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Grot Mob
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=='''Grot Item and Weapon List'''== '''HAND-TO-HAND WEAPONS''' Item Cost Gotcha Net 10 Squig Prodder 15 Sword 10 Chainsword 25 Clubs, mauls and bludgeons free/10* Chain or Flail 10 Knife (1st knife is free) 5 Massive Axe, Sword or Club 15 * The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits. '''PISTOLS''' Item Cost Autopistol 15 Hand Flamer 20 Stub Gun 10 '''BASIC WEAPONS''' Item Cost Autogun 20 Blunderbuss/scatter gun 8 Shotgun 20 (solid shot + scatter shells) '''SPECIAL WEAPONS''' Item Cost Hand Flamer 40 Bolt Pistol 20 '''HEAVY WEAPONS''' Item Cost Heavy Stubber 120 Heavy Bolter 180 Missile Launcher 185 (Missiles extra) '''SPECIAL AMMO AND GRENADES''' Item Cost Man-Stopper Shotgun shell 5 Hot-Shot Shotgun shell 5 Bolt Shotgun Shell 15 Dum-dum Bullets for Stub gun 5 Frag grenades 30 Krak grenades 50 '''0-2 “eavy Weapon Crews''' Cost 30 Credits 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. '''Gotcha Net''' Cost 10 Credits 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. '''Squig Prodder''' Cost 15 Credits 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" from going wild, instead of the normal 6". In addition, a Squig prodder adds +1S on a charge. '''Mad Cap Shrooms''' Cost 25 Credits 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. '''Shaman shrooms''' Cost 35 Credits 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) '''*Optional''' '''Snotling Familiar''' Cost 35 Credits M WS BS S T W I A Ld 4 2 2 1 1 3 3 3 4 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)
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