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Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

i thought since ive got some spare time and no painting t be done i'd try and come up with a semi-playable pure gretchin army list.
ill add details on wargear and rules, so this is pretty much an army list in its own right, just not official

All gretchin follow his basic profile unless otherwise stated.

[WS 2][BS 3][S 2][T 2][W 1][I 2][A1][LD 5] [SV -]

Special rules:

Mob rule, it's a grots life.

HQ:

Grot Warboss - 30 points
Stat's: [WS 3][BS 4][S 3][T 3][W 2][I 4][A 3][LD 7] [SV -]
Wargear: Grot blaster.
Special rules: mob rule, Da leader!, Cunnin.
Options:

may take a bosspole - 5 points
may take a slugga - 1 point
may take grot armour - 2 points
may take supa grot armour - 10 points
may take a twin linked slugga - 3 points
may take grot snips - 10 points

................................................................................................

Da Grot mek - 25 points
unit size - 1-2
Stat's: [WS 2][BS 5][S 3][T 3][W 2][I 4][A 3][LD 7] [SV - / 6+ Inv]
Wargear: Grot blaster.
Special rules: mob rule, Metal body
Options:

may take a slugga - 1 point
may take grot armour - 2 points
may take supa grot armour - 10 points
may take a twin linked slugga - 3 points
may take grot snips - 10 points
May take a grot hand flamer - 5 points
May take a soopa blasta - 8 points
Shield fingy! - 20 points

................................................................................................

Elite:

Tough Gitz - 5 points per model
Unit number - 10-20
Stats: As basic, +1 T
Wargear: Grot blaster
Special rules: Mob rule, tough gitz!

Options:
for every 10 Tough Gitz in a unit 1 grot may take one of the following:
Hand flamer - 5 points
Soopa blasta - 8 points
soopa shoota - 5 points

1 Tough git may be upgraded to a mob leader for 5 points, he gains +1 A

................................................................................................

Burna grotz - 10 points per model
unit size: 5-10
Stats: Basic grot
Wargear: Grot hand flamers
Special rules: Mob rule, Not dat valve!, its a grots life

Options:

1 burna grot may be upgraded to a mob leader for 5 points, he gains +1 A

................................................................................................

Troop:

Grot mob - 3 points per model
unit size: 15-40
Stats: Basic profile
Wargear: grot blaster
Special rules: Mob rule, its a grots life

Options:
for every 10 grots in a unit 1 grot may take one of the following:
Hand flamer - 5 points
Soopa blasta - 8 points
soopa shoota - 5 points

1 grot may be upgraded to a mob leader for 5 points, he gains +1 A

................................................................................................

Fast:

Grotkopta - 25 points per model
unit size: 3-8
Stats: as basic profile with: +1 W,A,S,T and an increaced armour save of 5+
Wargear: Big shoota
Special rules: Jetbike, kamakazi!, Fearless

Options:

may upgrade thier Big shootas to twin linked big shootas for 5 points

.................................................................................................

Grot Bomba - 30 points
Unit size: 1-5
Stats: as basic profile with: +1 W,A,S,T and an increaced armour save of 4+
Wargear: Grot bombz
Special rules: Jetbike, kamakazi!, Fearless

.................................................................................................

Heavy:

Killa Kanz: as entry in ork dex.

.................................................................................................

Big gunz: as entry in ork dex, but with unit size increaced to 1-5 per unit.

.................................................................................................

Da grot pig! - 100 points
Unit size: 1-2
Stats: see below
Weapons: Kannon, big shoota
It has the grot riggers and ard case upgrades free.

Options:

May swap the big shoota for one of the following:

Skorcha - 10 points
Kustom mega blasta - 15 points

May take any of the following:

red paint job - 3 points
reinforced ram - 5 points
armour plates - 5 points

Armour:
Front: 12, Side: 11, Rear: 10

Grot pigs fire with a BS of 4
..............................................................................

Weapons:

Soopa shoota - 18", S3, AP5, Assult 3
Soopa blasta - 20", S6, AP4, Assult 1, gets hot!
Grot snips - as powerfist / klaw
Grot hand flamer - Template S3, AP6, Assult1
Grot bombz - Each turn in the shooting phase you may nominate an enemy unit the grot bombas have flown over, place a large template and roll a scatter dice and D6, on a hit, it stays where it was placed, if it scatters, move it the direction and distance indicated.
hits are resolved at S4, AP6.
Shield fingy!: this functions just like a kustom force field, except it only gives a 6+ cover save (grotz arent known for thier mechanics)

Rules:

Mob rule - as ork dex, but works with all grots.

Its a grots life - as codex, you may not do this is a grot character is in the unit.

Kamakazi - each turn in the shooting phase you may sacrifice a single grotkopta or grot bomba, they may move 6" in the shooting phase if there is a target in range.
If it hits a target then it is resolved at S7 blast for a kopta, and S8 blast for a bomba (bombas simply move alot quicker and there for have a much bigger impact), no roll to hit is needed.
the model is removed as a casualty once the kamakazi has been performed.
only 1 grotkopta or grot bomba from each unit may make this move in your shooting phase, once per turn.

Not dat valve!: grot hand flamers are not the best pieces of equipment, neither are the grotz using them. Before firing the flames each turn roll a D6, on a 2+ all i fine, on a 1 a grot has pulled the wrong lever and sent flames through his own unit, the opponent may place the flame template from any grot in the unit, they may hit the burna grotz, or any other unit in range.

Metal body: after being experimented on by the big meks, mostly consisting of metal limbs and organs, the grot gets a 6+ invulnerable save.

Tough gitz: to show just how tough these boyz are, they may re-roll a single failed "to wound" roll per turn

Da leader: Each grot army needs a leader, a grot warboss needs to be taken, but you may only take 1 per army.

Cunnin: a grot warboss is a very tricky little bugger, he often keeps out of sight in the heat of a battle.
he gains +1 to any cover save he may get.

.....................................................................

theres that done, i suppose i can add some fluff and descriptions later on when i have some time

C&C welcome.

This message was edited 1 time. Last update was at 2008/11/03 02:33:41


Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in us
Da Head Honcho Boss Grot





Minnesota

Wow, neat army.

I was thinking about writing a rebel grots army list myself, although it would be closer to IG than orks. Or maybe something in between.

Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it.
 
   
 
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