minor Power&lt;br /&gt;
6 New Wyrd Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103604</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103604"/>
		<updated>2009-02-23T23:37:00Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;The Grot&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grotz&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;==&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;My Turf Now&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Where’s da food boss?…&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Get ta Work&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Come and ave a go if you think your hard enuff!&#039;&#039;&#039;===&lt;br /&gt;
Grots will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Goin shoppin&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob to&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
&lt;br /&gt;
Gotcha Net				 10&lt;br /&gt;
&lt;br /&gt;
Squig Prodder				 15&lt;br /&gt;
&lt;br /&gt;
Sword 					 10&lt;br /&gt;
&lt;br /&gt;
Chainsword				 25&lt;br /&gt;
&lt;br /&gt;
Clubs, mauls and bludgeons	    free/10*&lt;br /&gt;
&lt;br /&gt;
Chain or Flail 				 10 &lt;br /&gt;
&lt;br /&gt;
Knife (1st knife is free)	          5 &lt;br /&gt;
&lt;br /&gt;
Massive Axe, Sword or Club 		 15 &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Autopistol				  15 &lt;br /&gt;
&lt;br /&gt;
Hand Flamer				  20 &lt;br /&gt;
&lt;br /&gt;
Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
&lt;br /&gt;
Autogun 			          20 &lt;br /&gt;
&lt;br /&gt;
Blunderbuss/scatter gun 		   8&lt;br /&gt;
&lt;br /&gt;
Shotgun 				  20 &lt;br /&gt;
(solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Heavy Stubber				 120 &lt;br /&gt;
&lt;br /&gt;
Heavy Bolter 				 180 &lt;br /&gt;
&lt;br /&gt;
Missile Launcher			 185 &lt;br /&gt;
(Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Man-Stopper Shotgun shell		   5 &lt;br /&gt;
&lt;br /&gt;
Hot-Shot Shotgun shell			   5 &lt;br /&gt;
&lt;br /&gt;
Bolt Shotgun Shell			  15 &lt;br /&gt;
&lt;br /&gt;
Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
&lt;br /&gt;
Frag grenades				  30 &lt;br /&gt;
&lt;br /&gt;
Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&lt;br /&gt;
3-4 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
5 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
6 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
7 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
8 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
9 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
10-11 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
12 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may rol an additional D6:&lt;br /&gt;
&lt;br /&gt;
1-3 New Skill (Any table))&lt;br /&gt;
4-5 New Wyrd Minor Power&lt;br /&gt;
6 New Wyrd Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103603</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103603"/>
		<updated>2009-02-23T23:36:31Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Mostly Spacing and formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Grot&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;==&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
2.Spore Cave&#039;&#039;&#039;	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;My Turf Now&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Where’s da food boss?…&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optional- When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Get ta Work&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Come and ave a go if you think your hard enuff!&#039;&#039;&#039;===&lt;br /&gt;
Grots will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Goin shoppin&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob to&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
&lt;br /&gt;
Gotcha Net				 10&lt;br /&gt;
&lt;br /&gt;
Squig Prodder				 15&lt;br /&gt;
&lt;br /&gt;
Sword 					 10&lt;br /&gt;
&lt;br /&gt;
Chainsword				 25&lt;br /&gt;
&lt;br /&gt;
Clubs, mauls and bludgeons	    free/10*&lt;br /&gt;
&lt;br /&gt;
Chain or Flail 				 10 &lt;br /&gt;
&lt;br /&gt;
Knife (1st knife is free)	          5 &lt;br /&gt;
&lt;br /&gt;
Massive Axe, Sword or Club 		 15 &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Autopistol				  15 &lt;br /&gt;
&lt;br /&gt;
Hand Flamer				  20 &lt;br /&gt;
&lt;br /&gt;
Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
&lt;br /&gt;
Autogun 			          20 &lt;br /&gt;
&lt;br /&gt;
Blunderbuss/scatter gun 		   8&lt;br /&gt;
&lt;br /&gt;
Shotgun 				  20 &lt;br /&gt;
(solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Hand Flamer 				  40 &lt;br /&gt;
&lt;br /&gt;
Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Heavy Stubber				 120 &lt;br /&gt;
&lt;br /&gt;
Heavy Bolter 				 180 &lt;br /&gt;
&lt;br /&gt;
Missile Launcher			 185 &lt;br /&gt;
(Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
&lt;br /&gt;
Man-Stopper Shotgun shell		   5 &lt;br /&gt;
&lt;br /&gt;
Hot-Shot Shotgun shell			   5 &lt;br /&gt;
&lt;br /&gt;
Bolt Shotgun Shell			  15 &lt;br /&gt;
&lt;br /&gt;
Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
&lt;br /&gt;
Frag grenades				  30 &lt;br /&gt;
&lt;br /&gt;
Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Numbers&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
&lt;br /&gt;
11-20	Grot &lt;br /&gt;
&lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
&lt;br /&gt;
41-50 	Grot &lt;br /&gt;
&lt;br /&gt;
51-60 	Grot&lt;br /&gt;
&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
&lt;br /&gt;
121-140 Grot&lt;br /&gt;
&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
&lt;br /&gt;
161-180 Grot &lt;br /&gt;
&lt;br /&gt;
181-200 Grot&lt;br /&gt;
&lt;br /&gt;
201-240 Grot&lt;br /&gt;
&lt;br /&gt;
241-280 Grot&lt;br /&gt;
&lt;br /&gt;
281-320 Grot&lt;br /&gt;
&lt;br /&gt;
321-360 Grot &lt;br /&gt;
&lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCE ROLLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2xD6 Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&lt;br /&gt;
3-4 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
5 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
6 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
7 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
8 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
9 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
10-11 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
12 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may rol an additional D6:&lt;br /&gt;
&lt;br /&gt;
1-3 New Skill (Any table))&lt;br /&gt;
4-5 New Wyrd Minor Power&lt;br /&gt;
6 New Wyrd Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
 Boss        *               *      *       *        *            &lt;br /&gt;
 Shaman      *                              *        *            &lt;br /&gt;
 Grot        *                              *        *              &lt;br /&gt;
 Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-Mork wants ya&#039;&#039;&#039;: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Mork save us&#039;&#039;&#039;: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3-Hand of Gork&#039;&#039;&#039;: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-‘ere we go&#039;&#039;&#039;:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-Fists of Gork&#039;&#039;&#039;: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-Waaaaaagh!&#039;&#039;&#039;: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103602</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103602"/>
		<updated>2009-02-23T23:26:39Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Grot Territory Chart&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Grot&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;==&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Outlaw territory&#039;&#039;&#039;	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&lt;br /&gt;
2.Spore Cave	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Shroom patch	&#039;&#039;&#039;         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Sump flow&#039;&#039;&#039;	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.Squig farm&#039;&#039;&#039;	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6.Grot Camp&#039;&#039;&#039;	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;My Turf Now&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Where’s da food boss?…&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
* Optional&lt;br /&gt;
&lt;br /&gt;
When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Get ta Work&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Come and ave a go if you think your hard enuff!&#039;&#039;&#039;===&lt;br /&gt;
Grots will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Goin shoppin&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob to&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
Gotcha Net				 10&lt;br /&gt;
Squig Prodder				 15&lt;br /&gt;
Sword 					 10&lt;br /&gt;
Chainsword				 25&lt;br /&gt;
Clubs, mauls and bludgeons	    free/10*&lt;br /&gt;
Chain or Flail 				 10 &lt;br /&gt;
Knife (1st knife is free)	          5 &lt;br /&gt;
Massive Axe, Sword or Club 		 15 &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot&lt;br /&gt;
is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Autopistol				  15 &lt;br /&gt;
Hand Flamer				  20 &lt;br /&gt;
Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
Autogun 			          20 &lt;br /&gt;
Blunderbuss/scatter gun 		   8&lt;br /&gt;
Shotgun 				  20 &lt;br /&gt;
(solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Hand Flamer 				  40 &lt;br /&gt;
Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Heavy Stubber				 120 &lt;br /&gt;
Heavy Bolter 				 180 &lt;br /&gt;
Missile Launcher			 185 &lt;br /&gt;
(Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Man-Stopper Shotgun shell		   5 &lt;br /&gt;
Hot-Shot Shotgun shell			   5 &lt;br /&gt;
Bolt Shotgun Shell			  15 &lt;br /&gt;
Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
Frag grenades				  30 &lt;br /&gt;
Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Numbers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
11-20	Grot &lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
41-50 	Grot &lt;br /&gt;
51-60 	Grot&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
121-140 Grot&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
161-180 Grot &lt;br /&gt;
181-200 Grot&lt;br /&gt;
201-240 Grot&lt;br /&gt;
241-280 Grot&lt;br /&gt;
281-320 Grot&lt;br /&gt;
321-360 Grot &lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
ADVANCE ROLLS&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
2 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&lt;br /&gt;
3-4 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
5 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
6 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
7 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
8 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
9 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
10-11 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
12 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may rol an additional D6:&lt;br /&gt;
&lt;br /&gt;
1-3 New Skill (Any table))&lt;br /&gt;
4-5 New Wyrd Minor Power&lt;br /&gt;
6 New Wyrd Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SKILL TYPES AVAILABLE&lt;br /&gt;
Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
Boss        *               *      *       *        *            &lt;br /&gt;
Shaman      *                              *        *            &lt;br /&gt;
Grot        *                              *        *              &lt;br /&gt;
Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
1-Mork wants ya: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
2-Mork save us: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
3-Hand of Gork: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
4-‘ere we go:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
5-Fists of Gork: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
6-Waaaaaagh!: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103601</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103601"/>
		<updated>2009-02-23T23:26:00Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: /* &amp;#039;&amp;#039;&amp;#039;Grot Territory Chart&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Grot&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;==&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1.Outlaw territory	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&lt;br /&gt;
2.Spore Cave	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
3.Shroom patch	         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
4.Sump flow	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
5.Squig farm	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
6.Grot Camp	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;My Turf Now&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Where’s da food boss?…&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
* Optional&lt;br /&gt;
&lt;br /&gt;
When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Get ta Work&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Come and ave a go if you think your hard enuff!&#039;&#039;&#039;===&lt;br /&gt;
Grots will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Goin shoppin&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob to&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
Gotcha Net				 10&lt;br /&gt;
Squig Prodder				 15&lt;br /&gt;
Sword 					 10&lt;br /&gt;
Chainsword				 25&lt;br /&gt;
Clubs, mauls and bludgeons	    free/10*&lt;br /&gt;
Chain or Flail 				 10 &lt;br /&gt;
Knife (1st knife is free)	          5 &lt;br /&gt;
Massive Axe, Sword or Club 		 15 &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot&lt;br /&gt;
is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Autopistol				  15 &lt;br /&gt;
Hand Flamer				  20 &lt;br /&gt;
Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
Autogun 			          20 &lt;br /&gt;
Blunderbuss/scatter gun 		   8&lt;br /&gt;
Shotgun 				  20 &lt;br /&gt;
(solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Hand Flamer 				  40 &lt;br /&gt;
Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Heavy Stubber				 120 &lt;br /&gt;
Heavy Bolter 				 180 &lt;br /&gt;
Missile Launcher			 185 &lt;br /&gt;
(Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Man-Stopper Shotgun shell		   5 &lt;br /&gt;
Hot-Shot Shotgun shell			   5 &lt;br /&gt;
Bolt Shotgun Shell			  15 &lt;br /&gt;
Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
Frag grenades				  30 &lt;br /&gt;
Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Numbers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
11-20	Grot &lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
41-50 	Grot &lt;br /&gt;
51-60 	Grot&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
121-140 Grot&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
161-180 Grot &lt;br /&gt;
181-200 Grot&lt;br /&gt;
201-240 Grot&lt;br /&gt;
241-280 Grot&lt;br /&gt;
281-320 Grot&lt;br /&gt;
321-360 Grot &lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
ADVANCE ROLLS&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
2 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&lt;br /&gt;
3-4 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
5 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
6 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
7 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
8 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
9 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
10-11 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
12 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may rol an additional D6:&lt;br /&gt;
&lt;br /&gt;
1-3 New Skill (Any table))&lt;br /&gt;
4-5 New Wyrd Minor Power&lt;br /&gt;
6 New Wyrd Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SKILL TYPES AVAILABLE&lt;br /&gt;
Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
Boss        *               *      *       *        *            &lt;br /&gt;
Shaman      *                              *        *            &lt;br /&gt;
Grot        *                              *        *              &lt;br /&gt;
Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
1-Mork wants ya: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
2-Mork save us: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
3-Hand of Gork: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
4-‘ere we go:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
5-Fists of Gork: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
6-Waaaaaagh!: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103600</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103600"/>
		<updated>2009-02-23T23:25:23Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Major edit second save.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Grot&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;==&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
1.Outlaw territory	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&lt;br /&gt;
2.Spore Cave	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
3.Shroom patch	         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
4.Sump flow	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
5.Squig farm	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
6.Grot Camp	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;My Turf Now&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Where’s da food boss?…&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
* Optional&lt;br /&gt;
&lt;br /&gt;
When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Get ta Work&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Come and ave a go if you think your hard enuff!&#039;&#039;&#039;===&lt;br /&gt;
Grots will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Goin shoppin&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob to&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4      2      2     3     3     1     3     1      5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Team&#039;&#039;&#039;: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safety in numbers&#039;&#039;&#039;: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squigs&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
2D6     4      0     4     3     1      4     1      5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minderz&#039;&#039;&#039;: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animals&#039;&#039;&#039;: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sump Troll&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
 6      3      1     5      4     3     1     3      4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons/Armour&#039;&#039;&#039;: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupidity&#039;&#039;&#039;: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. For any wounds present post game first roll to see the injury then roll to if has heal. Each subsequent game you must attemp to heal any outstanding injuries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dumb Monster&#039;&#039;&#039;: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always Hungry&#039;&#039;&#039;*: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 captive. If the Troll is not fed roll a D6. On a 1-2 he looses interest in the mob wonders off in search of food. On a 3-4 he attaks one random member of the gang. Immediatley work out one round of H2H. On a 5-6 pick and random member of the mob, work out H2H as above and if teh troll wins he eats the oppont.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vomit Attack&#039;&#039;&#039;: Instead of his normal attacks, a Troll can up-chuck its highly corrosive digestive juices all over the unfortunate hand-to-hand opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Grot Item and Weapon List&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAND-TO-HAND WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
Gotcha Net				 10&lt;br /&gt;
Squig Prodder				 15&lt;br /&gt;
Sword 					 10&lt;br /&gt;
Chainsword				 25&lt;br /&gt;
Clubs, mauls and bludgeons	    free/10*&lt;br /&gt;
Chain or Flail 				 10 &lt;br /&gt;
Knife (1st knife is free)	          5 &lt;br /&gt;
Massive Axe, Sword or Club 		 15 &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot&lt;br /&gt;
is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Autopistol				  15 &lt;br /&gt;
Hand Flamer				  20 &lt;br /&gt;
Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost&lt;br /&gt;
Autogun 			          20 &lt;br /&gt;
Blunderbuss/scatter gun 		   8&lt;br /&gt;
Shotgun 				  20 &lt;br /&gt;
(solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Hand Flamer 				  40 &lt;br /&gt;
Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Heavy Stubber				 120 &lt;br /&gt;
Heavy Bolter 				 180 &lt;br /&gt;
Missile Launcher			 185 &lt;br /&gt;
(Missiles extra)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL AMMO AND GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Man-Stopper Shotgun shell		   5 &lt;br /&gt;
Hot-Shot Shotgun shell			   5 &lt;br /&gt;
Bolt Shotgun Shell			  15 &lt;br /&gt;
Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
Frag grenades				  30 &lt;br /&gt;
Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-2 “eavy Weapon Crews&#039;&#039;&#039;&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotcha Net&#039;&#039;&#039;&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squig Prodder&#039;&#039;&#039;&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Cap Shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman shrooms&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snotling Familiar&#039;&#039;&#039;&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
 4      2      2     1     1     3      3     3      4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Numbers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Maximum Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
 4      5      6     4     4     3     5      3      9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Experience Values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Model Type	Initial Experience&lt;br /&gt;
&lt;br /&gt;
Boss			     21+D6&lt;br /&gt;
Shaman			     21+D6&lt;br /&gt;
Grot			        D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Advance Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
11-20	Grot &lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
41-50 	Grot &lt;br /&gt;
51-60 	Grot&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
121-140 Grot&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
161-180 Grot &lt;br /&gt;
181-200 Grot&lt;br /&gt;
201-240 Grot&lt;br /&gt;
241-280 Grot&lt;br /&gt;
281-320 Grot&lt;br /&gt;
321-360 Grot &lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
ADVANCE ROLLS&lt;br /&gt;
&lt;br /&gt;
*Make any Advance rolls that are due immediately after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
2 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&lt;br /&gt;
3-4 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
5 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
6 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
7 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
8 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
9 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
10-11 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
12 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans may rol an additional D6:&lt;br /&gt;
&lt;br /&gt;
1-3 New Skill (Any table))&lt;br /&gt;
4-5 New Wyrd Minor Power&lt;br /&gt;
6 New Wyrd Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grot Skills Table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SKILL TYPES AVAILABLE&lt;br /&gt;
Unit     Agility Combat Ferocity Muscle Shooting Stealth Techno&lt;br /&gt;
Boss        *               *      *       *        *            &lt;br /&gt;
Shaman      *                              *        *            &lt;br /&gt;
Grot        *                              *        *              &lt;br /&gt;
Weapon Crew                        *       *                *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WAAGH! Powers&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
1-Mork wants ya: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
2-Mork save us: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
3-Hand of Gork: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
4-‘ere we go:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
5-Fists of Gork: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
6-Waaaaaagh!: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;‘Eadbangerz chart&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Headbang&#039;&#039;&#039;: The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 I fink I’m gonna...&#039;&#039;&#039;: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Der...&#039;&#039;&#039;: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 What was I sayin?...&#039;&#039;&#039;: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Fzzzzz…POP!&#039;&#039;&#039;: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 Yuuurgh!&#039;&#039;&#039;:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103599</id>
		<title>Grot Mob</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grot_Mob&amp;diff=103599"/>
		<updated>2009-02-23T22:52:50Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: Major tidy and rewrite. Mid point save.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Who let dem in ere?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
No one is exactly sure how the Grots came to be in the underhive, and some still refuse to acknowledge their existence altogether. Perhaps a stray piece of hulk, lost scout ship or just a lonely spore that by some strange twist of fate managed to piggy back a ride into the Hive.&lt;br /&gt;
 &lt;br /&gt;
But it would only take that one little spore to start a full blown infestation. Contained within each spore is the potential to create a complete ecosystem that will, over a very short period of time transform the surrounding environment into a orkoid habitat. &lt;br /&gt;
Starting with a perlifera of basic plant life, in the form of mushrooms and other fungus based goodies. Then you get squigs in all different shapes and sizes, followed by Grotz. This makes the cold, damp, dark enviroment of the underhive a perfect home for that tiny little to thrive and multiply. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Grot&#039;&#039;&#039;==&lt;br /&gt;
Grotz are in no ways top of the Orkiod food chain, but if you get enough of them together even the biggest Ork will watch his back. Grots have a knack for machines and love to tinker with anything they can get their hands on. But since they never follow the instructions their guns and technology can semm quite odd looking to the human eye. And when there not building the weid and wonderful they can be found raising Squigs and farming mushrooms.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;To The Grot Player&#039;&#039;&#039;==&lt;br /&gt;
Grots are by no means the strongest fighters or even the best shots; But what they lack in size, and aiming ability, they more than make up for in goblin ingenuity and sheer numbers. The Grot palyer should learn to expect casualties, but never fear because there are always plenty more where they came from. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Unit Options&#039;&#039;&#039;==&lt;br /&gt;
Pretty much anything goes (with opponent approval ofcourse). Use the following rules as a starting point and from there the skies the limit. Can cam have as many troop options as you have do time to dream them up. From giant squig transports to slobbering trolls. This guide is mean as a starting point for the true goblin fanatics (pun intended) to really shine. &lt;br /&gt;
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I&#039;d love to see those kamakazi doom dives innto the 40K universe.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Special Rules&#039;&#039;&#039;==&lt;br /&gt;
Grotz are considered outlaws &lt;br /&gt;
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Territory&#039;&#039;&#039;==&lt;br /&gt;
How much territory a mob controls is based on its size and reputation. Once a Mob starts making a name for itself, your gang will soon swell with the number of little greenskin eager to join. The bigger the Mob the more territory it controls. To represent this use the following rule:&lt;br /&gt;
&lt;br /&gt;
1-10  Grots 	1 Territory&lt;br /&gt;
11-15 Grots 	2 Territories&lt;br /&gt;
16+ Grots 	3 Territories&lt;br /&gt;
&lt;br /&gt;
Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grot Territory Chart&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
1.Outlaw territory	Income ??&lt;br /&gt;
Roll off Outlaw Territory Chart&lt;br /&gt;
&lt;br /&gt;
2.Spore Cave	         Income D6&lt;br /&gt;
Receive D6 credits for hand picked spores&lt;br /&gt;
&lt;br /&gt;
3.Shroom patch	         Income D6&lt;br /&gt;
Instead of D6 credits you may feed D6 Grots&lt;br /&gt;
&lt;br /&gt;
4.Sump flow	         Income 2D6&lt;br /&gt;
Roll a D6 for each Grot working the territory. &lt;br /&gt;
On a 1 he gets carried off by a Sump Troll never to be seen again.&lt;br /&gt;
&lt;br /&gt;
5.Squig farm	         Income 15&lt;br /&gt;
Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each&lt;br /&gt;
&lt;br /&gt;
6.Grot Camp	         Income 20&lt;br /&gt;
Roll a D6 and on a 6 a new Grot has approach aksed to join the mob. If you won the last battle add a +1 modifier to the result&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;My Turf Now&#039;&#039;&#039;===&lt;br /&gt;
Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Where’s da food boss?…&#039;&#039;&#039;===&lt;br /&gt;
A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. &lt;br /&gt;
&lt;br /&gt;
* Optional&lt;br /&gt;
&lt;br /&gt;
When cash is tight or the Boss don’t feel like sharing Grots have no problem eating other Grots, captives or a nice plump Squig. 1 Grot/squig will feed 8 members. And a man sized model will feed the whole mob. If eating captives roll a D6 and a 5+ the captives gang may attemp a resuce. If a successful rescue is made the Grot player must pay double his upkeep next turn.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Get ta Work&#039;&#039;&#039;===&lt;br /&gt;
Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Other Post Game Rules&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Come and ave a go if you think your hard enuff!&#039;&#039;&#039;===&lt;br /&gt;
Grots will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss&#039;s Ld a challange will be made.  The winner will take the as Boss and the loser will not challenge again till the next time he matches or passes the Bosses level.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Goin shoppin&#039;&#039;&#039;===&lt;br /&gt;
When the Boss needs to spend a bit of coin he goes to the Outlaw Trading Post. Grot specific items are considered common and are such always available to the Mob.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dead or Alive&#039;&#039;&#039;===&lt;br /&gt;
Grots are considered a threat to the Hives so anyone who kills or turns over a Grot may receive a reward from the Guild. If a Lawful gang captures or kills a Grot they may claim its bounty. A dead Grot is worth D6 credits. A live Grot may be ransomed back or traded, as with any other prisoner, or may be turned over to the Guilders for a bounty. The bounty on a live Grot is equal to his cost total cost. Grots may trade, ransom or eat any captives. Grots may not claim bounties however, as they’d never make it in/out of the settlements alive.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Well ard&#039;&#039;&#039;===&lt;br /&gt;
Grot metabolisms make them extremely resilient to injury and will often survive injuries that would kill a normal ganger. A Grot who goes out of action may re-roll a result on the Serious Injuries table if he doesn’t like the first roll, except a capture result. However, if he chooses to re-roll he must accept the second result.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Gettin the Mob to&#039;geva&#039;&#039;&#039;=&lt;br /&gt;
A Mob is recruited in the same way as a normal gang. You have 1,000 credits to spend on recruiting and arming your Mob within the following guidelines:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Minimum of 3 Grots: A Mob must have at least 3 models&lt;br /&gt;
&lt;br /&gt;
*Boss: Your Mob must include one Boss; no more, no less.&lt;br /&gt;
&lt;br /&gt;
*Shaman: Your Mob may include one Shaman.&lt;br /&gt;
&lt;br /&gt;
*Grots: Your Mob can include any number of Grots.&lt;br /&gt;
&lt;br /&gt;
*Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time.&lt;br /&gt;
&lt;br /&gt;
*Special Rules: Squigs come in all different shapes and sizes and any Mob may purchase a Squig as a Beast (see Necromunda Mag 6 Ash Waste Beasties). Grots are also known for their ingenuity and may purchase vehicles (see vehicle design rules).&lt;br /&gt;
&lt;br /&gt;
*If your feeling a little frisky why not com up with a few unit choices of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1 Boss&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 50 Creds&lt;br /&gt;
&lt;br /&gt;
The Boss is the biggest and meanest of the Mob. He holds the cash, knows when to bash a few heads together and decides who’s for dinner. However if he doesn’t keep the ladz in check he will quickly find a fight on his hands. &lt;br /&gt;
The Boss is a one time purchase at the creation of the gang, should he die the next most experienced Grot will fill his boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol, Basic and Special Weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: The Boss may take a Prodder at ½ regular costs upon purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Leadership: It’s the Bosses job to keep the Mob in check whether it means cracking a few heads together or a few choice words. This means that any Grot within 6&amp;quot; of the may use his Leadership value when they take Leadership tests. &lt;br /&gt;
*The Boss may always attempt to recover from being pinned even if he has no other Grots within 2&amp;quot; of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;1 Shaman&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost to Recruit&#039;&#039;&#039;: 60 Creds&lt;br /&gt;
&lt;br /&gt;
Shamans can be very strange at the best of times, and while they are sort after for there unique abilities you don’t want to stand to close in case something goes wrong&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
 4     3      3      3     3     1     3     1      7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman Special Rules&#039;&#039;&#039; &lt;br /&gt;
*Paths: When you purchase your Shaman you may choose from one of the four basic paths: Beastmaster, Pyromaniac, Telepath and Telekinetic. The exact powers are only worked out after the path is chosen. You may also choose to use the WAAAGH! instead of the regular paths.&lt;br /&gt;
*If you choose Beastmaster you may add squigs as a beast choice.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;: A Shaman receives one &#039;primary&#039; power and one &#039;minor&#039; power which are generated randomly on the tables below. The primary Power Table that is used depends on the Shamans chosen path. If you chose the WAAAGH! at the start of each game roll 1 random WAAAGH! spell. You still receive your roll on the minor power chart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&lt;br /&gt;
When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grots&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Cost to Recruit: 20 Creds&lt;br /&gt;
&lt;br /&gt;
Their vast will often make up for there other short comings. &lt;br /&gt;
&lt;br /&gt;
         M     WS     BS     S     T     W     I     A     Ld&lt;br /&gt;
          4       2         2       3      3      1      3     1      5 &lt;br /&gt;
&lt;br /&gt;
Weapons: A Grot may be given equipment chosen from the Close Combat, Pistol and basic weapons, plus the Grenades and Shotgun Shells sections of the special Grot list.&lt;br /&gt;
&lt;br /&gt;
Weapon Team: For an extra 30creds two Grots can form a heavy weapon crew.  From now on they count and move as one unit. When shot randomly determine which model got hit.&lt;br /&gt;
&lt;br /&gt;
Safety in numbers: When testing for being pinned you may add +1I for each grot within 2” of pinned model.&lt;br /&gt;
&lt;br /&gt;
Squigs&lt;br /&gt;
&lt;br /&gt;
Cost to Recruit: 15 Creds&lt;br /&gt;
&lt;br /&gt;
Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.&lt;br /&gt;
&lt;br /&gt;
         M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
        2D6      4        0      4      3       1      4     1       5&lt;br /&gt;
&lt;br /&gt;
SPECIAL RULES&lt;br /&gt;
Movement: Squigs do not have a set Movement&lt;br /&gt;
characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6&amp;quot; movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.&lt;br /&gt;
&lt;br /&gt;
Minderz: Each Squig must always remain within 6&amp;quot; of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6&amp;quot; of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6&amp;quot; in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. The Cave Squig is out of the Grot player’s control until the end of the game. To gain control a minder must move with 6” and make a successful Ld test.&lt;br /&gt;
&lt;br /&gt;
Animals: Cave Squigs are animals of a sort and may not have equipment and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
0.1Sump Troll&lt;br /&gt;
&lt;br /&gt;
Cost to Recruit: 200 Creds&lt;br /&gt;
&lt;br /&gt;
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.&lt;br /&gt;
&lt;br /&gt;
         M     WS     BS     S      T     W     I     A     Ld&lt;br /&gt;
          6        3        1       5      4       3      1     3       4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapons/Armour: While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour.&lt;br /&gt;
&lt;br /&gt;
SPECIAL RULES&lt;br /&gt;
Fear: Trolls are frightening monsters and cause fear.&lt;br /&gt;
&lt;br /&gt;
Stupidity: Trolls are subject to the rules for stupidity.&lt;br /&gt;
&lt;br /&gt;
Regeneration: Trolls have a unique physiology that allows them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for Injury after a battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dumb Monster: A Troll is far too stupid to ever learn any new skills and do not gain experience.&lt;br /&gt;
&lt;br /&gt;
Always Hungry: A Troll requires an upkeep cost. This&lt;br /&gt;
upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the Mob. The Mob must pay 15 Creds after every game in order to keep the Troll from wondering off in search of food. The Boss also has the option of sacrificing two Grots or Squigs to feed the Troll. Or you may sacrifice 1 model and pay 8 Creds. If the Troll is not fed it soon looses interest in the mob and will leave the Mob in search of food.&lt;br /&gt;
&lt;br /&gt;
Vomit Attack: Instead of his normal attacks, a Troll can&lt;br /&gt;
regurgitate its highly corrosive digestive juices on an&lt;br /&gt;
unfortunate hand-to-hand combat opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grot weapon/item list&lt;br /&gt;
&lt;br /&gt;
HAND-TO-HAND WEAPONS&lt;br /&gt;
Item 					Cost&lt;br /&gt;
Gotcha Net				 10&lt;br /&gt;
Squig Prodder				 15&lt;br /&gt;
Sword 					 10&lt;br /&gt;
Chainsword				 25&lt;br /&gt;
Clubs, mauls and bludgeons	            free/10*&lt;br /&gt;
Chain or Flail 				 10 &lt;br /&gt;
Knife (1st knife is free)			  5 &lt;br /&gt;
Massive Axe, Sword or Club 			 15 &lt;br /&gt;
&lt;br /&gt;
* The first club/maul etc a Grot has is free, if the Grot&lt;br /&gt;
is equipped with an extra club it will cost 10 credits.&lt;br /&gt;
&lt;br /&gt;
PISTOLS&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Autopistol				  15 &lt;br /&gt;
Hand Flamer				  20 &lt;br /&gt;
Stub Gun 				  10 &lt;br /&gt;
&lt;br /&gt;
BASIC WEAPONS&lt;br /&gt;
Item 					Cost&lt;br /&gt;
Autogun 					  20 &lt;br /&gt;
Blunderbuss/scatter gun 			   8&lt;br /&gt;
Shotgun 					  20 &lt;br /&gt;
(solid shot + scatter shells)&lt;br /&gt;
&lt;br /&gt;
SPECIAL WEAPONS&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Hand Flamer 				  40 &lt;br /&gt;
Bolt Pistol				  20 &lt;br /&gt;
&lt;br /&gt;
HEAVY WEAPONS&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Heavy Stubber				 120 &lt;br /&gt;
Heavy Bolter 				 180 &lt;br /&gt;
Missile Launcher				 185 &lt;br /&gt;
(Missiles extra)&lt;br /&gt;
&lt;br /&gt;
SPECIAL AMMO AND GRENADES&lt;br /&gt;
Item 					Cost &lt;br /&gt;
Man-Stopper Shotgun shell			   5 &lt;br /&gt;
Hot-Shot Shotgun shell			   5 &lt;br /&gt;
Bolt Shotgun Shell				  15 &lt;br /&gt;
Dum-dum Bullets for Stub gun		   5 &lt;br /&gt;
Frag grenades				  30 &lt;br /&gt;
Krak grenades				  50 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0-2 “eavy Weapon Crews&lt;br /&gt;
Cost 30 Credits&lt;br /&gt;
&lt;br /&gt;
It costs 30 creds to form a crew. Two Grots can now carry 1 heavy weapon between them. The Grot with the highest BS is the Gunner. The only other equipment they may carry is a Pistol or HTH weapon and they must remain in contact at all times. Should one crew member go out of action the gun may still fire buy can no longer move. A crew member will never leave his weapon. Replacement crew still cost 20+15 Credits. Once a crew is formed they can never be broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gotcha Net&lt;br /&gt;
Cost 10 Credits&lt;br /&gt;
&lt;br /&gt;
Originally used for trapping Squigs by Squig hunters. One Grot would keep the Squig tangled in the net while another Grot attacked. Any Grot armed with a Net may only carry a pistol or hand weapon as a secondary choice. In combat the netter forgoes his attack by pinning the enemy with the net. The enemy model may not fight until it rolls under its Strength to break free. The pinned model now has a WS of 0 until it escapes.&lt;br /&gt;
&lt;br /&gt;
Squig Prodder&lt;br /&gt;
Cost 15 Credits&lt;br /&gt;
&lt;br /&gt;
Commonly used by Grot Squig herders to keep their livestock in line. Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they’ve all been on its pointy end more than once! To represent this, a Grot with a Squig prodder can keep all Squigs within 12&amp;quot; from going wild, instead of the normal 6&amp;quot;. In addition, a Squig prodder adds +1S on a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mad Cap shrooms&lt;br /&gt;
Cost 25 Credits&lt;br /&gt;
&lt;br /&gt;
Quite common in Grot infested territory. A Goblin may eat his shrooms at the start of any turn. Eating these poisonous shrooms will send a Grot into a killing rage. The model counts as Frenzied till the end of the game. The shrooms are very harmful and sometimes deadly, at the end of the game make one injury roll for each Grot that ate the shrooms.&lt;br /&gt;
&lt;br /&gt;
Shaman shrooms&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
Shamans eat a lot of the less poisonous fungi and sometimes a Shaman has eaten so much fungi that he will become a fungous himself! These fungous resemble a toadstool with a snarling Grot face, and can be eaten by other Shaman to boost his WAAGH! powers. A Shaman may eat a Shaman mushroom before he attempts to cast a spell, he will receive +2Ld however if he rolls a double 1 he has suffered a massive energy feedback and must roll two dice for ‘Eadbangerz chart and apply both injury results.  (Shamans Only)&lt;br /&gt;
&lt;br /&gt;
 Snotling Familiar&lt;br /&gt;
Cost 35 Credits&lt;br /&gt;
&lt;br /&gt;
         M     WS     BS     S     T     W      I     A     Ld&lt;br /&gt;
          4       2          2      1      1      3       3     3       4&lt;br /&gt;
&lt;br /&gt;
Shamans use Snotlings as familiar. The familiar will never leave his masters side and will aid him in his work any way he can. Your Shaman may take an extra WAAGH! spell. Shamans Only)&lt;br /&gt;
Grot Maximum Stats&lt;br /&gt;
&lt;br /&gt;
M     WS     BS     S     T     W     I      A     Ld&lt;br /&gt;
        4         5        6       4     4       3     5      3       9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
       Grot Experience Values&lt;br /&gt;
&lt;br /&gt;
       Model Type		Initial Experience&lt;br /&gt;
&lt;br /&gt;
            Boss			21+D6&lt;br /&gt;
          Shaman			21+D6&lt;br /&gt;
            Grot			   D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
experience advance table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exp	Title 		Notes&lt;br /&gt;
0-6	Grot		Starting levels&lt;br /&gt;
7-10 	Grot&lt;br /&gt;
11-20	Grot &lt;br /&gt;
21-30	Boss/Shaman	Starting level&lt;br /&gt;
31-40 	Grot &lt;br /&gt;
41-50 	Grot &lt;br /&gt;
51-60 	Grot&lt;br /&gt;
61-80 	Grot&lt;br /&gt;
81-100 	Grot	&lt;br /&gt;
101-120 Big Boss		&lt;br /&gt;
121-140 Grot&lt;br /&gt;
141-160 Great Shaman	 &lt;br /&gt;
161-180 Grot &lt;br /&gt;
181-200 Grot&lt;br /&gt;
201-240 Grot&lt;br /&gt;
241-280 Grot&lt;br /&gt;
281-320 Grot&lt;br /&gt;
321-360 Grot &lt;br /&gt;
361-400 Shaman King	&lt;br /&gt;
401+ Warlord a Grot that reaches this level may not advance any further.&lt;br /&gt;
ADVANCE ROLLS&lt;br /&gt;
&lt;br /&gt;
Make any Advance rolls that are due immediately &lt;br /&gt;
after the battle so that both players can witness the result. Roll 2D6 and consult the Advance Roll table below.&lt;br /&gt;
&lt;br /&gt;
2D6 Result&lt;br /&gt;
2 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it.&lt;br /&gt;
&lt;br /&gt;
3-4 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it&lt;br /&gt;
.&lt;br /&gt;
5 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Strength; 4-6 = +1 Attacks.&lt;br /&gt;
&lt;br /&gt;
6 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
7 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Initiative; 4-6 = +1 Leadership.&lt;br /&gt;
&lt;br /&gt;
8 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 WS; 4-6 = +1 BS.&lt;br /&gt;
&lt;br /&gt;
9 Characteristic Increase. Roll again:&lt;br /&gt;
1-3 = +1 Wounds; 4-6 = +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
10-11 New Skill. Select one of the standard Skill&lt;br /&gt;
tables for your ganger and randomly generate&lt;br /&gt;
a skill from it.&lt;br /&gt;
&lt;br /&gt;
12 New Skill. Choose from any of the Skill tables&lt;br /&gt;
and randomly generate a skill from it. Shamans must again on a D6:&lt;br /&gt;
&lt;br /&gt;
1-3 New Skill (Any table))&lt;br /&gt;
4-5 New Wyrd Minor Power&lt;br /&gt;
6 New Wyrd Primary Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grot Skills Table&lt;br /&gt;
&lt;br /&gt;
SKILL TYPES AVAILABLE&lt;br /&gt;
Agility 	Combat 	Ferocity	 Muscle 	Shooting	 Stealth	Techno&lt;br /&gt;
Boss              	    *                           *             *             *            *            &lt;br /&gt;
Shaman                   *                                                         *            *            &lt;br /&gt;
Grot		    *                                                         *            *              &lt;br /&gt;
Weapon Crew                                                    *             *                          *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WAAGH! Powers&lt;br /&gt;
&lt;br /&gt;
1-Mork wants ya: A giant hand has lifted one enemy model within 18” into the air. Victim may test to escape at beginning of each turn on 2D6 and roll under their Strength. If freed the victim suffers 1 S4 hit from the fall.&lt;br /&gt;
&lt;br /&gt;
2-Mork save us: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”&lt;br /&gt;
 &lt;br /&gt;
3-Hand of Gork: Up, up and a away. Transport one friendly model up to 18”.&lt;br /&gt;
&lt;br /&gt;
4-‘ere we go:  The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”&lt;br /&gt;
&lt;br /&gt;
5-Fists of Gork: The Shaman summons a giant green fist that charges away at the enemy. The Shaman can inflict D6 S6 on one enemy model in line of sight, within 24”&lt;br /&gt;
&lt;br /&gt;
6-Waaaaaagh!: The energy build up is making the very air crackle and spark. Enemy Wryds within 24” must roll equal or under their Ld on a D6 or suffer 1 automatic wound. Any friendly Grots within 24” may add +1WS and can re-roll Ld until the next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‘Eadbangerz chart&lt;br /&gt;
&lt;br /&gt;
1eadbang : The Shamans head explodes in a shower of green goo. The model is countered as dead. All units in 6” of the Shaman must roll under their Toughness on a D6 or they are also taken out of the game count as dead.&lt;br /&gt;
&lt;br /&gt;
2I fink I’m gonna: The Shaman starts vomiting raw energy, any models within 6” must roll under their Toughness on a D6. If they fail treat the model as down.&lt;br /&gt;
&lt;br /&gt;
3Der: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game&lt;br /&gt;
&lt;br /&gt;
4What was I sayin?...: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn. &lt;br /&gt;
&lt;br /&gt;
5Fzzzzz…pop: The Shaman staggers D6 in a random direction&lt;br /&gt;
&lt;br /&gt;
6Yuuurgh!:  The Shaman can only use his minor power till the end of the game.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=103598</id>
		<title>Enter the Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Enter_the_Hive&amp;diff=103598"/>
		<updated>2009-02-23T21:21:45Z</updated>

		<summary type="html">&lt;p&gt;Wiki-munda: typo and edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;So what is Necromunda?&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Only one of the best tabletop skirmish games set in the [http://www.games-workshop.com/gws/content/article.jsp?categoryId=cat1290027&amp;amp;aId=9300005 Warhammer 40k universe]. The game is based on the planet [[Necromunda]]. Necromunda is a industrial world covered in an endless dessert and punctuated by enormous spire like cities, called [[Hives]]. Deep in the bellies of these Hives are planets main population. Destined to never to the light of day or step foot on their planets surface; Most eek out an existence in the numerous factories and processing plants, while others band together in gangs in gain both power, respect and maybe even a shot at a better life. These are the gangs of [[Necromunda]].&lt;br /&gt;
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&lt;br /&gt;
Some here are are a few of the wiki page suggestions for us to start working on:&lt;br /&gt;
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===&#039;&#039;&#039;Offical Gangs&#039;&#039;&#039;===&lt;br /&gt;
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[[Cawdor]]&lt;br /&gt;
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[[Delaque]]&lt;br /&gt;
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[[Escher]]&lt;br /&gt;
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[[Goliath]]&lt;br /&gt;
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[[Orlocks]]&lt;br /&gt;
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[[Van Saar]]&lt;br /&gt;
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===&#039;&#039;&#039;Homebrew Gangs&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Tired of playing the same old gangs every campaign? Wish so one would come up with some new gangs you can stomp around you home hive? Well hiver its your lucky day. In the Homebrew gang section you&#039;ll find every type of gang there is. From big hulking green skins to Tau occupied spires to well... you get the idea.&#039;&#039; &lt;br /&gt;
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[[Grot Mob]] - They&#039;re small, they&#039;ve got a terrible aim and lets face it there just as likely to kill some with a squig as get eaten by one.&lt;br /&gt;
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[[Big Game Hunter]] - Spyre rigs aren&#039;t the only uphivers looking to bag a few of the hive denizens.&lt;br /&gt;
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[[Gang Concepts]] - This for any half baked ideas that still need a little time to proof.&lt;br /&gt;
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===&#039;&#039;&#039;Homebrew Scenarios&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Looking for something a little more exotic that you average gang figh&#039;&#039;t.&lt;br /&gt;
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[[Scenario Drawing Board]] - So you know what you want to do with your gangs but your not sure how to write out balanced scenario. Well, this is the place for you.&lt;br /&gt;
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===&#039;&#039;&#039;Homebrew Territories&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Theres a lot more territories out there than the standard GW vairants.&#039;&#039; &lt;br /&gt;
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[[Territory Emporium]] - Every Territory you can think of, or atleast this is where they will be. List all completed territory ideas here please.&lt;br /&gt;
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[[Territory Ideas]] - Got an idea for a new territory but not to sure about the fluff or income? Throw it in here and lets see what we can come up with.&lt;br /&gt;
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===&#039;&#039;&#039;Homebrew Characters&#039;&#039;&#039;=== &lt;br /&gt;
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[[Gideon Feltch]] - The guy that knows a guy.&lt;br /&gt;
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[[Ozzie and TinMan]] - Ozzie is a Big Game Hunter with a passion for hive safari. While he tends to look down on the spoiled brats in their spyre rigs, he would dream of going on a hunt with a TinMan (basicly a tank on legs).  &lt;br /&gt;
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===&#039;&#039;&#039;Homebrew Skills&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If you can imagine its probably already here. Whats that... its not? Then up a keyboard and show us what you got.&#039;&#039;&lt;br /&gt;
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[[Skill Emporium]] - Skills, skills and more skills. Got a skill we havent heard of throw in the here.&lt;br /&gt;
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[[Skill Ideas]] - From the practical to the downright mean. If you&#039;ve thought it up we want it here.&lt;br /&gt;
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===&#039;&#039;&#039;Weapons&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;If it whacks, booms, ticks or goes &amp;quot;Bruh-da-da-da-da&amp;quot; then it belongs here in the weapons list.&#039;&#039;&lt;br /&gt;
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[[Standard Weapons]]&lt;br /&gt;
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[[Alternate Weapons]]&lt;br /&gt;
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===&#039;&#039;&#039;House Rules&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Got something you want to contribute but it doesnt seem to fit anywhere above they why not post in to the general house rules or creat your own heading.&#039;&#039;&lt;br /&gt;
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==References==&lt;br /&gt;
&#039;&#039;Know a great Necromunda website. Maybe you&#039;d like to see some of there content up here. Then why not post a link and fire them an email to let them know whats goin on.&#039;&#039;&lt;br /&gt;
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== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Necromunda Necromunda on Wikipedia] Necromunda on Wikipedia&lt;br /&gt;
* [http://easternfringe.com Eastern Fringe] Forum Favorite for all things Necromunda&lt;br /&gt;
* The [http://wiki.rpg.net/index.php/Necromunda_Confrontation Necromunda Confrontation] [[RPG.net]] Wikiproject&lt;br /&gt;
* [http://homepage.eircom.net/~thevault/warvault/necromunda/index.html] The Vault - New Gangs and more.&lt;/div&gt;</summary>
		<author><name>Wiki-munda</name></author>
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