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=='''Gettin the Mob Ta'geva'''== 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: *Minimum of 3 Grots: A Mob must have at least 3 models *Boss: Your Mob must include one Boss; no more, no less. *Shaman: Your Mob may include one Shaman. *Grots: Your Mob can include any number of Grots. *Squigs: Your Mob can include up to 5 Squigs providing you have a minimum of 5 Grots at any given time. *Sump Trolls: Your Mob may include 1 sump Troll providing you have a minimum of 5 Grots at any given time. *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). *If your feeling a little frisky why not com up with a few unit choices of your own. ==='''Boss'''=== '''Cost to Recruit''': 50 Creds 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. 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. M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 '''Weapons''': 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. '''Equipment''': The Boss may take a Prodder at ½ regular costs upon purchase '''Special Rules''' *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" of the may use his Leadership value when they take Leadership tests. *The Boss may always attempt to recover from being pinned even if he has no other Grots within 2" of him. === '''Shaman''' === '''Cost to Recruit''': 60 Creds 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 M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 '''Weapons''': A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. '''Shaman Special Rules''' *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. *If you choose Beastmaster you may add squigs as a beast choice. '''Powers''': A Shaman receives one 'primary' power and one 'minor' 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. '''WAAAGH!''' When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart. ==='''Grotz'''=== '''Cost to Recruit''': 20 Creds Their vast will often make up for there other short comings. M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 5 '''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. '''Weapon Team''': 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. '''Safety in numbers''': When testing for being pinned you may add +1I for each grot within 2” of pinned model. ==='''Squigs'''=== '''Cost to Recruit''': 15 Creds 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. M WS BS S T W I A Ld 2D6 4 0 4 3 1 4 1 5 '''Special Rules''' *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" movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge. *'''Minderz''': Each Squig must always remain within 6" of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6" of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6" 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. *'''Animals''': Cave Squigs are animals of a sort and may not have equipment and do not gain experience. ==='''Sump Troll'''=== '''Cost to Recruit''': 200 Creds Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them. M WS BS S T W I A Ld 6 3 1 5 4 3 1 3 4 '''Weapons/Armour''': While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour. '''Special Rules''' *'''Fear''': Trolls are frightening monsters and cause fear. *'''Stupidity''': Trolls are subject to the rules for stupidity. *'''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. 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. *'''Dumb Monster''': A Troll is far too stupid to ever learn any new skills and do not gain experience. *'''Always Hungry'''*: 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. *'''Vomit Attack''': 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.
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