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2014/09/18 14:51:44
Subject: Snotling and additional Gretchin units for Ork (Update 10/10/2014)
In 3rd edition, the Snotlings are a part of the Ork army, but for reason unknown, got removed and now only mentioned in fluff. A Snotling unit can act as heavy tarpit (even more than Boyz or Gretchins) to tie up the enemies, and of course, for fun and profit ! And also, I feel that the Gretchin are not properly represent on the tabletop as they should be, so I'll add additional Gretchin units to the topic.
What's new in the latest edition:
- Add New Ranged Weapons, New Melee Weapons and Grots Know What (Wargears) sections. - Add Grot Pistol to ranged weapons; Poisoned Dagger and Crooked Moon Staff to melee weapons; Magic Mushroom, Lucky Shrunken Head and Skullz Banner to Grots Know What. - The Gretchin Warboss can now choose to replace Slugga and/or close combat weapon with two grot pistols for free or poisoned dagger for 3 pts; can also take Skullz Banner for 5 pts. - The Gretchin Shaman may replace grot blasta with two grot pistol for 1 pts, and may take poisoned dagger and/or crooked moon staff for 3 pts; can also take Lucky Shrunken Head for 3 pts and up to 3 Magic Mushrooms for 3 pts/each. - Grot Squig Riders now have two grot pistols as default. - Snotling Ram Wagon now causes only D3 Ram hits to vehicle, cost reduced to 65 pts. - Night Shroud psychic power now confers Shrouded instead of Stealth.
New Ranged Weapons:
Spoiler:
Bomb Harness: One use only. A model with a Boom Harness can make a Shooting attack using the following profile. Boom Harness cannot be used to make Snap Shots, and cannot be used to attack Flyers, Flying Monstrous Creatures, or Skimmers. After rolling to hit, but before rolling to Wound, for each hit from a unit equip with Boom Harness, the target must roll a D6. If the result is 4+, one Boom Harness hit is discount and no longer has any effect on the target. Remove the model equipped with Boom Harness as soon as it make a Shooting attack with Boom Harness. R 12", S 7, AP 3, Assault 1, Pinning, Scuttle Scuttle Blam!
Scuttle Scuttle Blam!: Model equipped with Bomb Harness always hits the target on a To Hit roll of 2 or more.
Grot Pistol: R 6", S 3, AP -, Pistol
Spore:
Explodin' Spore:Models with Explodin' Spore count as being equipped with assault grenades. In the shooting phase, all models equipped with Explodin' Spore can choose to throw it, using the following profile: R 6", S 2, AP -, Assault 1, Disorientation
Giant Explodin' Spore: R 12", S 4, AP -, Assault 1, Large Blast, Disorientation
Disorientation: Any non-vehicle, non-monstrous creature unit suffers one or more hits caused by weapons with this special rule must take an Initiative test at the end of the current phase. If the Initiative test is failed, all models in the unit suffer a -1 penalty to their Ballistic Skill and Weapon Skill until the end of their next turn.
New Melee Weapons:
Spoiler:
Poisoned Dagger: R -, S User, AP -, Melee, Poisoned (4+)
Crooked Moon Staff: R -, S User, AP 5, Melee, Force
Grots Know What:
Spoiler:
Skullz Banner: All models in a unit that include at least one model with Skullz Banner gain the Adamantium Will, Crusader and Stubborn special rules.
Magic Mushroom: One use only. A psyker equipped with magic mushroom may attempt to use it at the beginning of the Psychic Phase. If he uses it, he can re-roll all failed Psychic Test's rolls until the beginning of the controlling player's next Psychic Phase. However, if he rolls a 1 or 6, he suffers Perils of the Warp, and the effect of Magic Mushroom ends immediately.
Lucky Shrunken Head: If a model is equipped with Lucky Shrunken Head then its Invulnerable Save is improved by 1 (to the maximum of 3+). If it does not have an Invulnerable Save, it gains a 6+ Invulnerable Save.
Power of the Small Waaagh !
Spoiler:
Primaris Power: Sneaky Stabbin': Warp Charge 1 The weapons of the mob are blessed by the Shaman, ensure every blow will find its target.
Sneaky Stabbin' is a blessing that targets the Psyker and lasts until the beginning of the controlling player next turn. Whilst the power is in effect, all models in the Psyker’s unit can choose to re-roll failed rolls To Hit in close combat.
1-2. Itchi Nuisance: Warp Charge 1 The Shaman scratched his armpits, projects unhygiene discomfort on the bodies of nearby foes.
Itchy Nuisance It is a maledition that targets a single non-vehicle enemy unit within 24". Roll a D3. The target unit immediately reduce its movement distance in inch and Initiative by this number (to the minimum of 1) whilst the power is in effect.
3-4. Gork'll Fix It: Warp Charge 1 The Shaman points his finger at the enemy, causing their weapons to temporally malfunction.
Gork'll Fix It is a maledition that targets a single non-vehicle enemy unit within 24". Whilst the power is in effect, all ranged weapons of the target unit have the Gets Hot special rule.
5-6. Night Shroud: Warp Charge 1 The Shaman summons forth a pitch-black shadow to protect him and his allies.
Night Shroud is a blessing that targets the Psyker and lasts until the beginning of the controlling player next turn. Whilst the power is in effect, all models in the Psyker’s unit gain the Shrouded special rule.
Gretchin Warboss- HQ - 15 points For each Warboss in a Detachment, you can include one Gretchin Warboss. These selections do not use up Force Organisation slots.
Spoiler:
Fluff:
The Gretchin Warbosses are to Gretchins what Warbosses are to Orks. Usually the favored pet of an Ork Warboss or the head of a Gretchin mob, a Gretchin Warboss has access to wargears and living condition far above his brethren. Contrary to popular belief, Gretchin can grow in a similar way to Orks, but through a less straightforward path, and involves much less bashing head and much more bribing and backstabbing. While not as imposing as Ork, the Gretchin Warbosses are deadly in their own right, employing every dirty tricks at their disposal to gain even a tiny advantage over the enemy. Living in Orkish society is hard and unforgiving, and most Goblin Warbosses have developed a "sixth sense", brutal cunning, or just plain been lucky. It is necessary, for the position is highly coveted by other Grots. While most Gretchin Warbosses dream of becoming strong enough to boss Orks around with mere grunt and scowl, none to date has actually been able to do that and get away with it
Gretchin Warboss WS3 BS3 S3 T3 W2 I2 A2 Ld7 Sv6+
Unit Type: Infantry (Character) Unit Composition: 1 Gretchin Warboss
Wargear: Close combat weapon, Explodin' Spore, Slugga
Special Rules: Counter Attack, Hit & Run, Independent Character, Rage, Lucky, Bossin' Grot Lucky: The Gretchin Warboss can choose to re-roll failed Armour or Invulnerable Save. Bossin' Grot: The Gretchin Warboss can only join Gretchin or Snotling units.
Options: May be mounted on Squig (Unit type changes to Cavalry (Character), gains Acute Sense and Scout special rules) - 10 pts May replace Slugga and/or close combat weapon with: - Two grot pistols - free - Shoota - 1 pt - Poisoned dagger - 3 pts May take stikkbombs - 1 pt May take flak armour - 2 pts May be accompanied by up to three Ammo Runts - 3 pts/model May take Skullz Banner- 5 pts
Gretchin Shaman - HQ - 20 points For each Weirdboy in a Detachment, you can include one Gretchin Shaman. These selections do not use up Force Organisation slots.
Spoiler:
Fluff:
Keep as aide by Weirdboyz, Gretchin Shamans are those gifted (or someone might say cursed) with psychic powers. The Gretchin Shamans are no less odd than their larger counterparts, but far more cunning, capable of trashing even the Grot Boss if he is not looking. The Shamans harness the Waaagh ! energy in a similar way to Weirdboyz, but safer (less chance of exploding head) and also less powerful, and can only channel the pitiful mental emission of nearby Gretchins and Snotlings. While their powers are nowhere near as powerful as those of Weirboyz, they are dangerous in their own way. When an enemy fails to charge due to itchy armpits, or when their weapons explode in the middle of the battle, it is often because of the magik of the Shamans.
Gretchin Shaman WS2 BS3 S2 T2 W2 I2 A2 Ld7 Sv6+
Unit Type: Infantry (Character) Unit Composition: 1 Gretchin Shaman
Wargear: Grot Blasta, Explodin' Spore
Special Rules: Independent Character, Psyker (Mastery Level 1), The Small Waaagh !. The Small Waaagh !: Gretchin Shaman generates +1 Warp Charge if, at the start of at the start of your Psychic phase, there twenty or more Gretchin and/or Snotling models within 12" of him. This special rule does not apply if the Shaman is embarked inside a Transport or Building.
Psyker: The Gretchin Shamans generate their powers from Power of the Small Waaagh ! discipline.
Options: May replace Grot Blasta with two grot pistols - 1 pts May take poisoned dagger - 3pts May take crooked moon staff - 3 pts May take Lucky Shrunken Head - 3 pts May take up to three Magic Mushrooms - 3 pts/each
Grot Squig Riders - Troop - 30 points
Spoiler:
Fluff: It is told that, a long time ago, a Grot was throwed to the Squigs for the entertainment of his peers. But against all odd, he survived, and proceeded to use the Squigs to trample the rest of his Grot mob. Although the incident ended with both the Squig and the rider being shot down by a torrent of fire from Grot Blastas, it was spectacle enough to inspire the onlookers. Thus the tradition of riding Squig was borned, and hordes of Squig Rider soon followed. The majority of Grots trying to ride a Squig ended up being eaten, but there are too many Grots trying to become a Squig Rider that enough survive that the supervising Runtherd can muster a mob or two of this unusual troops. In battle, the Squig Riders are usually led by a Grot Squig Rider Boss, a Grot who has growed to becomed the most powerful amongst them, but sometimes they are joined by a Runtherd mounted upon some big and fearsome creatures to ensure that the Riders will move forward instead of trying to run away in the face of enemy fire. The Squig Riders act as the forward element, scouting enemy positions and harrassing scouts (that is, if the Warboss is sensible enough to deploy them thay way)
Unit Type: Cavalry, the Grot Squig Rider Boss and Mounted Runtherd are Cavalry (Character) Unit Composition: 4 Grot Squig Riders, 1 Grot Squig Rider Boss
Wargear: Grot Squig Rider and Grot Squig Rider Boss only: Two grot pistols, Explodin' Spore.
Runtherd only: Grabba Stikk, Slugga, Stikkbombs
Special Rules (All): Acute Sense, Rage, Scout
Runtherd only: 'Ere We Go, Furious Charge
Options: May include up to fifteen additional Grot Squig Riders - 6 pts/model Must take one additional Grot Squig Rider Boss for every 5 additional Grot Squig Rider in the unit - 6pts/model May replace one Grot Squig Rider Boss with a Mounted Runtherd - 5 pts The Runtherd may replace his grabba stikk with a grot-prod - 5 pts/model The Runtherd may take a squig hound - 5 pts/model The Runtherd may take a bomb squigs - 5 pts
Grot Tunneler - Troop - 50 points
Spoiler:
Fluff: Many Gretchins are utilized to reach small, unaccesible areas to Orks like the bowels of starships or deployed to mine raw material, and they usually seize the chance to escape from their cruel masters. Slowly, but surely, those who survived evolve to better suit their existence: small sizes allow them to move quickly in confined corridors or cavernways and extremely adapted eyes to see in darkness. They rarely emerged, but when they do, they launch deadly raids upon the surface dwellers to capture slaves and supplies. Unable to pursue the small creatures, an Ork Warboss, in a rare display of tolerance, signed a treaty with the Tunneler Grots, providing supplies for them in exchange for their service. Other Ork settlements followed suit, and soon the Tunneler Grots are deployed by cunning Warbosses to act as ambushers and infiltrators in urban combat and boarding actions. The Tunneler Grots are sometimes accompanied by crazed, mushroom-addicted creatures known as Tunnel Skulkers. These individuals are incredible fast and deadly, and many foes who underestimated them for their small size have been cut down, their throats slitted by a blurred, hooded figure.
Unit Type: Infantry, the Grot Tunneler Boss and Tunner Skulker are Infantry (Character) Unit Composition: 9 Grot Tunneler, 1 Grot Tunneler Boss
Wargear: Two close combat weapon, Explodin' Spore.
Special Rules (All): Deep Strike, Fleet, Night Vision, Stealth (Ruin), Tunneler Tunneler: If, when a unit of Grot Tunnelers deploy via Deep Strike, they scatter on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
Options: May include up to fifteen additional Grot Tunnelers - 5 pts/model Must take one additional Grot Tunneler Boss for every 5 additional Grot Tunneler in the unit - 5pts/model May include up to three Tunnel Skulkers - 9 pts/model One Grot Tunneler Boss may take a bomb squig - 5 pts
Snotling Swarm - Troop - 50 points
Spoiler:
Fluff:
Snotlings appear as small Gretchin, occupying what is perhaps the lowest rung of Ork society. While physically frail (to the point of making even Gretchins look mighty) and usually reserved for the unwanted role in agricultural and animal husbandry,the supervising Runtherd will sometimes goad them into battle to be used as cannon fodder and emergency food (or perhaps the Warboss has taken a liking to a Snotling and ordered him to be bring into battle as good luck charm, but the Runtherd cannot distinguish them from one another, so he brings the whole lot of them, just in case). Snotlings are not very effective combatans, too weak and dumb to use anything other than simple weaponry, but their sheer number, their inability to feel fear, and the use of them as ammunition for the infamous Shokk Attack Gun can bring down even the most powerful foes.
Unit Type: Infantry, Runtherd is Infantry (Character) Unit Composition: 3 Snotling Swarms, 1 Runtherd
Wargear: Snotling Swarm only: Close combat weapon, Explodin' Spore
Runtherd only: Grabba Stikk, Slugga, Stikkbombs
Special Rules: Snotling Swarm only: Eternal Warrior, Swarms, Living Ammunition, Stupidity. Living Ammunition: In the Shooting Phase, if one or more Snotling Swarms are within 3" of a model equipped with Shokk Attack Gun, then the controlling player can remove one Snotling Swarm to fire an additional shot from that model's Shokk Attack Gun. Determining the Strength and scatter distance of each shot separately. This can be done only once per Shooting Phase. Stupidity: Models with Stupidity special rule are immune to Fear. At the beginning of the controlling player's turn, unless they are locked in combat or within 12" of a model equipped with Bosspole or Waaagh! Banner, each unit with one or more models with this special rule must take a Leadership test. If they pass, then nothing happens, and the unit can act normally. If they fail, they immediately move D6" in a direction chosen by the opposing player, and then cannot move, shoot or charge until the beginning of the following turn.
Runtherd only: 'Ere We Go, Furious Charge
Options: May include up to six additional Snotling Swarms - 15 pts/base Must take one additional Runtherd for every 3 additional Snotling Swarms in the unit - 10pts/model Any Runtherd may replace their grabba stikk with a grot-prod - 5 pts/model Any Runtherd may take a squig hound - 5 pts/model
Snotling Ram Wagon - Fast Attack - 65 points
Spoiler:
Fluff:
Snotling Ram Wagon is a strange contraption, so simple, yet so Orky and utterly lethal that their creation at the hand of the Snotlings baffles even the most brilliant Magos Biologist. Before battle, when the latent psychic field of the Orks is in the air, the Snotlings in the camp buzz with strange purpose, gathering scrap metal and discarded engines and begin to build. They work without language or plans, and what they built never look the same. Sometimes it is a shanty town on wheel with engines on the back, sometimes it is a chariot propelled by hand crank. Whether this is the result of the Waaagh! or some genetic memory of age past, the Ork don't care, as long as the Ram Wagon can still kill a lot of people.
Snotling Ram Wagon BS2 F10 S10 R10 HP3
Unit Type: Vehicle (Fast, Open-topped, Tank) Unit Composition: 1 Snotling Ram Wagon
Special Rules: Full Impact, Out of Control, All Terrain Madness ! Full Impact: Vehicles Rammed by the Snotling Ram Wagon suffers D3 hit instead of just one. Units Tank Shocked by the Snotling Ram Wagon suffers 2D6 S5 AP- hits. Out of Control: If the Snotling Ram Wagon suffers the Immobilised result on the Vehicle Damage Chart, before applying the damage, immediately move it 2D6" in a direction chosen by the opposing player. Any unit on the way of the Snotling Pump Wagon is Tank Shocked and Rammed as normal. If the Snotling Ram Wagon comes in contact with a vehicle, then it stops immediately, even if it has not move up to the distance on the rolled result. A Out of Controlled Snotling Ram Wagon is automatically abandoned by its squadron-mates. All Terrain Madness !: The Snotling Ram Wagon is immune to Crew Shaken and Crew Stunned result, and can choose to re-roll failed Dangerous Terrain test.
Options: May include up to two additional Snotling Ram Wagons - 65 pts/model Any model may take 'Ard case - 5pts/model
Snotling Bomber Swarm - HQ - 15 points For each Big Mek in a Detachment, you can include up to three Snotling Bomber Swarm units. These selections do not use up Force Organisation slots.
Spoiler:
Fluff:
The Snotling Bombers are the invention of the infamous Big Mek Mad Nedal, and have caused many casualties for Imperial force in the Qari campaign. Due to the small size of the Snotlings, it is almost impossible to intercept them before they reach their target, but also because of their size, they are only effective in group, as the individual charge each of them carries is only potent enough to cause slight damage to the target. The charge also fails to ignite every times, with the Big Mek preferring to use the more reliable explosive in other ordnances. Despite all the shortcomings, the Snotling Bombers are still dangerous weapons, and those who underestimate them will soon find themselves being blown to kingdom come.
Snotling Bomber WS1 BS2 S1 T2 W5 I2 A1 Ld5 Sv-
Unit Type: Infantry Unit Composition: 1 Snotling Bomber
Wargear: Close combat weapon, Boom Harness
Special Rules: Eternal Warrior, Swarms, Controller. Controller: The Snotling Bombers must stay within 6" of a Big Mek. If for any reason they are more than 6" from a Big Mek, they must move in their next Movement phase in such a way that they are within 6" of a Big Mek (or get as close as possible). If the unit cannot move in its next turn, or is unable to move within 6" of a Big Mek in a single turn, then the models must move to come within 6" of a Big Mek as soon as they have the opportunity, including by Running if they have that option.
Options: May include up to four additional Snotling Bombers - 15 pts/base
This message was edited 34 times. Last update was at 2014/10/12 08:59:52
Oh, hi guys. Check out my Homebrew army lists here
Some fun stuff here. Suggested changes:
- I suspect the Ram Wagon is a bit too powerful for Snotlings.
- Do we need a whole separate set of psychic powers for the shaman? Seems unduly complicated....
- I think the Squig Riders should have one close combat weapon and a pistol, so they can actually use that BS:3. Imagine them as tiny, hideous cowboys, riding into town shooting wildly and shouting yeeeeeeha!
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
- I think the Squig Riders should have one close combat weapon and a pistol, so they can actually use that BS:3. Imagine them as tiny, hideous cowboys, riding into town shooting wildly and shouting yeeeeeeha!
2 grot blastas! Gunslinger grots, i say!
2014/10/08 10:48:08
Subject: Snotling and additional Gretchin units for Ork (Update 07/10/2014)
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
UPDATE:
- Add New Ranged Weapons, New Melee Weapons and Grots Know What (Wargears) sections.
- Add Grot Pistol to ranged weapons; Poisoned Dagger and Crooked Moon Staff to melee weapons; Magic Mushroom, Lucky Shrunken Head and Skullz Banner to Grots Know What.
- The Gretchin Warboss can now choose to replace Slugga and/or close combat weapon with two grot pistols for free or poisoned dagger for 3 pts; can also take Skullz Banner for 5 pts.
- The Gretchin Shaman may replace grot blasta with two grot pistol for 1 pts, and may take poisoned dagger and/or crooked moon staff for 3 pts; can also take Lucky Shrunken Head for 3 pts and up to 3 Magic Mushrooms for 3 pts/each.
- Grot Squig Riders now have two grot pistols as default.
- Snotling Ram Wagon now causes only D3 Ram hits to vehicle, cost reduced to 65 pts.
- Night Shroud psychic power now confers Shrouded instead of Stealth.
koooaei wrote: Warhammer 40k grots are not exactly like FB goblins. However, it might be fun to add some flavor to lil gobbos. I love grot models anywayz.
Have tried to increase their usefullness on the frontline but in another way.
Note that it was in 6 ed with an old 4-th codex. But the idea, suggested by Toburk, was brilliant. Grots in squads of boyz.
Very good ideas ! I'l take a look at them as soon as possible.
SisterSydney wrote: Some fun stuff here. Suggested changes:
- I suspect the Ram Wagon is a bit too powerful for Snotlings.
- Do we need a whole separate set of psychic powers for the shaman? Seems unduly complicated....
Well, the Snotling Ram Wagons are not too powerful when you realize they are the original Brainboyz but I have changed so that they only cause D3 Ram hits to vehicle.
The whole set of Psychic Power, i think is not too complicated, seeing it contains only 4 powers, and the Chaos codex has 3(!) psychic disciplines so...yeah. Also, the psychic power of the Grot are different from Orks, so it is understandable that they should have a separate discipline, am I right ?
- I think the Squig Riders should have one close combat weapon and a pistol, so they can actually use that BS:3. Imagine them as tiny, hideous cowboys, riding into town shooting wildly and shouting yeeeeeeha!
2 grot blastas! Gunslinger grots, i say!
Yeah, yeah, now you'll have your own Grot cowboys with gunz blasting away at cows
Oh, hi guys. Check out my Homebrew army lists here
Absolutely love these ideas. Definitely want swarms in my army and now I have to have the tunnellers. What do you imagine the stalkers to be like looks wise out of curiosity?.