continued from
http://www.dakkadakka.com/dakkaforum/posts/list/30/246727.page

MEGA GROTS

Final Product!
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
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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.
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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
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-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)
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Each Mega Grot squad may take one Transportation Station
Grottapult Transport Station : 20pts : 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 : 15pts : 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, d3-1 Mega grots are taken as casualties, lost in the hellish warp, no armor saves allowed. They may not move, shoot, or assault that turn.
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For the images, go to
http://www.dakkadakka.com/gallery/images-17182-3541_Mega%20Grots.html
Mind you some are primed, and some arn't, but there is no painting done yet.
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I thank you so much everyone helping me out with this project. I love my little super grots and it's all thanks to you guys