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Grot Mob
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=='''Territory'''== 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: 1-10 Grots 1 Territory 11-15 Grots 2 Territories 16+ Grots 3 Territories *Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up ==='''Grot Territory Chart'''=== '''1.Outlaw territory''' Income ?? Roll off Outlaw Territory Chart ''' 2.Spore Cave''' Income D6 Receive D6 credits for hand picked spores '''3.Shroom patch ''' Income D6 Instead of D6 credits you may feed D6 Grots '''4.Sump flow''' Income 2D6 Roll a D6 for each Grot working the territory. On a 1 he gets carried off by a Sump Troll never to be seen again. '''5.Squig farm''' Income 15 Roll a D6 for each Grot working the territory. For ever 6 rolled you may purchase one Squig for 10 credits each '''6.Grot Camp''' Income 20 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 ==='''"My Turf Now"'''=== Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it. ==='''"Where’s da food boss?…"'''=== A grot/squig needs 2 creds worth of supplies after each game to avoid the affects of starvation. * 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. ==='''"Get ta Work''''=== Any Grot that was not Seriously Injured may work a Territory, up to a maximum of 10 Grotz. You may forage for d3 creds.
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