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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. | 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. | ||
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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. | 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. | ||
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. | 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. | ||
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=='''Grotz'''== | =='''Grotz'''== | ||
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. | 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. | ||
− | '''To The Grot Player''' | + | =='''To The Grot Player'''== |
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. | 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. | ||
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=='''Unit Options'''== | =='''Unit Options'''== | ||
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. | 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. | ||
If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I'd love to see those kamakazi doom dives innto the 40K universe.) | If you need more insperation look to any greenskin consrtucts form the entire GW range. (Personally I'd love to see those kamakazi doom dives innto the 40K universe.) | ||
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=='''Special Rules'''== | =='''Special Rules'''== | ||
Grotz are considered outlaws | Grotz are considered outlaws | ||
and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart. | and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart. | ||
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=='''Territory'''== | =='''Territory'''== | ||
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1-10 Grots 1 Territory | 1-10 Grots 1 Territory | ||
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11-15 Grots 2 Territories | 11-15 Grots 2 Territories | ||
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16+ Grots 3 Territories | 16+ Grots 3 Territories | ||
− | + | Only 10 Grots may work a territory. When losing territory the Grot player may pick which to give up | |
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− | ===''' | + | ==='''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. | Should the Mob win a non-Grot Territory they will immediately ransack the new find for its maximum yield before abandoning it. | ||
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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. | * 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. | 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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=='''Other Post Game Rules'''== | =='''Other Post Game Rules'''== | ||
+ | ==='''Come and ave a go if you think your hard enuff!'''=== | ||
+ | Grots will always follow the biggest, meanest member of the Mob. So if any member of the mob reaches or passes the Boss'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. | ||
− | ===''' | + | ==='''Goin shoppin'''=== |
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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. | 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. | ||
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− | ===''' | + | ==='''Well ard'''=== |
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. | 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. | ||
− | + | ='''Gettin the Mob to'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: | 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: | ||
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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 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. | 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. | ||
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M WS BS S T W I A Ld | M WS BS S T W I A Ld | ||
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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 | 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 | ||
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M WS BS S T W I A Ld | M WS BS S T W I A Ld | ||
4 3 3 3 3 1 3 1 7 | 4 3 3 3 3 1 3 1 7 | ||
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'''Weapons''': A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. | '''Weapons''': A Grot Boss may be given equipment chosen from the Close Combat, Pistol and Basic Weapons list of the special Grot list. | ||
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When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart. | When attempting to use WAAGH! powers make a Ld test as usual. If you fail then roll a d6 and consult the ‘Eadbangerz chart. | ||
− | + | ==='''Grots'''=== | |
− | ===''' | ||
'''Cost to Recruit''': 20 Creds | '''Cost to Recruit''': 20 Creds | ||
Their vast will often make up for there other short comings. | Their vast will often make up for there other short comings. | ||
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M WS BS S T W I A Ld | M WS BS S T W I A Ld | ||
4 2 2 3 3 1 3 1 5 | 4 2 2 3 3 1 3 1 5 | ||
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'''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. | '''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 | + | '''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. |
'''Safety in numbers''': When testing for being pinned you may add +1I for each grot within 2” of pinned model. | '''Safety in numbers''': When testing for being pinned you may add +1I for each grot within 2” of pinned model. | ||
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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. | 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. | ||
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M WS BS S T W I A Ld | M WS BS S T W I A Ld | ||
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*'''Animals''': Cave Squigs are animals of a sort and may not have equipment and do not gain experience. | *'''Animals''': Cave Squigs are animals of a sort and may not have equipment and do not gain experience. | ||
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==='''Sump Troll'''=== | ==='''Sump Troll'''=== | ||
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Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them. | Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them. | ||
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M WS BS S T W I A Ld | M WS BS S T W I A Ld | ||
6 3 1 5 4 3 1 3 4 | 6 3 1 5 4 3 1 3 4 | ||
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'''Weapons/Armour''': While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour. | '''Weapons/Armour''': While Trolls will often arm them selves with what ever they can find they can not be given additional weapons or armour. | ||
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'''HAND-TO-HAND WEAPONS''' | '''HAND-TO-HAND WEAPONS''' | ||
− | + | Item Cost | |
− | + | ||
− | + | Gotcha Net 10 | |
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− | + | Squig Prodder 15 | |
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− | + | Sword 10 | |
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− | + | Chainsword 25 | |
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− | + | Clubs, mauls and bludgeons free/10* | |
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− | + | Chain or Flail 10 | |
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− | + | Knife (1st knife is free) 5 | |
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− | + | 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. | * The first club/maul etc a Grot has is free, if the Grot is equipped with an extra club it will cost 10 credits. | ||
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'''PISTOLS''' | '''PISTOLS''' | ||
− | + | Item Cost | |
− | + | ||
− | + | Autopistol 15 | |
− | + | ||
− | + | Hand Flamer 20 | |
− | + | ||
− | + | Stub Gun 10 | |
'''BASIC WEAPONS''' | '''BASIC WEAPONS''' | ||
− | + | Item Cost | |
− | + | ||
− | + | Autogun 20 | |
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− | + | Blunderbuss/scatter gun 8 | |
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− | + | Shotgun 20 | |
− | + | (solid shot + scatter shells) | |
'''SPECIAL WEAPONS''' | '''SPECIAL WEAPONS''' | ||
− | + | Item Cost | |
− | + | ||
− | + | Hand Flamer 40 | |
− | + | Bolt Pistol 20 | |
'''HEAVY WEAPONS''' | '''HEAVY WEAPONS''' | ||
− | + | Item Cost | |
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− | + | Heavy Stubber 120 | |
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− | + | Heavy Bolter 180 | |
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− | + | Missile Launcher 185 | |
− | + | (Missiles extra) | |
'''SPECIAL AMMO AND GRENADES''' | '''SPECIAL AMMO AND GRENADES''' | ||
− | + | Item Cost | |
− | + | ||
− | + | Man-Stopper Shotgun shell 5 | |
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− | + | Hot-Shot Shotgun shell 5 | |
− | + | ||
− | + | Bolt Shotgun Shell 15 | |
− | + | ||
− | + | Dum-dum Bullets for Stub gun 5 | |
− | + | ||
− | + | Frag grenades 30 | |
− | + | ||
− | + | Krak grenades 50 | |
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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) | 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''' | '''Snotling Familiar''' | ||
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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) | 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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=='''The Numbers'''== | =='''The Numbers'''== | ||
− | + | '''Grot Maximum Stats''' | |
M WS BS S T W I A Ld | M WS BS S T W I A Ld | ||
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− | + | '''Grot Experience Values''' | |
Model Type Initial Experience | Model Type Initial Experience | ||
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− | + | '''Experience Advance Table''' | |
Exp Title Notes | Exp Title Notes | ||
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− | + | '''ADVANCE ROLLS''' | |
*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. | *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. | ||
+ | '''2xD6 Advance Table''' | ||
− | + | 2 New Skill. Choose from any of the Skill tables | |
+ | and randomly generate a skill from it. | ||
− | + | 3-4 New Skill. Select one of the standard Skill | |
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− | 3-4 New Skill | ||
tables for your ganger and randomly generate | tables for your ganger and randomly generate | ||
a skill from it | a skill from it | ||
. | . | ||
− | + | 5 Characteristic Increase. Roll again: | |
1-3 = +1 Strength; 4-6 = +1 Attacks. | 1-3 = +1 Strength; 4-6 = +1 Attacks. | ||
− | + | 6 Characteristic Increase. Roll again: | |
1-3 = +1 WS; 4-6 = +1 BS. | 1-3 = +1 WS; 4-6 = +1 BS. | ||
− | + | 7 Characteristic Increase. Roll again: | |
1-3 = +1 Initiative; 4-6 = +1 Leadership. | 1-3 = +1 Initiative; 4-6 = +1 Leadership. | ||
− | + | 8 Characteristic Increase. Roll again: | |
1-3 = +1 WS; 4-6 = +1 BS. | 1-3 = +1 WS; 4-6 = +1 BS. | ||
− | + | ||
− | 9 Characteristic Increase | + | 9 Characteristic Increase. Roll again: |
1-3 = +1 Wounds; 4-6 = +1 Toughness. | 1-3 = +1 Wounds; 4-6 = +1 Toughness. | ||
− | + | 10-11 New Skill. Select one of the standard Skill | |
tables for your ganger and randomly generate | tables for your ganger and randomly generate | ||
a skill from it. | a skill from it. | ||
− | + | 12 New Skill. Choose from any of the Skill tables | |
− | and randomly generate a skill from it. Shamans may | + | and randomly generate a skill from it. Shamans may rol an additional D6: |
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− | + | 1-3 New Skill (Any table)) | |
+ | 4-5 New Wyrd Minor Power | ||
+ | 6 New Wyrd Primary Power | ||
− | + | '''Grot Skills Table''' | |
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Weapon Crew * * * | Weapon Crew * * * | ||
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==='''WAAGH! Powers'''=== | ==='''WAAGH! Powers'''=== | ||
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'''6 Yuuurgh!''': The Shaman can only use his minor power till the end of the game. | '''6 Yuuurgh!''': The Shaman can only use his minor power till the end of the game. | ||
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