Switch Theme:

MEGA ARMORED GROTS!!!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Poll
Mega Armored Grots
Super Cool!
It's a stupid idea so shut up kaun

View results
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Screamin' Stormboy






I had the best idea the other day! It would be maga armored Grots! They are 'slow and purposeful', toughness 2, armor 2+, and (due to the enhanced bionics of the mega armor) armed with the biggest gun ever held by a grot... a SHOOTA! They would be very funny and actually kinda useful. Each one wouldn't be more than like 6 to 10 points max yet they would be SO valuable against weapons with high strengths (because it's 'anything but a one' to wound already). Awesome objective holders.

YET EVEN NEWEST-LY NEWER-EST-ER Stats! Added in the Grot Gunnery Teams, Transportation Stations, Special Rules, and even some fluff

MEGA GROTS

Some grots are blessed with the great gift of privacy, and while most of their siblings are getting stepped on and eaten, they are able to work on their own projects. Scrounging bits and pieces of metal, cable, and ammunition some grots build themselves their own mechanized armor suits, as well as scratch built balistic beuties that any strait minded boy would love to get their hands on. These 'Mega' Grots feel themselves superior to all other forms of orkish life. They are smarter than the orks, they are tougher and shootier than the grots, and they are much smaller targets than the 'trapped' Killakan pilots. Once huddled together, and the toughest of them identified, the Mega Grots march, waddle, and flop off to war. 'We'z don't need t'em uther green skins, we'z iz non-stoppable!'

Mega Grot: 6pts WS:2 BS:3 S:2 T:2 W:1 I:2 A:1 Ld:5 Sv:2+
Gunnery Team: 15pts WS:2 BS:3 T:2 W:2 I:2 A:2 LD:5 Sv:2+
Poo Baa: 10pts WS:2 BS:3 S:2 T:2 W:1 I:2 A:2 Ld:7 Sv:2+

4-14 grots plus 1 Gran' Poo Baa Boss Grot per mob standard, and is taken as a troops choice. The squad may take up to 1 Mega Grot Gunnery Team

-----------------

Gear:
Mega Grots: Grot Blasta and Megagrot Armor
+2 points to replace grot blasta with Shoota, OR replace grot blasta with a Power Bit

Gran' Poo Baa: Power Bit, Megagrot Armor, Poo Baa Boss Banna', and 'Hate da Big 'Uns' Special Rule

Megagrot Armor: 2+ save (in profile), Slow and Purposeful, Falls Over Special Rule, unstable special rule, (still counts as only 1 in transport)

Power Bit: Power Weapon; Doubles str (4); Strikes Last

Poo Baa Boss Banna: Gives the Boss a confidence boost of +1 leadership (included in profile) and counts as a Boss Pole (reroll leadership at the cost of a wound to the squad). It also gives the squad the 'We Waaagh Too' Special rule.

-----------------

The Mega Grot Gunnery Teams are 2 models based as one, exactly like a IG heavy weapons team. Roll for 'fall over' as one model.

In addition to the Mega Grot Gunnery Team's normal cost, they must also take one of the following.

_ _ _ _Grot Zooka: +10pts: As per Codex Ork

_ _ _ _Rocket: +5pts: As per Codex Ork

_ _ _ _Scorcha: +5pts: As per Codex Ork

_ _ _ _Gattling Grot Gun: +5pts: S3, AP-, * shots, 24", Misfire Special Rule.
* : The gun gets 6D6 shots, -1 Die for every full inch the squad moved.
Misfire: For Every roll of 1 to hit, then roll to wound against the Mega Grot Squad. (wound on 3+, save on 2+)

_ _ _ _Twangga (mini ballista-like): +10pts: Fires a Bolt, Speedy, or Shreddy projectile (must be declared before measuring range).
Bolt = S5, AP3, Hvy 1, 24" :: Speedy = S4, AP4, Hvy 1, 36" Twin Linked :: Shreddy = S4, AP5, Hvy 1, 18", small blast, Rending

-----------------

-Special Rules-

Falls Over: Moving in such large suits is quite a difficult task, and sometimes it requires field use for a grot to realize it's mega boots doesn't work. At the beginning of each turn before the grot squad moves, roll a die for each Mega Grot in the squad. On a roll of 1 the grot falls over and can't act for the remaining of the turn (being moving, shooting, or attacking in CC). The rest of the unit can move normal but still cannot break unit coherency. The fallen grot can be left behind and counted as dead. This rule may be negated if the squad does not move, and is not currently locked in CC. (Must choose to not move BEFORE any rolls are made). Does not effect the use of a Grottapult either.

Unstable: A suit of Mega Grot Armor is a very shaky devise, and they often display open cases of ammunition and high explosives. Every time a Mega Grot dies then they deal a str 3 small blast centered over themselves at the end of the issuing phase (aka, do all the shooting before issuing explosions). For the Gunnery Teams, this happens for each wound.

Hate da Big 'Uns: A unit with a Gran Poo Baa Boss cannot be joined by any Independent characters or embark in transports.

We Waaagh Too: "Weez as big an' scary as these uthers, so weez gonna Waaagh too!" This allows the Mega grot squad to Waaagh with the other ork mobs, but at a one turn time delay (ex if Waaagh is declared on turn 3, these grots Waaagh on turn 4)

-----------------

Each Mega Grot squad may take one Transportation Station

Grottapult Transport Station : 15pts : The best way to get the grots somewhere... is to throw them? The Grottapult Station is fielded with the grot squad. It may be used once on the first turn as long as every Mega Grot in the squad is within 6 inches of it, but then is removed from play even if it wasn't used. Deploy the grot squad as normal, but at the beginning your first movement phase (not the enemy's) the grots may be picked up, and replaced via Deep Strike special rules the very same turn. Upon landing, each model suffers one wound (Gunnery teams suffer 2)(roll armor saves individually). Models landing in difficult terrain suffer 2 wounds (4 for Gunnery Teams). They may not move, shoot or assault that turn.

Warp Field Transport Station : 20pts : A huge whirling and unstable machine rips a whole in the warp space, sucking in the grots like a great vacuum, later busting out through an exit somewhere nearby... usually. The Mega Grot Squad may be held in reserve to appear via the Deep Strike special rules at a -1 to the standard return rate. Upon reappearing, d6-3 Mega grots are taken as casualties, lost in the hellish warp, no armor saves allowed. They may not shoot, or assault that turn, but movement is allowed.

-----------------

Final Product: http://www.dakkadakka.com/dakkaforum/posts/list/250308.page

This message was edited 18 times. Last update was at 2009/07/30 06:10:48


Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

o_O just as i received your message i was about to post this idea lol: ( this is what i use as mega armored nobs )


Paused
◙▬▬▬▬▬▬▬▬▬▬▬▬▬
           ◂◂  ►  ▐ ▌  ◼  ▸▸
          ʳʷ   ᵖˡᵃʸ  ᵖᵃᵘˢᵉ  ˢᵗᵒᵖ   ᶠᶠ 
   
Made in us
Screamin' Stormboy






Is that a Tau Steathsuit or something? I like it

Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in za
Junior Officer with Laspistol





South Africa

It's a red blok unit from at-43 if I am not wrong.I like the idea,but I still wanna see mega armour snotlings!

This message was edited 1 time. Last update was at 2009/07/04 21:26:53


"I refuse to join any club that would have me as a member."-Groucho Marx
 
   
Made in ca
Veteran Wolf Guard Squad Leader





In the chaotic wastes also known as Canada

yes yes yes yes yes yes

DOOMFART's Drunken Rugby Player FOR DOOMFART! FOR GES! FOR DAKKA!!!!
Kanluwen wrote:Cadian Blood and Soul Hunter?
They're like kidnapping someone, and forcefeeding them heroin until they're hooked.
 
   
Made in us
Screamin' Stormboy






What could I use to make them, I could do plasticard but that's a lot of work. Is there an Epic model that I could use? Epic Deff Dreds would be too small I think. Another option is to theme them all in a funny way (like all waring garbage cans or something) but idk, not as cool. I could arm them up with space marine armor... but that's a little on the big side and not the look im going for. I want them to look like Mega Nobs, but smaller. That would be really hard to do.


Oh does anyone know of a possible non-GW game that has mechs or something about the right scale for this? Converting usually aint the problem.

This message was edited 1 time. Last update was at 2009/07/05 00:38:15


Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in us
Elite Tyranid Warrior





So basically a Killer-Kan?

http://tyranidsbackwardsandforwards.blogspot.com/ Got a Nid ?'s get them answered there!

amhhs wrote:Hey Drummer,
you seem to be the most knowledgeable Nid player on Dakka.

 
   
Made in us
Screamin' Stormboy






Kinda like a killa kan but they would be grot height, just bulky lol.

Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in ca
1st Lieutenant





I'm seeing a grot who's stolen a mega nobz boot and is jumping about inside of it with juts his head and the tip of his grot blasta sticking out.

Here's the profile:
Mega Grot: 6pts.
WS:2 BS:3 S:2 T:2 W:1 I:2 A:1 Ld:5 Sv:2+

Gear: Grota Blasta, Power Foot (Acts as a PK)
Slow and Purposeful, Falls Over

Falls Over: On a roll of one for movement or on an attack in close combat the grot falls over and counts as pinned and can't act in the next round.
   
Made in us
Screamin' Stormboy






Norade wrote:I'm seeing a grot who's stolen a mega nobz boot and is jumping about inside of it with juts his head and the tip of his grot blasta sticking out.

Here's the profile:
Mega Grot: 6pts.
WS:2 BS:3 S:2 T:2 W:1 I:2 A:1 Ld:5 Sv:2+

Gear: Grota Blasta, Power Foot (Acts as a PK)
Slow and Purposeful, Falls Over

Falls Over: On a roll of one for movement or on an attack in close combat the grot falls over and counts as pinned and can't act in the next round.


I LOVE IT!! Im using that!


Automatically Appended Next Post:
kaun666 wrote:
NEW Stats as proposed by 'Norade'

Grots who have armed themselves with a powered foot from a Mega Nob or even a Kan!

Mega Grot: 6pts.
WS:2 BS:3 S:2 T:2 W:1 I:2 A:1 Ld:5 Sv:2+

3-15 with a Runtherd required for every full 5 (more than normal is needed cause they need motivation to keep moving)
Gear: Grota Blasta, Power Foot (Acts as a PK for str 4). For an additional point a model they can replace their blastas and Power Foot for a shoota
Slow and Purposeful, Falls Over

Falls Over: On a roll of 2 for slow and purposeful movement or on a 1 when attacking in close combat the grot falls over and counts as pinned and can't act in the next round. Roll separately for each mega grot, and the rest of the unit can move normal but still cannot break unit coherency. The Grot can be left behind and counted as dead.


Thanks Norade, I've updated the stats following ur brilliant idea! I have updated it at the forum's beginning too.

This message was edited 2 times. Last update was at 2009/07/06 07:04:03


Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in gb
Sister Vastly Superior




Genius idea is genius.

I collect:
Guard - 2k of mostly infantry
DA - 2k of deathwing, 2k of other bits (no vehicles)
Sisters - mostly converted/proxy because I'm waiting for therange to go plastic.
Tau - 2k with no riptides because I can. 
   
Made in us
Rough Rider with Boomstick





Mah Hizzy

I love it. That fall down thing is funny. Maybe give them a Grot nob kinda thing and he gets a Grot Klaw. The Grot Claw doubles his S to 4 and whenever he swings must roll on this table.

Grot Claw Table must be rolled on everyturn in CC that the Grot uses the claw.

1-2 Swing and a miss the target holds out a hand on the grots head and keeps him out of swinging distance instead he spins and hits a friendly model in base contact if none himself.

3-4 Pow Right in the Kisser! The Grot Leaps into the air and the hit is resolved as normal S4 Power Weapon

5 Groin Shot! The Grot Hits his opponent where it hurts all his hits this turn are resolved at S5.

6 Klink?!? Something goes too well in the make shift power pack for the klaw. The Klaw explodes into a violent blast when used. The Grot this turn gets 1 Attack at S5 and causes insta death to him and the target. (Yes this means he can miss and just kill himself)

What yall think?

2000 
   
Made in us
Boosting Black Templar Biker





Jacksonville, NC

I love the idea, but I don't know about the table. At most I'd go with the "hits at S5" route. Dunno if I could plausibly see a Grot suddenly rending, say, a Terminator in half. Probably impossible anyway due to numbers, but you get the point.


Automatically Appended Next Post:
And now I have an idea what to do with the old boot piece from my Monopoly set.

This message was edited 1 time. Last update was at 2009/07/08 16:07:29


Humans were put on this earth to fart around, and don't let anyone tell you otherwise.
-Kurt Vonnegut, Jr.

-7k - 10k 
   
Made in us
Rough Rider with Boomstick





Mah Hizzy

Well he still needs a 4 to hit 3 to wound with 1 swing then the termi has an invuln. Plus it kills the grot.

2000 
   
Made in us
Screamin' Stormboy






very funny yes. I love the idea, but limiting the special rules would prolly be best. Besides, getting them INTO close combat is enough of a problem, them only moving d6 a turn plus one out of every six of them just flopping over so close combat would be kinda rare. Im seriously wanting to start the model making process and was going to mold some 'Naught feet out of clay or something. I might open that up in another forum entry; if so i will post a link here. As a tactical standpoint I would ALWAYS play this unit when I could, cause they would be great holding objectives lol.

Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

My only statement is: Runtherds? These are MEGA-GROTS! The strongest and fiercest of Grot-kind! Runtherds would be kicked to death in their SLEEP! The Mega-Grots need no Handlers!
   
Made in us
Screamin' Stormboy






AllWillFall2Me wrote:My only statement is: Runtherds? These are MEGA-GROTS! The strongest and fiercest of Grot-kind! Runtherds would be kicked to death in their SLEEP! The Mega-Grots need no Handlers!


True but then their moral sucks lol. Maybe a replacement to the runt herd? Like a Boss Grot? But story-wise such doesn't exist... I think for the sake of moral the runt herd should be left in. Besides it's majority armor so he would be tough to kill too lol.

Ok i figured it out. The runt herds have spacial SUPER SCARY Cyber Squigs at their disposal. They don't really do anything except act like the normal squigs did for the normal grot squads. They can remove d3 grots to reroll moral. (the stats have now been updated on top)

This message was edited 2 times. Last update was at 2009/07/10 08:38:41


Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in us
Sacrifice to the Dark God Tzeentch




The Eye of Terror

Yeah you were telling me about this at the bunker lol, I like your idea of a Grot hiding in a dreadnought foot.

1000 750 1250 
   
Made in au
Stormin' Stompa






YO DAKKA DAKKA!

The main issue is that you simply can't have one or two pinned models in a unit. Either they all are, or none are. The melee rolls are fiddly too - being pinned has no effect in close combat even if you could tell which grot the rolled '1' belonged to.

Make them all take dangerous terrain tests when moving, and leave it at that. Remove a model with no armour save on a 1, but also allow 1s to be rerolled. 3+ save at best would be more appropriate in my opinion...

This message was edited 1 time. Last update was at 2009/07/13 23:10:40


 
   
Made in us
Resentful Grot With a Plan




Frisco, TX

Mega Armored Grots are called Killer Kans.

6900 and still going
 
   
Made in gb
Mutilatin' Mad Dok






Cherry Hill, NJ

Ill have to second (or third) the already contribution, they're called killa kans.



 
   
Made in us
Infiltrating Broodlord





Hemet, CA

I love it!!! I just want to see a grot in a suit of armour.

Tired of reading new rulebooks... Just wanting to play. 
   
Made in us
Screamin' Stormboy






Okay now... some development

Fixed the 'pinning' thing so now it's a separate roll done before the movement for the falling over

Changed what the PW did so now it is more lenient on modeling possibilities.

Am yet again debating whether or not to leave in the Runtherd. Basicly they NEED the moral boost (preferably with a reroll like every other ork unit can get somehow). A grot-nob makes no sense... so here are the options:
Leave the Runtherd with squig like it is
Have them led by a Mech Boy (plus the squig for moral reroll?)
Mega Grot Armor gives them a +2 leadership and have them without leader (plus the squig anyway?)
Mega Grot Armor Makes them Stubborn or something like that and have them without leader
Have them drugged up so they are fearless and cost more? (maybe as an option to buy?)
Any other ideas? Please post your opinion. Thanks

Made a couple demo models, pictures and new forum posting will follow shortly
I am a little disappointed in my first attempt. I just used space marine armor, thinking the shoulder pads would be enough to buff them up but they look kinda under-armored. But they work, am wanting to try the grot in the dreadnought foot but I can't find appropriate models. Overall I'm sorta about them. Better attempts will follow. I am still exited about this project but it needs improvement.

Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in ca
1st Lieutenant





Mega Grots: 6 Points per Model

Mega Grot: WS:2 BS:3 S:2 T:2 W:1 I:2 A:1 Ld:5 Sv:2+
Mega Grot Raid Leader: WS:2 BS:3 S:2 T:2 W:1 I:2 A:2 Ld:7 Sv:2+
Mega Grot: WS:2 BS:3 S:2 T:2 W:1 I:2 A:1 Ld:5 Sv:2+/5++
Mega Grot Raid Leader: WS:2 BS:3 S:2 T:2 W:1 I:2 A:2 Ld:7 Sv:2+/5++

Unit Composition: 5-20 Mega Grots

Unit Type: Infantry

Wargear: Blasta, Power Foot (PK), Mega Armor

Special Rules: Falls Over, Slow and Purposeful, Stubborn, Hate the Big 'Uns

Options:
One Grot May in the Mob may be Upgrade to a Mega Grot Raid Leader for five points.

A Mega Grot Raid Leader may replace his Blasta with one of the following:
-A Slugga for +2 points
-A Shoota for +5 points
-A Kombi-Shoota for +10 points

He may aslo take any of the following:
-Grot Banna (Bosspole) for +2 points
-Lucky Squig Eye for +10 points

Any Mega Grot or Mega Grot Raid Leader may be Upgraded to a Cybork Grot for 5 points a model.
-----------------------------------------------------------------

Falls Over: On a roll of one for movement or on an attack in close combat the a grot model has fallen over and may not shoot or make a close combat attack that round.

Hate the Big 'Uns: Mega Grotz may not be joined by Independent Characters or rid in Transports

Lucky Squig Eye: Using the power of luck the Mega Grot allows his followers to fall over less allowing re-rolls of a one for movement.

This message was edited 1 time. Last update was at 2009/07/17 21:15:14


 
   
Made in us
Screamin' Stormboy






Update Time!!!

I added a bunch of green stuff armor to the first demo models and they look much better. Will post soon I promise...

Hate the Big 'Uns: Mega Grotz may not be joined by Independent Characters or rid in Transports {from Norade}

I like it... I'm using it...

Also I might use the grot leader thing after all. As long as I follow the idea that they are trying to be as big and awesome as the ork boys.

Otherwize I don't really like the rest of your post Norade (no offense; cause you have been a major contributor to the project from the start)

The Cybork armor for 5 points wont work. I did some statistics back when I used Grotsnick a lot and using 5pts for 5+ inv. is only cost effective on models OVER 15 pts cause it saves 1/3 of them from dieing (5 / 1/3 = 15). So IF I was to use the cybork ability is has to be 1 point witch is too cheep for the ability (and even 2 pts would be a waist of fire power (aka just have a third more of them))

Also I think the way the weapons are set up now is still the best method With prices varying accordingly.

Ok when it comes to other changes (all of which are updated on top of this page) I did some price adjustment and tweaking.

This message was edited 1 time. Last update was at 2009/07/18 08:37:35


Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in ca
1st Lieutenant





I don't mind you wanting to change things, I'm sure real development teams have such differences of opinion all the time. I really like both ways of looking at the Grots and figured cyborking would create even more of an awesome conversion for a fun unit.
   
Made in au
Lone Wolf Sentinel Pilot






They'd move D3 per turn though

Many started armies including: / , , ....and Bretonnia 
   
Made in us
Screamin' Stormboy






Norade wrote:I don't mind you wanting to change things, I'm sure real development teams have such differences of opinion all the time. I really like both ways of looking at the Grots and figured cyborking would create even more of an awesome conversion for a fun unit.


akk... ya it would be but its hard to configure the appropriate price for it. The only solution is to have them automatically come with it or something... idk I'll think about it for my own standards, but I do like it.

PS: I did the mega grot models and they are sweet, but my camera broke so it will be a bit before I can get pictures. :(

colonel584 wrote:They'd move D3 per turn though

how do you mean?

Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in us
Wicked Warp Spider





The Webway Gate in California

The are still Killa Kans.

We were masters of the stars once and we shall be again

 
   
Made in us
Deadly Dark Eldar Warrior





Love the idea! i think we talked about this at the FLGS great idea mate, and great army!

Don't due boredome its a mass murderer!
1500 points, Astral serpents
starting now! Kabbal of Shattered Sorrows, with wyches from the cult of the bloodied shadow, Hamonculi from the Coven of the Third pain, and Hellions from the Arterial haunters. 
   
 
Forum Index » 40K Proposed Rules
Go to: