Difference between revisions of "Grot Mob"

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('''Grot Territory Chart''')
('''Grot Territory Chart''')
Line 33: Line 33:
  
  
1.Outlaw territory Income ??
+
'''1.Outlaw territory''' Income ??
 
Roll off Outlaw Territory Chart
 
Roll off Outlaw Territory Chart
  
Line 39: Line 39:
 
Receive D6 credits for hand picked spores
 
Receive D6 credits for hand picked spores
  
3.Shroom patch         Income D6
+
'''3.Shroom patch '''        Income D6
 
Instead of D6 credits you may feed D6 Grots
 
Instead of D6 credits you may feed D6 Grots
  
4.Sump flow         Income 2D6
+
'''4.Sump flow'''         Income 2D6
 
Roll a D6 for each Grot working the territory.  
 
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.
 
On a 1 he gets carried off by a Sump Troll never to be seen again.
  
5.Squig farm         Income 15
+
'''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
 
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
+
'''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
 
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
  

Revision as of 16:26, 23 February 2009

Who let dem in ere?

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.

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.

The Grot

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

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.

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. 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.)

Special Rules

Grotz are considered outlaws and all rules for outlaws apply excepted where stated below. When working out income use regular gang income chart.

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.

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

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.

Dead or Alive

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.

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.

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:


  • 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.

Grots

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 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.

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.


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)

The Numbers

Grot Maximum Stats


M     WS     BS     S     T     W     I      A     Ld
4      5      6     4     4     3     5      3      9


Grot Experience Values

Model Type Initial Experience

Boss 21+D6 Shaman 21+D6 Grot D6


Experience Advance Table


Exp Title Notes 0-6 Grot Starting levels 7-10 Grot 11-20 Grot 21-30 Boss/Shaman Starting level 31-40 Grot 41-50 Grot 51-60 Grot 61-80 Grot 81-100 Grot 101-120 Big Boss 121-140 Grot 141-160 Great Shaman 161-180 Grot 181-200 Grot 201-240 Grot 241-280 Grot 281-320 Grot 321-360 Grot 361-400 Shaman King 401+ Warlord a Grot that reaches this level may not advance any further. 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.

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 tables for your ganger and randomly generate a skill from it . 5 Characteristic Increase. Roll again: 1-3 = +1 Strength; 4-6 = +1 Attacks.

6 Characteristic Increase. Roll again: 1-3 = +1 WS; 4-6 = +1 BS.

7 Characteristic Increase. Roll again: 1-3 = +1 Initiative; 4-6 = +1 Leadership.

8 Characteristic Increase. Roll again: 1-3 = +1 WS; 4-6 = +1 BS.

9 Characteristic Increase. Roll again: 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 a skill from it.

12 New Skill. Choose from any of the Skill tables and randomly generate a skill from it. Shamans may rol an additional D6:

1-3 New Skill (Any table)) 4-5 New Wyrd Minor Power 6 New Wyrd Primary Power


Grot Skills Table

SKILL TYPES AVAILABLE Unit Agility Combat Ferocity Muscle Shooting Stealth Techno Boss * * * * * Shaman * * * Grot * * * Weapon Crew * * *


WAAGH! Powers

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.

2-Mork save us: A green glow surrounds one friendly model. Automatically dispel enemy powers affecting one friendly model. 24”

3-Hand of Gork: Up, up and a away. Transport one friendly model up to 18”.

4-‘ere we go: The Shamans words are ringing in the ladz heads. Add +1T to one friendly model within 24”

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”

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.

‘Eadbangerz chart

1 Headbang: 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.

2 I 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.

3 Der...: The Shaman starts dribbling and is now affected by the rules for Stupidity until the end of the game

4 What was I sayin?...: The overload of energy has caused the Shaman to forget his incantation. He can do nothing till his next turn.

5 Fzzzzz…POP!: The Shaman staggers D6 in a random direction

6 Yuuurgh!: The Shaman can only use his minor power till the end of the game.