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Codex Gretchins of the Intergalactic Grotvolution (final version).  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Longtime Dakkanaut




Designer Notes

Spoiler:
The third installment in my fandex series, this time I will produce a rather useless yet funny fandex that's meant both as a stand alone codex or a supplement to the ork ones. For this one, my design approach is rather straight forward. This codex is mostly meant as a joke and compared to, let say, Eldars and Necrons, it will be considered as gak and it's supposed to be so. The Gretchins should represent the ultimate horde army since even conscript are better than them. This means that any grotvolution forces will outnumber even another horde army at least two to one. Against Space Marines, Necron or Eldars it will be around 5 to 1. The only decent thing Gretchin should have for them is the fact they aren't bad shots and can be stealthy. In fact, the idea of them as a revolutionary underground force makes them specialists in stealth. I did try to make them a very underhand and sneaky army. Since gretchins are also supposed to be rather clever, their vehicle shouldn't be all that bad and some of their heavier weapons should be decent too. Since all armies need at least one or two good things, I thought that it would make sense to include a few decent elite unites for a reasonable price. All in all, the army should have a few nice dirty tricks up it sleeves to make it interesting to play against or with. Of course, generals will need to learn how to move around lots of troops quickly as to not stall the game completely. A clever player should be capable of winning several games in a semi-competitive or casual environment with these. Unlike orks, wild and brutal, the gretchins are more intellectual and cowardly. Thus their weapons tend to be less random. Since it's designed to be a gretchin only codex, don't expect to see a lot of point in common between these revolutionary little guys and their enslaved counterparts and masters. These ones are the brave, the clever and buffoons of their race. It will be reflected both in their fluff and in their equipment. Finally, let's try and see how much bad communist joke one can fit in a fandex. Let the grots of the universe unite and break the chain of oppression!



Introduction

Spoiler:
Tyrants are the fathers of all revolutions. If the Imperium is wracked by civil war and turned to the worship of monstrous deity, it's partly due to the bruised ego of tyrants and the unquenchable desire of freedom and power of those they oppressed. For the outsider, the Orks seems to be immune to such thing. They accept an tolerate even the most monstrous form of tyranny. Yet, those outsiders are wrong. The gretchins, the diminutive slaves and servants of the orks, do feel the call to freedom from time to time by forming their own little bands of thieves or in the rare circumstances where they can seize power after their master are exterminated by a common enemy. In the Time of Ending, this desire has been ignited to unseen proportion and now organise in a real force thanks to the prophecy of a mad weirdboy named Morx Hugul known as the silly by the orks and the wise father by the gretchins. He prophesied the birth of a third greenskin god who, with the two other would usher an era of conquest, prosperity and joy for all of them. His name would be Nork the clever and sneaky and he would be the gretchin god. With him the triumvirate of the orks would be complete, the gretchin their equals and the humans cast down from their "Golden Throne". Of course such prophecy was pure stupidity for all orks. Morx Hugul was hammered and gutted. Yet, he was listen by a clever, sneaky and lucky gretchin named Grotski who would spark a revolt movement he would named the Intergalactic Grotvolution. The hammer and the powerklaw, the symbol of the death of Morx, became their banner, a banner that Grotski wanted blood red to symbolise the speed at which it ambitioned to take over the ork empires, but that turned out orange due to lack of proper red die and his infamous color blindness. Thus it became the color of the grotvolution. Organised in secret Kommities in which the smartest and most courageous grot organise their forces, they created secret armies, weapons and base to launch attacks against their ork masters or other enemies should they feel threaten by them. The orks see the grotvolution as all fun. Now, grot make better weapons, want to fight and offer them so good scrap when there is no one to clubber in the area. The Imperium remains baffled by the emergence of a new threat in the mist of an old foe. While young eldar farseers can't hide their incredulity and their laughter while looking at the future of the Intergalactic Grotvolution. Maybe this laughter hides a certain form of concern for the orange banner flies in more and more ork planet beside those of the traditional ork klans. Maybe silly Morx was right and the time of the greenskin has come?



Play Testing Notes

Spoiler:
coming soon



Special rules

Spoiler:
Grots Special Courage: Grots are notoriously cowardly. They are gutless and almost proud to be. Yet, their cowardice is so great that it transformed itself into some kind of semi useful thing on the battlefield. All models with that special rule suffer a malus of -2 Ld against fear test, gain a bonus of +2 instead of +1 when to they go to the ground and can refuse a challenge without any malus.

Dirty and Sneaky: Grots are coward, but they also fight very dirty. Pulling hair, scratching, hitting genitals, calling your mom a skank, poking eyes, throwing sand in your eyes, are considered honorable moves by their standards and grots always fight dirty by their standards. Should a gretchin character accept a duel (a rare thing), it must pass a leadership test. If the test is successful, the grot as managed to appear so weak and pathetic that the enemy as lowered is guard for a split second allowing the grot to make a single attack at initiative 10 and the ability to reroll fail roll to hit and wound of 1. They are that dirty.

Creepy: these grots are weird. They aren't afraid of combat and are even very good at it. They kill without remorse and when leading other grots, scares them so much they ignore fear. All model with that special rule gain rending on all their attacks. In addition, all models with that special rule and all model in the same unit gains the special rule And they Shall Know No Fear.

Lucky like a Grot: Living as a grot is hard. Anything can kill you and everything tries to. Thus, living grots tend to be supernaturally lucky and those trying to overthrow them and fend for themselves even more. Any model with that special rule gain a special 6+ invulnerable save that it can take in addition to normal save, cover save and regular invulnerable save, but not in addition to feel no pain save.

Even More Lucky: same as Lucky like a Grot except the special invulnerable save is of 5+.

Never lost at the lottery, not even once!: same as even more Lucky except the special invulnerable save is of 4+.

Grot Mobs: Grots, like orks are more courageous in number. They gain +1 at their leadership if they are in a mob of 20 or more grots.

Puny: Gretchin are small creatures barely 4 foot and a half tall. They can easily move around undetected and fit in tiny places. All models with that special take 1/2 place in a transport vehicle.

Crashy and 'splody: When all else fail, should a Grot lose control of his engine or looses his mind and all senses of danger (which happens rather often), the Rockit Bike can be used as a missile and be piloted in a suicidal run against the enemy. If you elect to do so, all the Rockit Bike Grots will have to do so for if one decides not to do it, they will all chicken out of it. During the assault phase in a turn in which the unit didn't turbo boosted, you can declare that the grots will make the ultimate sacrifice. select an enemy unit and roll 3d6 to measure the charge range. If you are within range, all unit that survived the overwatch fire and reached base to base contact will crash in the enemy line and provoke d6 strength 6 AP 4 wounds each. Those who would not reach base to base contact after pile in are considered lost without causing any damage. All Rockit Bike Grot model used in such a manoeuvre are removed as casualty.

Scavengers: As their name implies, grot scavengers are nothing more or less than their name implies. Each time a unit is destroyed place a counter at the point where the last model was removed, if several models were removed at the same time, you can choose under which one you will place the counter. Note down the main weapon of this unit (lasguns for guardsmen or splinter rifle for dark eldars warriors for example). The main weapon is the basic weapon of the unit before upgrade. Should a model of the unit of scavenger grots move with 6 inches of that counter the entire squad can immediately switch their grot slugga for that weapon. Scavenger grots will only take weapons that are wither rapid-fire, assault, pistol or one handed close combat weapon, other weapons are too large for them. Should the weapon not be an ork, grot or a simple lasgun, it automatically gains the Get's Hot special rule to represent the poor nature of the rigging job grot had to do on the fly to manipulate the weapons. The number of weapon scavenged is equal to the starting number of model equipped with the said weapon before the unit was destroyed.

Fixers: Scavengers grot don't use their Grotventor tools with nearly the same level of efficiency than Grotventor themselves, but they compensate with number. If the band has between 5 to 9 grot scavengers, it can repair a vehicle lost hull point, an immobilised vehicle or a weapon destroyed on a 6+. If it has 10 to 14, it passes this test on 5+, if it has between 15 to 19, it passes it on a 4+. If it has 20 to 24 grots, in addition to the precedent, it can roll twice and if it has between 25 to 30 grots, it can roll three times.

Cool: A unit that is Cool automatically score a victory point if it's still alive and not retreating at the end of the game. Sometimes, when you are a grot, surviving is a big victory and if you look special and unique your survival can be spinned by clever leaders and propagandist to make you into a symbol for all grots to follow.



Warlord Traits

Spoiler:
1) Scrawny but Feisty: The warlord might be small and puny, but he is vicious and relentless in his fight. He and any squad he joins gain the special rule hatred (all) and preferred enemy (all)

2) Grot Gismo Masta: The warlord is either a huge fan of technology or an expert in the matter. In all cases, he transports with him some of the best weapons and tools available. He and any squad he joins gain the Masterwork quality on all their main weapons (for example masterwork grot blasta in a grotvolutionnary. Furthermore, his Wakko Force field never fails him and neither do weapons with the Get's Hot special rule.

3) Voice of Truth: The warlord doesn't only know a lot of words, but he also knows very complicated ones and especially inspiring one's. It allows the Good Speech and Lots of Good Speech to affect all unit with 6' of the warlord. Should the warlord not have access to any good speech, he gains one for free, but it affects only himself and his squad. Should Grotski get this result, increase the range of his speech by 6' inches.

4) Clever and Sneaky like Nork: The warlord is known to be just as smart as the gretchin god himself. He can take anyone and anything by surprise. D6-1 non vehicle unit in the Codex gain the scout and acute senses special rules. Should the result of the dice be 0, the warlord got a bit lost in his planning and couldn't send any unit scouting ahead.

5) Will never Die: Gretchins are puny, but they can be tough. The warlord is the kind of grot that can survive pretty much everything thrown at him and more. He never quits, never back down and will keep coming at you despite terrible injuries. He gains the It Will Not Die and Feel No Pain (5+) special rule.

6) Blessed by Nork: No one knows if Nork is a real thing or not, but if he is, he has certainly blessed this Grot with precognition and warding. His luck themed ward save is improved by one to a maximum of 3+ and he can Seize the Initiative on a 5+.



Detachment

Spoiler:
Mandatory: 1 HQ, 3 Troops, 1 Heavy Support

Optional: 1 HQ, 5 Troops, 3 Elite, 3 Fast Attack, 5 Heavy Support

Benefits: Objective Secure (Troop choices only), reroll warlord trait, Reinforcement are coming from everywhere!

Reinforcement are coming from everywhere!: All unit held in reserve at the beginning of the game can come on the board by outflanking should the player want to.



Formations


Da Grotvolution Free Army

Spoiler:
The very basis of every grotvolution is a motley group of grot led by a spectacular leader. They have all the elements of a classic army or militia force, but with the febrile organisation of an underground movement. The free army represent the core on which most grotvolution are built and is composed of a solid base of grot "freedom fighters" supported by various heavier elements since its rare for a grotvolution to openly present itself without having several heavy weapons and large numbers to support an offensive. This army is designed to exploit the few strength of the grots: their cunning, their stealth and their ingenuity when it comes to weapon design. It's also extremely flexible.

Composition: 1 Red Gobbo, 0-1 Grotventor, 0-1 Grot Pharmacist, 1-5 Grotvolutionnary Gretchin Mob, 1-3 Grot Snipa mob, 1-3 Killa Kanz Mob, 1-3 Grotvolutionnary Artillery, 0-3 Grot Rockit Bike

Option: up to one extra Grot Armored Brigade, Red Wing Squadron, Da Squig Farm, Creepy Fighting Grots, Grotventor Experiments and/or Grotvolutionnary Kommities for Grot Success and Survival (GKGSS)

Benefits: Reinforcement are coming from everywhere!, Stabbing you in da Back!

Stabbing you in da Back!: The enemy suffer a malus of 1 to all his reserve rolls as grot conducted sabotage in their rear lines.



Grot Armored Brigade

Spoiler:
Grots are good at devising and building vehicles. Their natural cowardice encourages them to seek the protection of an armored hull more often then their larger and more boisterous cousins. Grot armored vehicle comes in various shape and size from the small and light Grot Tank to the mighty Fortress passing by the ramshackle Trakk. Grot Armored Brigade, much like the rest of their army count on number to triumph, but the ingenuity of the grots makes it so that their vehicles are much more efficient in proportion than their infantry. More than one ork camp or Imperial bastion was overrun by those armored columns.

Composition: 1-4 Grot Tank Squadron, 1-3 Grot Trakk with enclose compartment and extra armor, 1-2 Grot Mobile Fortress, 0-2 Grot Kopta Squadron, 1-3 Grot Scavenger Mob, 0-1 Nork's Stompa

Benefits: Shoot There! And There! And There Again!.

Shoot There! And There! And There Again!: Grot Armored Brigade strategy relies on overwhelming threat. To appear even more numerous, all tanks crew are trained and used to operate semi-independently from the rest of their squadron. Each vehicle in a squadron can target any enemy unit in range just like if it was alone, but must move and suffer damage normally.



Red Wing Squadron

Spoiler:
Grot Fighter-Bomber are a bit of an exception when it comes to quality in a grotvolutionnary force. These crafts, inspired and repaired from Imperial and Craftworld flyers are of exceptional quality and very heavily armed. Grots, being more agile and quick witted then orks can make good pilot too if they can manage to keep their cool in stressful situation. Those who get to pilot those rather rare crafts are of the later. Ironically, gretchin cowardice has given birth to excellent air doctrine that makes grotvolutionnary forces very good at achieving air supremacy over most of their enemies. They operate in two pairs with each craft guarding another one and each pair watching over the other forming a very cohesive unit that isn't easily broken and even more efficient. Only the best pilot can operate in a Red Wing formation though.

Composition: 2 Squadron of 2 Red Gobbo Fighter-Bomber

Benefits: All flyers gain the Great grotmarade Fighting Ace of the Grotvolution update for free and a 5+ cover save as long as there is at least 2 Red Gobbo Fighter Bomber in the formation



Da Squig Farm

Spoiler:
Some grots, much like orks, have a certain affinity to tame wild beast, especially squigs, and than use them in battle. Squigs are ferocious beasts that are strong enough to shrug deadly wounds and tear a man apart in a few seconds. Some can get so large that they can carry riders or entire tanks of their back if need be. Grots use extensively squig hounds and squig riders in their armies. These creatures are small enough to be feed and penned discretely while the grotvolution gather its forces and powerful enough to be very powerful once in the battle field. They frequently serve as outriders and flankers or simply terror units for the voracity of those creature has nothing to envy to tyranid beasts.

Composition: 1-3 Squig Herder Mob, 1-3 Grotrider mob

Benefit: Full of Teeth, Da Best Scouts

Full of Teeth: All these Squigs were raised together by the best trainers. They are particularly motivated, united and mean. All the mobs gain the Furious Charge and Rage Special Rules.

Da Best Scouts: When Outflanking, all the unit this formation can choose from which board edge they will come from.



Creepy Fighting Grots

Spoiler:
Very few grots are naturally talented or willing to fight in wars. Most of them would be happy preying on weaker than themselves or thieving. Yet, there is some who are motivated to become real soldiers. In any grotvolution, they train and form units of Grotnadiers who armed themselves properly and respect a certain level of training and discipline. Some will even stand out from other Grotnadiers and show what grots can really do. Equipped with the finest armors Grotventor can produce, they can start to challenge the enemy elite units. Very few things are more jaw dropping for a grot than seeing a Nob defeated by a gretchin. Yet, these extraordinary gretchins carry some sort of creepy aura around them. Is this real natural? The fear and admiration they inspire in other grots to greater act of courage and, thanks to their experience, provide good council to Red Gobbos.

Composition: 1 Grot Pharmacist, 1-3 Grotnadiers Mob

Benefit: Supa Creepy, Grotvolutionnary Heroes

Supa Creepy: The Creepy rule of the Grot Pharmacist extend to the entire formation as long as he is alive

Grotvolutionnary Hero: All grotvolutionnary forces within 6' of a unit of this formation has a bonus of +1 in Leadership. All units in the formation itself have the Cool Special Rule



Grotventor Experiments

Spoiler:
Grotvolution are places where grot can innovate and use their full intellect to produce incredible things. Grotventors are all incredible, if insane genius, and possess a finer craftsmanship than their orks overseers. Their inventions of course don't stop at simple tools and vehicle, but also in medicine. The Grotstartes are the most incredible experiment of that sort and the pride and joy of almost all grotvolutionnary forces. They are incredibly powerful even by mankind standards and, for grots, look almost like demi-gods if they didn't felt so feral and bloodthirsty. A grotvolutionnary force with several clever Grotventor can count on the incredible skills and strength of those experiments in addition to that of the Grotventors and their assistants.

Composition: 1-3 Grotventor, 1-3 Grotstartes Mob, 1-3 Scavenger Grot Mob, 1-3 Killa Kanz Mob, 0-1 Nork's Stompa

Benefits: Fully Tooled Up.

Fully Tooled Up: All Grotventor have the Warlord trait Grot Gismo Masta active at the same time even if they aren't officially the warlords of the army

Beefed Up Brainz: Every unit in the formation gain a bonus to its Deny the Witch test equal to the number of Grotventor in the formation thanks to the preparation of a strange serum that makes the mind resilient to psychic assault.



Grotvolutionnary Kommities for Grot Success and Survival (GKGSS)

Spoiler:
Like all revolutionary movement, the grotvolution doesn't lack any form of leadership. In fact, frequently, there is too many leaders and not enough soldiers for them to be successful. In other situation, there is a lot of leaders all operating in different movement with their own plans and objectives. To alleviate the squabbles caused by this, Grotski got the idea of forming super-organisation and Kommities whose role would be to reunite all the grotvolution leaders and force them to work together for the Grot Success. This has made the organisation of the grotvolution even more complicated than it already was, with its thousands of secret meetings, Kommities and association, but it has allowed the best and brightest to pool their resources together more efficiently.

Composition: 2-4 Red Gobbo General Secretary of Grotvolution [insert name here], 1-3 Grotventor, 1-3 Grot Pharmacist, 0-1 Grotski

Benefits: Leaders of the Grotvolution.

Leaders of the Grotvolution: The Warlord must come from this formation and can select the three warlord traits of his choice. Should the leader be Grotski, he will have all of them! Furthermore, all unit who outflank can come from the board edge of your choice and gain a bonus or malus of 1 on all reserve roll at the player discretion. Unfortunately, the warlord loses a point of Leadership due to rivalry.



HQ Choices


Red Gobbo General Secretary of Grotvolution [insert name here]

Spoiler:
Mysterious leader of mystery and secret stuff, the Red Gobbo General Secretary of Grotvolution [insert name here] are the highest leaders of any grotvolutionnary forces in their area. Their charisma, intelligence and rare skills in the art of war and politics allow them to compete and sometime best some of the leaders of the larger races. On the battlefield they use their extraordinary charisma (for gretchin) to push their troops to harder efforts, greater viciousness and cunning. Their knowledge of strategy is something difficult to assess. Some are rather good tactician and strategist capable of maneuvers and planning. Others, are more energetic than anything else. While they may not look like a dangerous foe in combat, even veteran fighter should be on their guard for these dangerous and exceptional grots bite harder than they bark. To survive they needed a impressive amount of skills, secrecy (Nork they love secret meetings!) and luck.

Red Gobbo General Secretary of Grotvolution [insert name here]: WS: 4, BS: 4, S: 2, T: 2, W: 3, I: 3, A: 3, Ld: 8, Sv: 4+ pts: 35
equipment: Supa scrap armour, grot slugga, close combat weapon, a good speech, frag, krak and defensive grenades

special rules: Grots special courage, Never Lost the Lottery, Not Even Once!, Dirty and Sneaky, Grot Mob, Independent Character, Preferred Enemy (orks), Stealth, Puny, Cool

Option:

can replace the grot pistol by one of the following: mini zzzap stick (10 pts), Boom pistol (5 pts)

can take a Mega Supa Scrap Armor for (25pts) or a Runner Squig for (10 pts)

can replace the close combat weapon by one of the following: Red Fist (15 pts), Sneaky blade (10 pts), big close combat weapon (5 pts)

can replace a good speech for lots of good speeches for (5pts)

can take one item from the Grotvolution Supa Secret Weapons list



Grotventors

Spoiler:
Every army need its weapons and engines of war and the grotvolution is no exception. Beside trading AKA stealing from their former ork masters or even the Imperium, all «successful» grotvolution have in their mist a Grotventor that possess a modicum of technical skills, lots of imagination and too much passion for his work. Grotventors were almost all at the employ of an ork mek before joining a grotvolutionnary movement. They know better than any other gretchin how to design weapons and their invention are surprisingly efficient and deadly if of clumsy design and questionable esthetic. They love to learn and test their most recent invention on the field.

Grotventors: WS: 3, BS: 4, S: 2, T: 2, W: 2, I: 3, A: 2, Ld: 7, Sv: 5+ pts: 20
equipment: scrap armour, grot slugga, close combat weapon, Wakko force field, Grotventor tools, frag, krak, haywire and defensive grenade

Special rule: Grot Special Courage, Dirty and Sneaky, Grot Mob, Even more Lucky, Stealth, Puny, Independent character

Option:

can replace the grot pistol for one of the following: mini zzzap stick (10 pts), boom pistol (5 pts), discombulatator (20 pts)

can replace its close combat weapon for one of the following: hand torch (8 pts), big close combat weapon (5 pts)

can take a Mega Supa Scrap Armor for (25pts) or a Supa Scrap Armor for (5 pts)

can take a good speech for (5 pts)

can take one item from the Grotvolution Supa Secret Weapons list



Pharmacist Grot

Spoiler:
With leaders, and inventors the grotvolution can move forward, but if it want to keep moving it might need a doctor to help gretchins heal from their injuries (imagined or otherwise). Yet if grots are smart they happen to be very poor doctor for they are almost universally afraid of blood and pain. This little minority of grot that never suffer from such a thing can become healer or pharmacist as they like to call themselves, but most of them are actually psychopathic grots. Thus, they frequently lack the motivation to be good doctors and tend to kill, maim or torture their patient more than healing them. The fear they impose in other gretchins is such that those following pharmacist on the battlefield will ignore injuries and act with fearlessness to prevent attracting their attention. At least they help a little bit.

Pharmacist Grot: WS: 4, BS: 4, S: 2, T: 2, W: 2, I: 4, A: 3, Ld: 7, Sv: 5+ pts: 20
equipment: scrap armour, grot slugga, sneaky blade, medic pouch, frag, krak and defensive grenade

Special rule: Grot Special Courage, Dirty and Sneaky, Grot Mob, Even more Lucky, Stealth, Creepy, Puny, Independent character

Option:

can replace their grot pistol for a Boom Pistol (5 pts)

can take a Supa Scrap Armor for (5 pts) or a Mega Supa Scrap Armor for (25 pts)

can replace their sneaky blade for a poisoned sneaky blade (15 pts)

can take one item from the Grotvolution Supa Secret Weapons list



Grotsiev, Masta Snipa of the Grotvolution

Spoiler:
Most famous of all grot snipa, Grotsiev is born amongst a litter of particularly hardy grots on the high, wind swept mountains, of an Imperial planet named Ural. This world has been the site of a three century long conflict between the human population and Waaagh! Bork. After the defeat and death of Bork himself, little by little, the orks lost more and more terrain and were either forced to leave the planet or recoiled in the mountains to continue the war amongst themselves and against the humans. The Snakebite orks klan was the most successful in those terrible conditions. Thus, Grotsiev was born in a time of harsh conflict where only the luckiest and strongest grot can survive. Shortly after his birth, he was sent to work as a scavenger and a skirmisher for his orks masters. After a terrible defeat at the hands of a regiment of Tempestus Scions, he and his mobs where left stranded in the woods without any ork master to boss them around. That's when he realised what great things grots could achieve alone and how surprisingly good they were doing, picking off sentries and military auxiliaries. Then, he made a fateful encounter with a grot boss named Stalun who possessed a copy of Grotsky speech on Grotliberation. Under the leadership of Stalun, the surviving grot united and formed the Grotvolution Party of Free Fighting Grots of Ural [insert name here]. Grotsiev became Stalun best fighter and a potent symbol. His ability to shoot really fast and well with a snipa made him the deadliest grot in his army and in the entire sector. He even managed to kill an Imperial Guard Colonel by hiding close to his toilet and waiting for him to go there. It was a bold and clever move that made him famous. The picture of a colonel dead with his pants down became a great tool of recruitment for more grots. Soon, thanks to Grotsiev exploits, the Grotvolution Party of Free Fighting Grots of Ural [insert name here] became almost as powerful as the ork klanz themselves and humans started to lose battles again due to the unexpected presence of those motivated grots and their deadly snipers. A reward was even put on Grotsiev head and a Platoon of Scions was assigned to kill him specifically. So far, the shrew masta snipa has managed to avoid them and continue his good work either alone or with a mob of his most trusted students.

Grotsiev: WS: 3, BS: 5, S: 2, T: 3, W: 3, I: 5, A: 2, Ld: 8, Sv: - pts: 55
equipment: master crafted Grot Snipa, Cool Camo Bandana, frag and defensive grenades a Sneaky Blade

Special Rule: Conceal, Stealth, Puny, Grot Special Courage, Dirty and Sneaky, Grot Mob, Even more Lucky, Independent Character, Infiltrate, Fast Shot, Just a Snipa

Fast Shot: Grotsiev is famous for his quick reflexes and his ability to fire his snipa at an incredible speed. Thanks to this, he can follow his shots and insure that his target is dead without having to carefully aim for the head of his target and instead make safer shots on the torso or neck. As long as Grotsiev touches during the shooting phase, he can keep on rolling a dice and make extra attack until he misses or fire 4 times. Roll to wound and armor save normally after this. His special method is also used by all snipa unit he joins. They make an extra shot with their grot snipa.

Just a Snipa: While Grotsiev could be considered a Red Gobbo in his own right, he is merely a snipa and thus cannot lead your army and cannot have warlord traits.

Unit Composition: 1 (unique)



Frankengrot, Great Gobbo Grotventor

Spoiler:
Grots are naturally clever and have apt technical skills. They are natural born scavenger and riggers. It's without much surprise that, outside of the ork influence and constant bullying, that gretchins achieve great level of skills and creativity. Much like orks though, their biggest downfall is the improvised nature of their inventions and the poor quality of the material used. Amongst the ranks of the Grotventors, there is one that surpasses them all by the scope of his achievement and the originality of his work. He is the illustrious mind behind the creation of the Grotstartes and the Zzzap weapons. He is as brilliant as he is original and twice more insane than both combined. He fears no experiment. He has no taboo and is only interested in more inventions and more potent weapons. Frankengrot was in his early days the favorite assistant of a Big Mek of the Bad Moon klan. He learned greatly from observing his master work, stealing his scribblings and "loosing" his tools to work on his own project. Yet his services to his Big Mek patron was too short. Killed by a Warboss becoming cautious of his influence, Frankengrot became the orderly of a Dok. The clever Grot was just as fascinated by anatomy and "medicine" than in mechanical sciences. His service to his Dok Boss was also short for the Grotvolution swept through his homeworld under the leadership of Grotski himself. Frankengrot killed his former master using one of his strange contraption and set out to provide weapons to the Grotvolution. His genius brought to life the murderous Grotstartes that allowed his specific Grotvolution to be one of the most successful in history. Even now, he still works on stronger and newer potions and inventions.

Frankengrot: WS: 4, BS: 4, S: 2, T: 2, W: 3, I: 4, A: 2, Ld: 8, Sv: 5+ pts: 65
equipment: Big Close Combat Weapon, Da Zzzap Pack, Scrap Armor, Wako Force Field, Grotventor Tools, Medic Pouch, Discombulatator, Frag, krak and haywire grenades

Special Rule: Grots special courage, Never Lost the Lottery, Not Even Once!, Dirty and Sneaky, Grot Mob, Tis Livin'! Tis Livin'!, Stealth, Puny

Tis Livin'! Tis Livin'!: Frankengrot is the creator of the Grotstartes. No matter where he is, his creations follow him. Grotstartes are troop choices in any army that include him. Furthermore, all of them can replace their normal close combat and range weapons for the optional weapons listed in their codex entry instead of 1 in 5 as Frankengrot equips them with the best tools of war.

Unit Composition: 1 (unique)

Da Zzzap Pack:A strange and cackling contraption linked to his Wako Force Field and a spinning Zzzap stick that generates an awful amount of energy and release it in torrent. Very few things can stand the power of such a weapon.Range: Template, S: 7, AP:3, Haywire, Torrent

Warlord Trait: Grot Gizmo Masta



Elite Choices


Grotstartes mob

Spoiler:
Gretchins are puny and weak physically. Even Taus, not known for their great physical capacities, can overpower them. Against their eternal foes, the orks and the Imperium, they needed a boost. Inspired by stories of magical potions, gene enhancement and other things like that, a group of crazy Grotventors led by the Great Gobbo Grotventor Frankengrot decided to create an elixir of ultimate strength. The process of creation of that elixir included a radium gun battery, an Astartes liver and tongue, an eldar eye, a golden ork tooth, a Necron coil spine and a Sister of Battle sweaty underwear all of this eaten by a squig who’s then smoked, reduced into powder and mixed in a warm fungus bear. Other recipe exists, but all of them contain a lot of ridiculously strange, dangerous and rare components. 17% of the grots who drink the potion transformed themselves into a larger, faster and more ferocious gretchin capable of tearing a man apart with it's bare hands and outrunning a horse. They are to Grots what Astartes are to humans. In short they are Grotstartes and are amongst the deadliest weapon of the Grotvolution when they aren't trying to kill their komrades. They are equipped with their best armour and some of their best weapons to make sure they can destroy their enemies.

Grotstartes: WS: 4, BS: 3, S: 4, T: 3, W: 1, I: 4, A: 2, Ld: 7, Sv: 4+ pts: 13
Killy Grotstartes: WS: 4, BS: 3, S: 4, T: 3, W: 1, I: 4, A: 3, Ld: 8, Sv: 4+
equipment: Supa scrap armour, boom pistol, close combat weapon, frag and krak grenade

Special rule: Creepy, Grot Mob, Feel no pain (5+), Fleet

Unit Composition: 5 to 20 (beast)

Option:

One Grotstartes must become a Killy Grotstartes for (5 pts)

For every five Grotstartes one can replace its Boom pistol for a mini zzzap stick or a hand torch for (5 pts)

For every five Grotstartes one can replace its close combat weapon for a Sneaky blade (5 pts) or a Red Fist (10 pts)

Can take a Grot Trakk or a Grot Buggy as Dedicated Transport



Grotnadiers Mob

Spoiler:
The most well trained and competent soldiers in a Grotvolution, the Grotnadiers are the only real professional soldiers amongst their ranks. They wear reasonably good armor made of junk metal and very powerful hand weapons in the shape of a grenade launcher from which they derive their name. Their surprisingly good training and equipment makes them very useful on the battlefield where they can fight against the enemy’s elite with reasonable chance of success. They love to see themselves has commandos and act like so when they can. Most of them have survived for a few years (which is a lot by gretchin standard) and seems to enjoy a large amount of luck. The most successful Grotnadiers get the chance to be clad in Mega Supa Scrap Armor which grants them an enormous amount of protection and a powerful weapon system with which, even in close combat, they can engage and defeat enemy elite troops.

Grotnadiers: WS: 3, BS: 3, S: 2, T: 2, W: 1, A: 1, Ld: 6, Sv: 5+ pts: 10
Gran' Grotnadiers: WS: 4, BS: 4, S: 2, T: 2, W: 1 , A: 2, Ld: 7, Sv: 5+
equipment: Scrap armour, Grotnadier Rifl', close combat weapon, grot slugga, frag and krak grenade

Special rule: Grot Special Courage, Dirty and Sneaky, Grot Mob, Lucky, Stealth, Puny, Move Through Cover

Unit composition: 5 to 20

Option:

One Grotnadier must be upgraded to a Gran' Grotnadier for (5 pts)

The Gran' Grotnadier can replace his close combat weapon for a Poison Sneaky Blade for (5 pts)

For every ten Grotnadier one can replace his Grotnadier Rifl for a Zzzap Stick or a Burna for (5 pts)

Every Grotnadier can replace his close combat weapon for a Sneaky Blade for (3 pts)

Every Grotnadier can replace their entire equipment for a Mega Supa Scrap Armor and its associated weapon, with frag and krak grenades for (10 pts)

Can take a Grot Trakk or a Grot Buggy as Dedicated Transport



Squig Hound Herder Band

Spoiler:
Like orks, Gretchins have a great affinity with the squigs, these voracious beasts that consume the remains and the imprudent members of the ork ecosystem. Very few squigs are faster. stronger and more voracious than squig hounds and grots are expert at breading them and training them. Of course they needed to learn those skills for squig hounds are used to harass them, eat them and afraid them in ork controlled environments. Those capable of calming them or manipulating them against the wishes of the orks were those who lived the longest. When a grotvolution starts, its frequently because a clever grot herder has thrown a huge squig hound against his master and killed him. Thus, squig herders are famous and loved grotmarade. On the battlefield, they gang up with their packs of massive war squig hounds that they lead strait to the enemy lines. Of course, the hounds are much faster than grots so to keep up with them, the herders mount the largest member of the pack or simply let themselves be dragged around by the strongest. In close combat, they use their Zzzap rods to deliver a massive electrical surge to the enemy and assist the hounds in the culling of the enemy. These beasts are more than efficient. Only the toughest and fiercest grots can become herders.

Squig Herder: WS: 3, BS: 3, S: 2, T: 3, W: 1, I: 3, A: 1, Ld: 6, Sv: 5+ pts: 12
Squig Hound: WS: 3, BS: 0, S: 3, T: 4, W: 1, I: 3, A: 3. Ld: 4, Sv: -
Masta Herder: WS: 3, BS: 3, S: 2, T: 3, W: 1, I: 3, A: 2, Ld: 7, Sv: 5+
equipment: scrap armor, grot slugga, Zzzap rods, Sneaky Blade (Masta Herder only), frag grenades

Special rules: Grot Special Courage, Dirty and Sneaky, Grot Mob, Lucky, Stealth, Puny (herders only), Scout

Unit composition: 3 to 9 herders (beast)

Option:

Every herder must have between 1 and 5 Squig Hound for (8 pts) each

One Squig Herder can be upgraded to Masta Herder for (4 pts)

Every Squig Herder can exchange their Zzzap Rods for Zzzap Sticks for free


Troop Choices


Grotvolutionnary Gretchin mob

Spoiler:
At the base of any revolution there is the little people. In this galaxy and time of horror and war no one is more little than the gretchins. These sneaky, cunning yet ridiculous gretchins are those who were born different from the other. They were smart enough to realise that their position in the ork society was bad, really bad and were stupid or brave enough to rebel against it. They dream of building their own utopia where orks and grots would be equal and master of the humans who keep trying to kill them. Grotvolutionnary gretchins are inept fighters by any decent military standard, but they proved to be a menace if taken to lightly. What they lack in, well, everything they make it up in stealth and viciousness.

Grotvolutionnary Gretchin: WS: 2, BS: 3, S: 2, T: 2, W: 1, I: 3, A: 1, Ld: 5, Sv: - pts: 3
Grotvolutionnary Leader: WS: 2, BS: 3, S: 2, T: 2, W: 1, I: 3, A: 2, Ld: 6, Sv: -
equipment: grot blasta, frag grenade, grot slugga and close combat weapon (Grotvolutionnary Leader)

Special rule: Grot Special Courage, Dirty and Sneaky, Grot Mob, Lucky, Stealth, Puny

unit composition: 10 to 50 (infantry)

option:

One Grotvolutionnary Gretchin must be upgraded to Grotvolutionnary Leader for (2 pts)

The Grotvolutionnary Leader can take a good speech for (5 pts)

Any Grotvolutionnary Gretchin can exchange his grot blasta for a grot rifl' for (1 pts)

Any Grotvolutionnary Gretchin can get Cool Bandanas and Tokens for (1 pt) or a Bucket Helm and Padding for (1 pts)

One for every ten Grotvolutionnary Gretchin can exchange his grot blasta for one of the following: grot snipa (2 pts), Burna (5 pts), Boom rifl' (5 pts), big blasta (8 pts), zzzap stick (10 pts), Rockit Stick (8 pts)

Can take a Grot Trakk or a Grot Buggy as Dedicated Transport



Grot Snipa band

Spoiler:
Grot may not be great fighter but they are very decent shot. With a little bit of training, they can even become excellent marksmen. Gretchins love the concept of sniper. This way they can fight and kill and yet still stay hidden. The Grotvolution most common troopers are small bands of grot snipa. Their excellent marksmanship and surprisingly good weapons makes them dangerous. Their small size and natural talent for sneakiness makes them hard to locate and retaliate against them. To many they could just as well be invisible. The exploits of the Masta Snipa are told by wide eyed grots all around the galaxy. The most famous of them Grotsiev as been credited for more than 6 kills (it might not sound impressive, but for gretchin it's very impressive).

Grot Snipa: WS: 2, BS: 3, S: 2, T: 2, W: 1, I: 3, A: 1, Ld: 5, Sv: - pts: 7
Masta Snipa: WS: 2, BS: 4, S: 2, T: 2, W: 1, I: 3, A: 1, Ld: 6, Sv: -
equipment: grot snipa, frag grenade, defensive grenade, Cool Camo Bandana

Special rules: Grot Special Courage, Dirty and Sneaky, Grot Mob, Lucky, Shrouded (includes Cool Camo Bandana bonus), Infiltrate, Move Through Cover, Puny

Unit Composition: 5 to 20 (infantry)

Option:

One Snipa Grot must be updated to Masta Snipa for (2 pts)

one in five Snipa grot can take a Pipe Bomb for (5 pts)



Grot Scavengers mob

Spoiler:
If any piece of scrap or riches isn't bolted down solidly, you can be certain that a gretchin will steal it. All gretchins are consummate scavengers and thieves. They are as greedy as they are cowardly or perhaps even more. To the orks they are very useful menials, but you need to watch them constantly if you don’t want them to take of with our favorite shoota. In addition to be great scavengers, gretchins are very good at rigging their spoils on the spot to use it. Of course, accidental case of explosion or random shooting are common, but such is life amongst the grots and orks. Any group of gretchin large enough will have specialists in scavenging whose greed and skills amazes other gretchins. All grotvolution have a large number of them in their forces, running around the battlefield, stealing from corpses and turning the enemy weapons against him at a frightening speed when they aren't launching grenades and makeshift explosives around. The scavengers are also used as assistant to Grotventors, using their skills to make quick repairs on damaged vehicles.

Scavenger Grot: WS: 2, BS: 3, S: 2, T: 2, W: 1, I: 3, A: 1, Ld: 5, Sv: - pts: 4
Grotventor apprentice: WS: 2, BS: 3, S: 2, T: 2, W: 1, I: 3, A: 2, Ld: 6, Sv: -
equipment: frag and krak grenades, grot slugga, Grotventor tools

Special Rules: Grot Special Courage, Dirty and Sneaky, Grot Mob, Lucky, Stealth, Scout, Puny, Scavengers and Fixers

Scavengers: As their name implies, grot scavengers are nothing more or less than their name implies. Each time a unit is destroyed place a counter at the point where the last model was removed, if several models were removed at the same time, you can choose under which one you will place the counter. Note down the main weapon of this unit (lasgun for guardsmen or splinter rifle for dark eldars warriors for example). The main weapon is the basic weapon of the unit before upgrade. Should a model of the unit of scavenger grots move with 6 inches of that counter the entire squad can immediately switch their grot slugga for that weapon. Scavenger grots will only take weapons that are wither rapid-fire, assault, pistol or one handed close combat weapon, other weapons are too large for them. Should the weapon not be an ork, grot or a simple lasgun, it automatically gains the Get's Hot special rule to represent the poor nature of the rigging job grot had to do on the fly to manipulate the weapons. The number of weapon scavenged is equal to the starting number of model equipped with the said weapon before the unit was destroyed.

Fixers: Scavengers grot don't use their Grotventor tools with nearly the same level of efficiency than Grotventor themselves, but they compensate with number. If the band has between 5 to 9 grot scavengers, it can repair a vehicle lost hull point, an immobilised vehicle or a weapon destroyed on a 6+. If it has 10 to 14, it passes this test on 5+, if it has between 15 to 19, it passes it on a 4+. If it has 20 to 24 grots, in addition to the precedent, it can roll twice and if it has between 25 to 30 grots, it can roll three times.

Unit composition: 5 to 40 (infantry)

Option:

A single Grot Scavenger can be updated to a Grotventor Apprentice for (3 pts)

The Grotventor Apprentice can replace his grot slugga for a Mini Zzzap stick or a Hand torch for (5 pts)

One scavenger in 10 can take in addition to his grot slugga a burna for (5 pts), a Rockit Stick for (8 pts) a Pipe Bomb for (5 pts)

The entire squad can be equipped with cool bandanas and tokens or bucket helmets for (1 pt) per model

Can take a Grot Trakk or a Grot Buggy as Dedicated Transport



Dedicated Transport


Grot Trakk

Spoiler:
The most basic tank of the Grotvolution arsenal. These vehicles are simple vehicle with threads capable of transporting a large number of gretchin in a speedy and relatively safe manner. They are assembled from scrap and look like so. Despite the threads and a box design no two of them look exactly alike. They still provide decent protection against small arm fire, and provide with a reasonable heavy weapon support. These vehicles have the bad tendency of stalling because of their poor engines, usually stolen form an ork scrapyard (for an ork to throw something away it must really be in a bad condition.

Grot Trakk: BS: 3, Armour: F: 10, S: 10, R: 10, HP: 3 pts: 35
equipment: 1 turret mounted Mega Big Blasta, camo netting

Special rule: open-top, transport, Scrap tank

Scrap Tank: at the beginning of each turn roll a dice. On a one, the tank cannot move this turn because it's engines are dead, but can shoot normally. A Grotventor nullify this rule if he is embarked or in base contact with the tank at the beginning of the movement phase.

Transport capacity: 10, if enclosed chassis (two fire points at the top and one entrance at the rear)

Option:

can have an enclosed chassis to transform its type to tank and add one of armor to the front and sides for (10 pts)

Can replace the Mega Big Blasta with a Boom Canon for (10 pts) or a Kannon for (5 pts)

Can take any option from the Grotventor Labooratory



Grot Buggy

Spoiler:
Being extremely small, Gretchins can be transported effectively in decent numbers even in very small vehicles. When Grot Trakks would prove to be too slow to carry grotvolutionnary troops on the battlefield, the next best thing is to rely on a Grot Buggy, a small extremely fast vehicle on which a small squad of courageous grot can hold unto safety bars and zoom around the battlefield. These vehicles have the advantage of being much faster and more reliable than Trakks if slightly less armored. They also pack a nice amount of firepower to support the rest of the grotvolution troops. Of course those Buggies cannot withstand any form of concentrated firepower else they explode violently. At least their speed and numbers can help them survive the battlefield.

Grot Buggy: BS: 3, Armour: F: 10, S: 10, R: 10, HP: 2 pts: 25
equipment: Zoom Engines

Special rule: open-top, transport, fast

Transport capacity: 5

Option:

can take 1 twin-linked turret mounted Big Blasta for (5 pts), a Twin-Linked Zzzap Stick for (10 pts) or a Grotzuka for (15 pts)

Can take any option from the Grotventor Labooratory[



Fast Attack Choices

Grotriders mobs

Spoiler:
Any army needs its scouts and reconnaissance units. Those units are fast, disciplined, well trained and armed to deal with a wide variety of threats. Grotvolution do possess scouts, but, they themselves, have very little of those qualities. Grotriders are hyper-active grots who can't seem to appreciate all the discretion and subtlety that underground fighters need. They are twitchy, nervous and talk all the time about... well about everything and especially secret stuff THAT THEY ARE NOT SUPPOSED TO SAY OUT LOUD FOR NORK SAKE! To "use them properly", most Red Gobbo General Secretary of Grotvolution [insert name here] band them together, mount them on runner squigs and dispatch them to scout the area and report back when they find interesting things. Being terribly curious, and usually not all that aware of the risks they are taking, Grotriders make for rather good reconnaissance units being fast, relatively discrete and incredibly nosy. Armed with all manner of blasta they can even engage poorly armed defense forces by themselves, but they usually prefer to report to their leader to look smart. Their antics might make them problematic, but their courage and energy makes them a symbol of grot freedom to many young grotvolutionnary.

Grotriders: WS: 2, BS: 3, S: 3, T: 3, W: 1, I: 4, A: 2, Ld: 7, Sv: 6+ pts: 10
Grotrider Chaperon: WS: 3, BS: 3, S: 3, T: 3 W: 1, I: 4, A: 3, Ld: 7, Sv: 6+
equipment: Runner Squig (included in the profile), Grot Rifl', a pair of close combat weapons, Bucket Helmet and Padding, Frag and Krak grenades

Special rule: Grot Special Courage, Dirty and Sneaky, Grot Mob, Lucky, Scouts, Move Through Cover

Unit Composition: 10 to 30 (cavalry)

Option:

One Grotrider must be updated to a Grotrider Chaperon for 3 pts

The Grotrider Chaperon is equipped with a Grot Slugga and a Close Combat Weapon, but can exchange both for the following choices (only one each): a boom pistol (3pts), a mini Zzzap Stick (5 pts), a hand Torch (3 pts), a sneaky blade (2 pts)

For every 5 Grotriders one can exchange his Grot Rifl' for one of the following: a big Blasta (3 pts), a Boom Rifl' (5pts) or a Zzzap Stick (5pts)

Every Grotriders can exchange their 2 close combat weapon for a Big close combat weapon for (2 pts)



Rockit Bike Grots Squadron

Spoiler:
Grots love speed just as much as any other ork. If usually they love speed as a tool to run away with more efficiency, some grots have developed a thirst for it in their everyday life. Their brain has been hooked on fast movement and they start to view the world as always going to slowly. Thanks to their puny size, grots found it very easy to achieve flight since even small rocket can send them in the air. Larger rockets can literally be transformed easily into vehicle and there are few things faster than ground missile. Slightly modified to by Grotventors to be piloted by the most speed addicted Gretchins, the Rockit Bike is one of the greatest success of the Grotvolutionnary forces. They serve as cheap air support and if all else fail, manually homing explosives. Some even become rather famous and gain the prestigious title Supa Grot for their "heroic" actions like not dying after one or two battle. Of course, those vehicle, being built with former explosives, are seldom safe, but they do the job. In any case, Grot life is dangerous so piloting a live missile like a jetbike doesn't sound so terrible to any Gretchin ears.

Rockit Bike Grots: WS: 2, BS: 3, S: 2, T: 3, W: 1, I: 4, A: 1, Ld: 7, Sv: 4+ pts: 12
Supa Rockit Bike Grot: WS: 2, BS: 4, S: 2, T: 3, W: 1, I: 4, A: 2, Ld: 7, Sv: 4+
equipment: Rockit Bike, twin-linked Grot blasta, Scrap Armor

Special Rule: Lucky, Grot Special Courage, Dirty and Sneaky, Grot Mob, Crashy and 'splody

Crashy and 'splody: When all else fail, should a Grot lose control of his engine or looses his mind and all senses of danger (which happens rather often), the Rockit Bike can be used as a missile and be piloted in a suicidal run against the enemy. If you elect to do so, all the Rockit Bike Grots will have to do so for if one decides not to do it, they will all chicken out of it. During the assault phase in a turn in which the unit didn't turbo boosted, you can declare that the grots will make the ultimate sacrifice. select an enemy unit and roll 3d6 to measure the charge range. If you are within range, all unit that survived the overwatch fire and reached base to base contact will crash in the enemy line and provoke d6 strength 6 AP 4 wounds each. Those who would not reach base to base contact after pile in are considered lost without causing any damage. All Rockit Bike Grot model used in such a manoeuvre are removed as casualty.

Unit Composition: 5 to 20 (Jetbikes)

Option:

One Rockit Bike Grot can be promoted to Supa Rockit Bike Grot for (5 pts)

One in three Rockit Bike Grot can exchange his hull mounted Big Blasta for one of the following: Wako Zzzap Stick (10 pts) or a Boom Rifl' for (2 pts)



Grot Kopta Squadrons

Spoiler:
Despite their antics, grots are actually quite smart and capable of remarkable technical skills. What holds them back is the poor material they have access to and their lack of sane organisation skills. Grot Kopta are a shinning example of what grots can achieve with some resources. These aircrafts are small slick and fast. Piloted by two grots who also doubles has mechanics, they zip around the battlefield thanks to their rotating wings. The design of these engines were copied on those used by several PDFs of the Imperium. They serve the same purpose as tank hunters and infantry supports. All of them sports loud hailers blasting the Intergalactic, the famous grotvolutionnary anthem, or the just as popular chorus of the Red Gobbo Band. Since even Gretchin pilots are cowardly, they usually operate in small groups. The impressive weapon systems of those komptas are truly capable of dealing massive damage to an unsuspecting force, but the lightly armored nature of a scrap metal vehicle makes them vulnerable to enemy retaliation. Speed remains their best assets. Unlike Rockit Bikes, their pilots aren't maniacs and idiots and can be trusted to bring the engine back to base safely (if sometimes too early).

Grot Kompta: BS: 3, Armor: F: 10, S: 10, R: 10, HP: 2, pts: 90
equipment: Mega Big Blasta, two Tank Killa Rockits, Grotvolutionnary Music

Special rules: flier, hover, strafing runs

unit composition: 1 to 3

Option:

The Grot Kompta can replace its Mega Big Blasta for a Rockit Pack for (10 pts)

It can take an extra Bib Blasta and/or Extra Armour for (10 pts) each.



Heavy Support


Grot Tank Squadron

Spoiler:
Grot tanks are small, simple yet efficient machines of war. Built out of the wreckage of Imperial light tanks and ork buggies, they provide grotvolutionnary forces with a well needed surplus of firepower and armored protection. While small and protected by low quality armor, they are still sturdy enough to resist basic weapons and even deflect glancing hits from heavy weapons. Of course, they cannot reasonably engage enemy tanks in duels, but their sturdy engines and numbers allow them to be a menace to anybody who isn't ready to deal with them. When they arm themselves with tank killa missile, they can start to punch much heavier tanks. Their small size and reasonable speed can make them difficult targets for artillery if the grot can resist the urge to paint them bright blue or red (orange) to give them speed or luck. Their main cannon is usually a simple artillery piece, a scorcha or a rapid fire mega big blasta. All those weapon can prove to be rather efficient against most targets.

Grot Tank: BS: 3, Armor: F: 11, S: 11, R: 10, HP: 2 pts: 50
equipment: turret mounted kanon, extra armour

Special rule: tank, Cool

unit composition: 1 to 9 squadron

option:

can replace the turret mounted kanon for a Mega Big Blasta for (5 pts) or a scorcha for free

can be equipped with up to two extra Tank Killa Rockits for (15 pts) each

can take any option from the Grotventor Labooratory for the appropriate cost.



Grotvolutionnary Artillery

Spoiler:
Every army needs its big guns and the grotvolutionnary forces possess a surprisingly high quantity of them. This isn't so surprising since artillery duty is a traditionally gretchin duty amongst ork society. Stealing damaged cannons while their masters aren't looking or a busy infighting over who won the last race or brawl isn't very hard. Neither isn't hard to find gretchin who are volunteer for such job since its relatively safe and easy. Grotvolutionnary artillery can take many forms from the almost ubiquitous kanon and lobba, to the rarer wako zzzap stick, rockit pack and grotzuka. All those artillery pieces are made to be mobile and set up to operate in groups. Their individual firepower may be rather small, but in large batteries than can force a deluge of fire impressive enough to stop an enemy assault dead in its track.

Grotvolutionnary artillery piece: WS: -, BS: -, S: -, T: 7, W: 3, I: -, A: -, Ld: -, Sv: 4+ pts: 35
Grotvolutionnary crew: WS: 2, BS: 3, S: 2, T: 2, W: 1, I: 3, A: 1, Ld: 6, Sv: -
equipment: grot blasta and close combat weapon, kanon

Special rule: Grot Special Courage, Dirty and Sneaky, Grot Mob

Unit composition: 3 to 12 artillery pieces each with 3 crew members

Option:

The grot crew can take cool bandanas or bucket helmets for (1 pt) each

each grot crew can exchange its grot blasta for a boom rifl for (4 pts) each

The grot crew can take cool camo bandana and camo netting for (5 pts) each

each artillery piece can have up to three extra crew for (3 pts) each

The kanon of the artillery piece can be replaced by a lobba for free, a Quad Blasta for free, a Wako Zzzap Stick for (10 pts), a Rockit pack for (5 pts), a Grotzuka for (5 pts), a Boom Kanon for (5 pts) or a mega missile for (10 pts)



Red Gobbo Fighter-Bomber

Spoiler:
The very best aircrafts in the grotvolution arsenal are fighter-bomber aircrafts, stolen from Imperial forces or orks, modified and re-armed by the very best Grotventors. These planes are then given into the hands of experimented pilot of grot kopta to ensure that this precious equipment will not be wasted. So great is the reputation of those planes that they were given the title of Red Gobbo, great boss, in the lingua of the grotvolution for they are "the great bosses of vehicle". Armed with a wide array of clever bombs and missiles it can provide a fearsome array of firepower that never cease to impress the gretchins. Their speed and reasonable armor for an aircraft also makes it rather impressive and capable of handling long combat should their pilot not crash it on the ground, but then against, that doesn't happen that often since pilot of Fighter-Bombers are actually capable of flying in combat situation. The red wings of those planes are considered to be a bad sign for the enemy and even more dangerous than the standard ork fighter plane.

Red Gobbo Fighter-Bomber: BS: 3, Armor: F: 11, S: 11, R: 10, HP: 3 pts: 100
equipment: extra armor, 2 cluster boom bombs, 1 big boom bomb, 2 tank killa rockit, 1 boom kanon

Special rule: flier, strafing run, Bombing Run, split fire

Bombing Run: to use any sort of boom bomb, a Red Gobbo Fighter-Bomber needs to pass over an enemy unit during. It can than declare to have dropped a bomb over a unit it passed over. Center the appropriate blast marker over the target and than resolve it like any other shooting weapon of this type. You can reroll the dispersion dice should you not get a hit on your first roll. A Red Gobbo fighter bomber can only drop one bomb per round. It can fire its other weapon at different targets.

Unit composition: 1 or 2 per squadron

Option:

Can be upgraded to a Great Komrades Fighting Ace of the Grotvolution for +1 in BS for (15 pts)

Can replace the boom canon for a Rockit pack for (10 pts)



Grot Mobile Fortress

Spoiler:
Every grots greatest concern in life, not matter their station, is to found a good hiding spot when for when things get dicey. Heavily armored bunkers are prized choices for they tend to be difficult to destroy. If those bunkers are equipped with powerful weapons, you can use them to chase away the enemy. Being a mobile, armed bunker, a heavy tank, is pretty much the best you can have. An Ork battlewagon compromise some of the best qualities for a hiding spot, except its full of orks. The grotvolutionnary version of the famous ork battlewagon is particularly famous for, while it doesn't hold as much space, it's even more heavily armored and, thanks to the genius of the Grotventors, just as powerful if not more. Those mobile fortresses serves both as refuge for fleeing grots and a powerful, if slow moving, vehicle. It can tear apart many lesser tanks and infantry platoons thanks to it's infamous Supa Mega Big Blasta and lesser big guns. It's large crew work tirelessly to keep its engines running, its guns firing and its armor holding. Enemy of the grotvolution have stories of armor behemoth who would simply not die and kept pushing them back. It's a very humiliating thing to get defeated by gretchins, but much less so when they are behind such a massive wall of armor.

Grot Mobile Fortress: BS: 3, Armor: F: 14, S: 14, R: 12, HP: 4 pts: 200
equipment: Extra armor, Turret mounted Supa Mega Big Blasta, 2 hull mounted kanons, 1 turret mounted Rockit pack, 1 pintle mounted big blasta

Special rules: Heavy tank, transport capacity 10 (no fire point, one entrance at the rear), A Safe Place

A Safe Place: All grots within 6'' of the Grot Mobile Fortress gain a point of Leadership thanks to the reassuring presence of the massive tank. Should one of these unit fail a leadership test and be forced to retreat, it will do so toward the Grot Mobile Fortress. If it manages to board it, it will automatically regroup no matter its number. Should it be impossible to board the vehicle, all models will stop within 2'' of the tank and be considered pinned down until they pass a leadership test to regroup or manage to board the vehicle in the following turns.

Unit composition: 1

option:

can replace the Supa Mega big Blasta for a pair of mega missile for free

can replace both kanons for lobba or mega big blasta for free or a Boom Kanon for (10 pts)

can take any upgrade from the Grotventor Labooratory except the zoom engines



Killa Kanz Mob

Spoiler:
There is nothing more iconic and more well known amongst grots than killa kanz. Even amongst grots under ork leadership, killa kanz are in frequent use. These small clanking walkers equipped with powerful close combat weapons and heavy weapons are frequently used to provide support to the superior ork dreadnought. They are capable of withstanding a fair amount of enemy firepower and because of their rather small size and simple design, it's possible to deploy them in enormous numbers. The grotvolutionnary forces employ them even more often and every single grot fighting within them dreams of piloting a killa kan. Grotventors were quick to improve and diversify the numbers and types of killa kanz available which allow them to become the most widely used armored vehicle beside trakks and buggies. Most pilots of killa kanz are gretchins who performed act of bravery in the field like not retreating while bullets started to fly close to their heads or defeating an enemy in fair combat (by gretchin standards). This is absolutely necessary since, despite the dangers associated with being enclosed in a killa kanz, there is far too many volunteers than there is vehicle to pilot. It also insures that killa kanz mobs are made of motivated and reasonably skilled gretchins. Most mobs of grotvolutionnary kanz are superior to their ork counterparts thanks to this.

Killa Kanz: WS: 3, BS: 3, S: 5, Armor: F: 11, S: 11, R: 10, I: 2, HP: 2 pts: 40
equipment: Mega Big Blasta and Kan Klaw

Special rule: Walker

Unit composition: 1 to 9 walker squadron

option:

can replace their Mega Big Blasta for an extra kan klaw, a scorcha, a grotzuka for (free) or a wakko zzzap stick for (10 pts)

can replace their kan klaw for an extra Bib Blasta, a scorcha, a grotzuka for (free) or a wako zzzap stick for (10 pts)

Can take any Gortventor Labooratory upgrade for the appropriate point cost except zoom engines and extra Big Blasta



Lords Of War


Grotski, The Supreme Red Gobbo of the Intergalactic Red Gobbo Grotvolution and Red Gobbo of All Grotvolutionnary Kommities, Our First Grotmarade!

Spoiler:
Off all the leaders of the Intergalactic Grotvolution there is one who is brighter, smarter, braver and more famous than all the others. His name is Grotski and he is the very first Red Gobbo. The very first gretchin to rise against oppression and fear to embark in a great adventure. Born on nothing else than Armageddon amongst the forces of the Goff Klans under the orders of no one else then Ghazghkull Thraka, Grotski grew up earing stories of his fateful banner bearer Makari. When he heard of Makari's "tragic demise" Grotski thought it was enough. If the very best of what a gretchin could hope for was this than something had to change! Fate made him stumble upon the scribblings of a dead weirdboy named Morx Hugul who prophesise the birth of Nork and the rise of the grotvolution. Grotski had found his calling. He would be a prophet just like Thraka himself. He would be what Makari, his hero, should have been, he would be a Prophet of the Grotvolution. Thanks to Grotski fiery passion and the sprawling numbers of gretchin fighting on Armageddon, the idea of grotvolution quickly gathered a huge number of adept. The first Kommities were underground affairs where grot plotted and use sabotage and raids against their ork masters, but also Imperial forces. Later, true grotvolutionnary movement would start with Grotski at the head of a stolen ship. The first Red Gobbo would never stay in one place, but would travel around the galaxy trying to unite all the grots in his fight. After years of combat, Grotski has turned into a legend. These days, little grots tell with wide eyes the stories of the exploits of Grotski against the oppressors. They tell of his passionate speeches, his clever ruse and tricks and of course they talk about his vision. Grots and Orks united and equal at the head of an entire galaxy. While this popularity has attracted him a fair numbers of envious rivals, chief amongst them Stalun, he has far more allies. Grotski currently prepare his return to Armageddon, that Ghazghkull has left, to assemble the largest grotvolutionnary army ever seen and take the world from the Imperium. Should he succeed where the Prophet of the Waaagh! has failed, he would accomplish something that could very well change ork kultur forever.

Grotski: WS: 4, BS: 4, S: 3, T: 3, W: 4, I: 4, A: 4, Ld: 10, Sv: 3+ pts: 215
equipment: Mega Supa Scrap Armor, Wako Force Field, Da Big Red Fist, Big Blasta, frag, krak, defensive and haywire grenades, Lots of Good Speech

Special Rule: Grots special courage, As Lucky as Makari!, Dirty and Sneaky, Grot Mob, Independent Character, Preferred Enemy (orks), Cool, Voice of Nork

Voice of Nork: Grotski is the most inspirational of all Red Gobbo. His speeches are never long and boring and everybody wants to listen to him. The effect of his Good Speech extend to all mobs within 12' of him.

As lucky as Makari: Grotski is incredibly lucky and protected by the gods. It seems nothing can hurt him for real. Bombs turn out to duds, snipers misses him all the time and guns jam at the sight of him. His luck theme ward save is of 3+.

Unit composition: 1 (unique character)

Da Big Red Fist: The golden plated, orange painted, modified power fist of Grotski repaired from a Blood Angel master crafted powerfist, it has served Grotski in numerous fights and can pulverise most enemy with a simple quick jab and disable vehicle thanks to its strange energy field. Range: -, S: +3, AP: 2, haywire

Warlord Traits: Grotski is the greatest Red Gobbo. He rolls d3 times on the warlord table and select all results.



Nork's Stompa

Spoiler:
If no Waaagh! is complete without its idol of Gork (or possibly Mork), no Grotvolution is without its idol of Nork. At the image of the gretchins, those massive vehicles are smaller then their larger cousins, but just has heavily armed. To honor the god of dirty tricks and stealth, its full of nasty tricks, secret weapons, special defense system and even a small mob of grots. Built, sometimes in great secret beneath ork camps or hidden in their scrapyard, by a small band of Grotventors of talent, it awaits the day of the grotvolution to be unleashed on the orks who get to experiment with a grot much larder and stronger than them for the first time of their lives. Should any enemy threaten gretchins, the machine can be unleashed against them. Its massive firepower is so impressive that even orks will shout encouragement and rally under its shadow should they be fighting on the same side, even if the machine is piloted by lousy grots. A Nork Stompa is only successful thanks to the cooperation of hundreds of individual gretchins. It truly tests their bond of loyalty and their commitment to the ideal of the grotvolution and this is as much a testament of success than the carnage it can bring on the battlefield. It's only weakness relies on its large figure and relatively low armor for such a giant.

Nork's Stompa: WS: 3, BS: 3, S: 10, Armor: F: 13, S: 12, R: 11, I: 3, A: 4, HP: 7 pts: 375
equipment: Extra Armor, Large Wako Force Field, Grot Repair Team, 2 Arm Mounted Supa Mega Big Blasta, 6 Hull Mounted Tank Killa Rockits, 1 Turret Mounted Discombulatator, 1 hull mounted Scorcha

Special Rule: Superheavy Walker, Stomp, Icon of the Grotvolution, Transport, assault transport

Icon of the Grotvolution: There is almost nothing more inspiring to a Grot than a Nork Stompa and even orks find them impressive and rather orky. Getchin within 18' of the vehicle gain +2 to their leadership stats. Allied orks gain a bonus of +1 in leadership if they are within 12'. Should the Stompa be destroyed, all grots within this range must test for leadership or start to flee as fast as possible.

Transport capacity: 10 (no fire point, 1 entrance at the front)

Unit Composition: 1 Superheavy Walker

Option:

Can take any upgrade of the Grotventor Labooratory except the Zoom Engines



The Grotvolution Supa Secret Weapons

Spoiler:
Da One Ring: An ancient ring crafted by eldars at the height of their power it contains a portion of their god of trickery's power. Stolen by a young scavenger who stumbled by accident in the Webway. Activates once per game during the Psychic Round. It confers for the three following round the bonuses of the psychic power invisibility to the bearer and his squad. (25 pts)

Da Banner of the Grotvolution: The very first orange banner with the symbol of the hammer and the powerklaw designed by Grotski himself. He passed it on to a long series of Red Gobbo who did the same. It confers a bonus of 2 in leadership, 1 extra attack and ballistic skills to all Grots within 18" inches of this most known symbol. (45 pts)

Da Luckiest Blasta: A small, rusty and ugly looking grot blasta with several names of mostly unknown grot inscribed on it. The legend says that three ork warbosses, two Imperial Guard Commissars, one Space Marine Champion and six tyranid monsters were killed by a single bullet fired by this crappy gun. A grot blasta with the following rules: range: 12, S: 3, AP: -, fleshbane, rending and instant death. (20 pts)

Omniwrench:A wonderful tool and weapon designed by an unknown Grotventor. A few hammering of a vehicle with it and its repaired no matter your skill level. It also cracks skulls open rather nicely. A two handed close combat weapon with the following profile: range: -, S: +2, AP: -, two-handed. It also allows the wielder to restore a single lost hull point or negate a vehicle immobilised or weapon destroyed result once per round automatically on a vehicle in base contact with the wielder. (10 pts)

The Book of Clever Tricks: A compilation of strategies, tactics and advanced written a long time ago by some sort of big blue and golden Space Marines that gives pretty good advices on war once it was corrected by a few clever Red Gobbo. Nobody remembers exactly how the book got into the stash of the Grotvolution, but it was a good find. Those who have read the book seem to win much more often than not. Allows the wearer to steal initiative on a 4+, grants a bonus of +1 or -1 on each reserve roll and allow d3 units to gain the scout special rule. (30 pts)

Da Gran' Wako Force Field: A dangerously unstable and cackling generator that produce an almost impervious bubble of protection all around a unit. Should it fail though it will explode and it does so once in while. A Wako Force field that grants an invulnerable save of 2+ on the entire squad of the wielder. At the beginning of each round roll a d6. On a result of 1, the field collapse and all the member of the unit suffer d3 strength 4 hit with no armor penetration each. (50 pts)



Grotventor Labooratory

Spoiler:
Extra Armor: transform a single penetrating hit in a glancing hit (10 pts)
Camo Netting: confers the special rule stealth to the vehicle (10 pts)
Extra Blasta: All unit firing blasta weapons from the vehicle count has twin-linked (15 pts)
Large Wako Force Field: cover an 5+ invulnerable save to the vehicle. Roll a d6 at the beginning of each round. On a one, the vehicle takes a glancing hit. On a 2+ nothing bad happens (15 pts)
Zoom Engines: make the vehicle fast (15 pts)
Grotvolutionnary Music: confers a bonus of +1 to Ld to all unit within 6'' (15 pts)
Extra Big Blasta: add an extra turret mounted Big Blasta (10 pts)
Grot Repair Team: Grant the It Will not Die special rule to the vehicle (10 pts)
Orange is Better: An orange vehicle is superior to the others. You can reroll a single die for ballistic skill, wound or armor penetration once per game. (2 pts)



Grotvolution Secret Stash

Spoiler:
Good speech:Inspirational and pretty allows to pass automatically a failed Ld test
Lots of Good speech: Long, boring, but still inspirational allows to pass automatically 3 Ld test
Wako Force Field: a cackling, unstable bubble of force that can repel any attack gives an invulnerable save of 4+. Roll a d6 at the beginning of each round. On a one, the model takes a wound. On a 2+ nothing bad happens.
Grotventor tools:Lots of mysterious tools and contraption to build and repair restore one hull point or repair a destroyed weapon or immobilised vehicle on 5+ during the shooting phase (the Grotventor cannot fire its weapon if it makes an attempt). The Grotventor or scavenger needs to be in base contact or embarked in the vehicle targeted by this ability.
Medic Pouch: a pouch filled with scalpels, drugs, poisons and a single bandaid confer feel no pain 6+ to the squad and all their close combat attacks are considered poisoned (4+)
Runner Squig: a ferocious and pony size squig that serves as a mount. They are fast, sturdy and extremely aggressive. Change type to cavalry and provide a bonus of +1 in Strength, Toughness and Attack.

Grot slugga: a crappy little gun range: 6, S: 3, AP: -, pistol
Grot blasta: a crappy gun range: 12, S: 3, AP: -, assault 1
Grot Rifl': a crappy long gun range: 18, S: 3, AP: -, assault 1
Grot Snipa: a simple sniper rifle range: 24, S: X, AP: -, rapid fire, sniper
Big Blasta: a decent machine gun if a bit rustyrange: 24, S: 4, AP: -, salvo 3/2
Mega Big Basta: a pretty good light canon range: 30, S: 5, AP: 6, salvo 6/3
Quad Blasta:an anti-air canon range: 36, S:7, AP: 5, heavy 4, twin-linked, skyfire
Supa Mega Big Blasta: a very powerful Gatling cannon that marked orks very jealous but they will never tell because grots are weedy! range: 36, S: 6, AP: 5, Heavy 12, twin-linked, rending

Boom Pistol:A heavy pistol who fires explosive rounds range: 12, S: 3, AP: 6, pistol, blast
Boom Rifl:A rifle who fires explosive rounds modified from a bolter range: 24, S: 4, AP: 6, assault 1, blast
Boom kanon:A short range rapid fire anti-tank canon thanks to its directional short burst explosive charge range: 24, S: 8, AP: 3, heavy 2
Pipe Bomb:A powerful homemade explosive device Range: 8, S: 6, AP: 4, assault 1, large blast, one use only
Custer Boom Bomb:An ingenious and deadly fragmentation bomb Range: -, S: 3, AP: 6, assault 3, blast, ignore cover, one use only
Big Boom Bomb:A powerful melta charged bomb Range: Range: -, S: 6, AP: 2, heavy 1, large blast, armour bane, one use only
Grotnadier Boom Rifl' frag:A light form of grenade launcher range: 18, S: 3, AP: 6, assault 1, blast
Grotnadier Boom Rifl' Krak:A light form of grenade launcher range: 18, S: 6, AP: 4, assault 1

Mini Zzzap Stick:A small weird looking unstable energy gun range: 6, S: 5, AP: 5, pistol, haywire, gets hot
Zzzap Stick:A larger version of the Zzzap Stick wielded like a rifle range: 18, S: 6, AP: 4, assault 1, haywire, gets hot
Zzzap Rods:A long cackling pike like weapon with a very sharp end and an even more powerful energy field range: -, S: +3, AP: 4, haywire, gets hot
Wako Zzzap Stick:A canon like unstable energy weapon range: 24, S: 7, AP: 3, heavy 1, haywire, gets hot
Discombulatator:A weird small rifle with lots of flashing color that shoots a disintegration ray of various strength range: 12, S: 2d6, AP: 1, assault 1, gets hot, discombulatator (roll for strength each round if 11 or 12 rolled consider strength D)

Hand Torch: A utility hand flamer that has been modified for war range: template, S: 3, AP: 6, flamer
Hand Torch (close combat): A utility hand flamer that has been modified for war range: -, S: +1, AP: 3, cannot be used if the weapon fired in the shooting phase
Burna: range: A similar weapon than the hand torch, but larger template, S: 4, AP: 5, flamer
Burna (close combat): A similar weapon than the hand torch, but larger range: -, S: +1, AP: 3, cannot be used if the weapon fired in the shooting phase
Scorcha: range:A huge and powerful flamethrower template, S: 5, AP: 4, flamer

Rockit Stick: A small grot portable rocket launcher range: 18, S: 8, AP: 3, assault 1
Rockit Pack: A battery of rockets range 24, S: 8, AP: 3, assault 3
Tank Killa Missile: A clever missile designed to penetrate easily even armored bunkers range: 32, S: 8, AP: 1, heavy 1, armour bane, one use only, gets hot
Mega Missile: A big ass missile that goes boom and than you go dead range: 72, S: 9, AP: 2, Ordonance 1 large blast, one use only

Kanon: A standard and trusty canon range: 48, S: 8, AP: 3, heavy 1
Kanon submunition: A standard and trusty canon range: 48, S: 4, AP: 5, heavy 1, blast
Lobba: A standard and trusty mortar range: 48, S: 5, AP: 5, heavy 1, blast
Grotzuka: A rapid fire canon that shoots spikes and bullets at high velocity and in large amount range: 36, S: 6, AP: 5, heavy 2, blast

Sneaky Blade: A viciously sharp blade with a light powerfieldrange: -, S: +1, AP: 4, shred
Poisoned Sneaky Blade: A viciously sharp blade with a light powerfield coated in deadly venom range: -, S: +1, AP: 4, fleshbane
Red Fist: A compact but powerful power gauntlet painted orange for extra power range: -, S: +2, AP : 3
Big close combat weapon: A large and heavy tool transformed into an improbably heavy and powerful weapon range: -, S: +2, AP: -, requires two hands
Kan Klaw: The powerful weapons mounted on Killa Kan range: -, S: +2, AP: 2

Cool bandana and token: A hat, a bandana, a small totem or a frying pan with scratches that look a bit like Grotski if you close enough that provide good luck and prestige to those who have them if nothing else pointless armor, but provide the special rule cool.
Cool camo bandana: Same thing as above, but with extensive camo design to help stay hidden while looking good provide the special rule stealth and cool.
Bucket helm and padding: Minimal protection for the minimally smart gretchin who knows he's going to war 6+ armor save
scrap armor: Sharp, sturdy and mean looking, this armor might not be great for protection, but it does have its use in close combat 5+ armor save and allow to reroll rolls of 1 to hit and wound in close combat
Supa scrap armor: Better, heavier and stronger than the scrap armor, but with basically the same function 4+ armor save and allow to reroll rolls of 1 to hit and wound in close combat
Mega Supa Scrap Armor: A heavy power armor design to transform a regular gretchin into a real killing machine 3+ armor save and +1 in strength, toughness, Attack and wound, include a Red Fist and a Big Blasta, remove the special rule Puny and Stealth to the wearer, but gain the Relentless special rule.

This message was edited 61 times. Last update was at 2018/10/28 16:58:32


 
   
Made in us
Ruthless Interrogator





I'm looking forward to this. It looks awesome!


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in ca
Longtime Dakkanaut




Finally, after two years in development, re-writting and problems in finding some play testing experiment, my third installement is over and I can offer to the bored and silly: THE MIGHTY GRETCHINS!!!!

I hope you enjoy and if you have suggestion for fluff, tools or extra unit, go ahead!
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

I like the special rules. Seem good.

Warlord Trait 2 needs some rewording. I'm not 100% clear on what it does.

Warlord Trait 4 is way too damn powerful. Scout, on everyone, on one random lucky roll? No.

Blessed By Nork is also too much. A potential 2+, that can never, ever be ignored, and taken in addition to any other save? Make it cap at a 3+, and even then I'm iffy on it.

For the formations, give benefits other than cheaper upgrades. It's not unbalanced-just boring.

Fast Shot is a little much, especially since it's on a Master-Crafted weapon, making misses quite rare. I'd cap it at 3, or just make it an automatic extra shot. And I'm wary about it conferring to the unit.

Why do Grotstartes have both Feel No Pain and Lucky?

Grotnadiers-if the character upgrade is mandatory, why is it even an option?

Squig Herders should be cavalry, not beasts.

Gretchin Mob has WS twice.

Also, 2 points per model feels really, REALLY cheap.

Scrap Tank-" A Grotventor nullify this rule if he is on board" I don't think you meant that.

Also, your Dedicated Transports should be under Fast Attack-Dedicated Transport is no longer its own unit role.

Grotski should NOT have a 2+ in addition to every other save that can never be ignored. No.

You never say what Good Speech does...

Nevermind, it's under... Secret Stash? What the heck?

Overall, everything feels much too cheap. But it looks cool!

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Longtime Dakkanaut




 JNAProductions wrote:
I like the special rules. Seem good.

Warlord Trait 2 needs some rewording. I'm not 100% clear on what it does.

Warlord Trait 4 is way too damn powerful. Scout, on everyone, on one random lucky roll? No.

Blessed By Nork is also too much. A potential 2+, that can never, ever be ignored, and taken in addition to any other save? Make it cap at a 3+, and even then I'm iffy on it.


I habe reworked the wording on Warlord Trait 2 and nerfed a little bit Warlord Trait 4, now, its only a d6. I thought about a d3, but considering that one or two grot mob will never be able to accomplish anything worth mentionning on their own, I would rather tempt the slightly OP. Maybe I should go for d6-1 just to be on the safe side.

For Blessed By Nork, a potential 2+ Lucky save can only be achieved on Grotski since a Red Gobbo, the luckiest grots, has a base 4+ Lucky save. Considering that Grots are Toughness and Strength 2 even a Space Marine with a bolter or a termagaunt with a fleshborer can score Instant Death. In close combat, units with strength 4 are very common too thanks to Furious Charge or natural Strength. Grot being so easy to kill, and not very good at killing themselves, needed something to enhance their survivability a little bit. I agree that a 2+ save like that might be a bit too much and should be caped at 3+, but without that grots with more than one wound are pretty much pointless in my opinion.


 JNAProductions wrote:

For the formations, give benefits other than cheaper upgrades. It's not unbalanced-just boring.


I agree on that point, it is a bit boring. I modified that of the Grot Tank Brigade since it was identical to the Grotventor Experiment one's. It now give a form of split-fire to tank in squadrons.


 JNAProductions wrote:

Fast Shot is a little much, especially since it's on a Master-Crafted weapon, making misses quite rare. I'd cap it at 3, or just make it an automatic extra shot. And I'm wary about it conferring to the unit.


I reduced it to 4, but considering his sniper is short range (24 inches) and that a stiff breeze can kill Grotsiev, I think it should be fine at 4.

 JNAProductions wrote:

Why do Grotstartes have both Feel No Pain and Lucky?

Grotnadiers-if the character upgrade is mandatory, why is it even an option?


Point one is due to a copy paste mistake and Lucky has been removed.

For the point two, it's for convenience that it's in the option section even if it's a mandatory upgrade. I could renaim that section upgrade if you think it would be more appropriate.


 JNAProductions wrote:

Squig Herders should be cavalry, not beasts.


Considering that most Squig Hound will not all have a "rider" I think it's best if we consider them beast. Hammer of Wrath seems a bit strange on large Squig Hounds too and there is already a mob of Squig Cavalrie in the Fast Attack section.


 JNAProductions wrote:

Gretchin Mob has WS twice.

Also, 2 points per model feels really, REALLY cheap.


Corrected, thanks for noticing it!
They have BS 3 of course.

2 points is indeed really cheap, but they are hillariously bad at everything if you make them come on the board without upgrades. They will almost never pass a leadership test. They will be defeated by almost everything in close combat they have basically lasgun with half the range as sole weapon. They are toughness 2 and have no armor to speak of. The ridiculous eadership is their biggest weakness even in large mobs. We could try it at three points (modified on their profile), but I am on hte fence about it. I will test it some more and reduce it again to 2 if need be.


 JNAProductions wrote:

Scrap Tank-" A Grotventor nullify this rule if he is on board" I don't think you meant that.

Also, your Dedicated Transports should be under Fast Attack-Dedicated Transport is no longer its own unit role.

Grotski should NOT have a 2+ in addition to every other save that can never be ignored. No.

You never say what Good Speech does...

Nevermind, it's under... Secret Stash? What the heck?

Overall, everything feels much too cheap. But it looks cool!


I corrected the Scrap Tank rule and will keep the dedicated transport section for convenience purpose, I think the codex entry is easier to read like that, but thanks for mentionning that they are now in hte Fast Attack section.

Grotski save has been reduce to 3+ and his price augmented to 215 pts

Thanks a lot for your proof reading and I hope you enjoyed!

If you got any other suggestion, make me know!
   
Made in us
Bonkers Buggy Driver with Rockets






I'm really torn about this army. On one hand, it's the Nork-zoggin' Grot Revolution! It has inventive special rules, uses force org chart roles in a classy way (relies mainly on troops for winning games and uses , can win games without having to kill everything in it's way, is fluffy, is hilarious, works really well at 750-pts, and can win games in style.

On the other hand every non-vehicle gets wrecked by anything with strength worth a damn, the "Cool" special rule is the single biggest gimmick in the game, the army encourages having 200+ models and 5+ units in the board at any time in any game over 1000 pts, most of the weapons won't do anything whatsoever to anyone, some of the rules are overly complicated (though fluffy), most of the units only perform one function but don't do it that well, and running a CAD is near-impossible due to limited space for stuff.

A few questions: 1) where do you place the scavenger marker if, say, a stomp killed the unit and killed multiple of the models in the unit at the same time? I'm assuming that the marker is placed where the last one fell, but what if multiple die simultaneously? 2) I can tell how scavenger is supposed to work, but like soulburst, how it actually works within the rules is confusing. Does the whole unit need to be within 6" to loot the weapon or just one? With no definition for main weapon (the examples imply it to be the ranged weapon that the majority of the unit was equipped with at the start of the game, but I'm not sure) can the scavengers steal melee weapons? Grenades? If the unit is tied for which weapons make up most of it (example: mixed devastators or slugga boyz), do both weapons drop or does someone choose? Do they take based on what the unit's equipment is before upgrades are bought or after (if shoota boyz die do they drop shootas or sluggas/choppas?)? The way you've set it up, they can loot weapons off of vehicles, monstrous creatures, and anything else. Is this how this is supposed to work? Because as-is nothing stops them from all grabbing battle cannons off of a dead Leman Russ, or a flyrant's TL devourer with brainleech worms. 3) How does Grotseiv's far shot rule work? As is it's really confusing. 4) Frankengrot lets every grotstartes take a special weapons as opposed to one in 5, but grotstartes don't have a rule that lets them take special weapons, in fact you never define or list special weapons in the whole army. Did you mean "all grotstartes can replace their boom stick with a mini zap stick or hand torch, and they all can also replace their CCW with a sneaky blade or red fist?" 5) When rocket bikes suicide, do. you get d6 S6 AP4 wounds for each model that kamikazes, or d6 wounds total? In addition does their crashy splody rule require the unit to be within 3d6 of base contact with an enemy, or within 3d6 of 1" of the enemy (the closest you can get to an enemy outside of assault)? And 6) what does the army look like on the ally matrix? Who can they team with?

With that in mind, let me suggest a few changes. Some of them fix problems, some of them adjust things, some nitpick. 1) change the "crashy splodey" rule of rocket bikes to the following: one per turn when determining which units will charge in the assault phase you can declare that the unit is going to "strike a glorious blow for the revolution." If you do so, the unit must charge 3d6 at an enemy unit. If the charge reaches the enemy unit then pile in as normal, but before moving to attacks and initiative deal (however many wounds at whatever strength) to the enemy unit for each rocket bike in base contact with an enemy, then remove the rocket bike unit as a casualty. The enemy unit is no longer locked in combat. 2) make the grot buggy a few points cheaper (3-5), but remove the TL big blasta. It's not like it'll kill anything with it, and having a really cheap fast assault transport that only works for grots due to transport capacity would be nice. 3) so far only easily-killable infantry has the "cool" rule. Maybe something armored should be able to have grot epic poems written about it's combat prowess? Probably not fliers, forteresses, or dedicated transports though, maybe if the wielder of "da banna of da grotvolution" is embarked on a transport he confers Cool to the vehicle? Alternate solutions bring me to 4) grot tanks and killa kans, while very different in the fluff, are very similar in stats. As stands they take very similar weapons, have similar AV, cost similar amounts of points, and have identical squad sizes. Doing something to distinguish them from each other would be nice (if you like them as they are I can understand that though). Maybe make kans 3-9 in a unit, change which grotventor stuff each one can get, and add an upgrade that allows tank squadrons to have the "cool" rule (assuming that grot tanks are the rank-and-file of the armored world, and can receive revolution accolades). 5) the "grotventor experiments" formation is both not very special, and very boring. My suggestion is to add the rule "beefed up brainz" to the formation's rules. Beefed up brainz: grots aren't supposed to be able to manifest psychic powers. They aren't supposed to be able to manipulate the ork gestalt field, and they can't gain power from chaos. However, to the grotventors have always seen that as a challenge, not a rule. And somewhere, one of them made a breakthrough. They haven't harnessed the natural psychic energy of the Waaagh! like their larger brethren, but they're done something to augment the natural grot mental squirminess, and it shows. Effect: Whenever a grotstartes mob or killa kan mob is targeted by a psychic power, roll a d6 and add one for each grotventor from the formation on the battlefield or embarked on a transport on the field. On a result of 6+ the power does not manifest. 6) as previously mentioned, the scavenger rule basically doesn't work, so a fix would be nice. I could try to figure out a way to change it if you want. And 7) you have a lot of content here. That's good, but it would be nice if it was in Google Docs or PDF form (or something like that) for better formatting and readability. Also it would let you fix some of the spelling errors and standardize the grot slang better.

Overall, you have an awesome concept that somewhat falls short when exposed to the garbage fire of 7e. I personally love this project and would like to see more. Sorry for the wall of text.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in ca
Longtime Dakkanaut




 gnome_idea_what wrote:
I'm really torn about this army. On one hand, it's the Nork-zoggin' Grot Revolution! It has inventive special rules, uses force org chart roles in a classy way (relies mainly on troops for winning games and uses , can win games without having to kill everything in it's way, is fluffy, is hilarious, works really well at 750-pts, and can win games in style.

On the other hand every non-vehicle gets wrecked by anything with strength worth a damn, the "Cool" special rule is the single biggest gimmick in the game, the army encourages having 200+ models and 5+ units in the board at any time in any game over 1000 pts, most of the weapons won't do anything whatsoever to anyone, some of the rules are overly complicated (though fluffy), most of the units only perform one function but don't do it that well, and running a CAD is near-impossible due to limited space for stuff.


First, thank you for reading this fandex so thoroughly. I really appreciate this effort. I do agree that board space can be a problem. During my play testing, I used proxied orks and I was really running short in terms of space, but if you have gretchins and goblins models it's a bit better since they are much smaller. I do recommand using them as much as possible and have some skill to move lots of model fast.

On to your questions!

 gnome_idea_what wrote:

A few questions: 1) where do you place the scavenger marker if, say, a stomp killed the unit and killed multiple of the models in the unit at the same time? I'm assuming that the marker is placed where the last one fell, but what if multiple die simultaneously? 2) I can tell how scavenger is supposed to work, but like soulburst, how it actually works within the rules is confusing. Does the whole unit need to be within 6" to loot the weapon or just one? With no definition for main weapon (the examples imply it to be the ranged weapon that the majority of the unit was equipped with at the start of the game, but I'm not sure) can the scavengers steal melee weapons? Grenades? If the unit is tied for which weapons make up most of it (example: mixed devastators or slugga boyz), do both weapons drop or does someone choose? Do they take based on what the unit's equipment is before upgrades are bought or after (if shoota boyz die do they drop shootas or sluggas/choppas?)? The way you've set it up, they can loot weapons off of vehicles, monstrous creatures, and anything else. Is this how this is supposed to work? Because as-is nothing stops them from all grabbing battle cannons off of a dead Leman Russ, or a flyrant's TL devourer with brainleech worms.


I have reworked the wording of the scavanger rules and to answer your multiple questions here are my answer in bullet points.

. If there is several model who dies in the same round to destroy a unit, choose the model of your choice to position the marker.

. Only one model needs to be within 6' for the scavanging to take effect.

. The main weapon is indeed the majority weapon at the start of the game. You cannot scavange grenades, but you can steal melee weapons. You cannot scavange heavy, salvo, ordonnance or two-handed weapons. Weapons from monstruous creatures cannot be scavanged because they are too large, but tyranid guns can. How? I don't know I'm not some sort of crazy desperate grot! I guess they just trick the weapon into thinking they were Tyranid themselves by bathing in ichor and pheromone first.



 gnome_idea_what wrote:

3) How does Grotseiv's far shot rule work? As is it's really confusing.


Roll a dice to touch using the weapon profile as usual. If you touch, roll again. If you touch again, roll again until you miss or you achieved four consecutive hits. Then, roll to wound and for armor penetration as usual.


 gnome_idea_what wrote:

4) Frankengrot lets every grotstartes take a special weapons as opposed to one in 5, but grotstartes don't have a rule that lets them take special weapons, in fact you never define or list special weapons in the whole army. Did you mean "all grotstartes can replace their boom stick with a mini zap stick or hand torch, and they all can also replace their CCW with a sneaky blade or red fist?"


I attempted to clarify the rule. You can take as many upgrades for zzzap sticks, hand torches, sneaky blades and red fists as there is models in your squad as long as you pay for them.


 gnome_idea_what wrote:

5) When rocket bikes suicide, do. you get d6 S6 AP4 wounds for each model that kamikazes, or d6 wounds total? In addition does their crashy splody rule require the unit to be within 3d6 of base contact with an enemy, or within 3d6 of 1" of the enemy (the closest you can get to an enemy outside of assault)?


I clarified this rule to in the codex and my resumé would be the following:

1) Each rocket bikes who suicide inflict d6 S6 AP4 wounds. The 3d6 is simply the range of the charge. The grots need to be in base contact after the pile in move to make damage. Its to all intent and purpose a charge.

 gnome_idea_what wrote:

And 6) what does the army look like on the ally matrix? Who can they team with?


Grotvolution forces are allies of convenience with Orks since they are still more loyal to greenskin than other xenos and the Tau since they take well to their propaganda.

The are desperate allies of the Craftworld Eldars, All Imperium related forces except the Grey Knights

all the others are Come the Apocalypse.

 gnome_idea_what wrote:

With that in mind, let me suggest a few changes. Some of them fix problems, some of them adjust things, some nitpick. 1) change the "crashy splodey" rule of rocket bikes to the following: one per turn when determining which units will charge in the assault phase you can declare that the unit is going to "strike a glorious blow for the revolution." If you do so, the unit must charge 3d6 at an enemy unit. If the charge reaches the enemy unit then pile in as normal, but before moving to attacks and initiative deal (however many wounds at whatever strength) to the enemy unit for each rocket bike in base contact with an enemy, then remove the rocket bike unit as a casualty. The enemy unit is no longer locked in combat.


Its pretty much exactly what I changed the rule for and wanted in the first place, but the application was very clumsy.


 gnome_idea_what wrote:

2) make the grot buggy a few points cheaper (3-5), but remove the TL big blasta. It's not like it'll kill anything with it, and having a really cheap fast assault transport that only works for grots due to transport capacity would be nice. 3) so far only easily-killable infantry has the "cool" rule. Maybe something armored should be able to have grot epic poems written about it's combat prowess? Probably not fliers, forteresses, or dedicated transports though, maybe if the wielder of "da banna of da grotvolution" is embarked on a transport he confers Cool to the vehicle?


There is a formation of that allow grotnadier to have the cool special rule. They can have a T3, 2W and a 3+ Armor Save with Mega Supa Scrap Armor. It makes them relatively tough, but I'll see what I can provide for vehicules.


 gnome_idea_what wrote:

Alternate solutions bring me to 4) grot tanks and killa kans, while very different in the fluff, are very similar in stats. As stands they take very similar weapons, have similar AV, cost similar amounts of points, and have identical squad sizes. Doing something to distinguish them from each other would be nice (if you like them as they are I can understand that though). Maybe make kans 3-9 in a unit, change which grotventor stuff each one can get, and add an upgrade that allows tank squadrons to have the "cool" rule (assuming that grot tanks are the rank-and-file of the armored world, and can receive revolution accolades).


I think Grot tanks could indeed be given the Cool special rule. I will add it and see if I can change a little bit their loadout to make them more unique.

 gnome_idea_what wrote:

5) the "grotventor experiments" formation is both not very special, and very boring. My suggestion is to add the rule "beefed up brainz" to the formation's rules. Beefed up brainz: grots aren't supposed to be able to manifest psychic powers. They aren't supposed to be able to manipulate the ork gestalt field, and they can't gain power from chaos. However, to the grotventors have always seen that as a challenge, not a rule. And somewhere, one of them made a breakthrough. They haven't harnessed the natural psychic energy of the Waaagh! like their larger brethren, but they're done something to augment the natural grot mental squirminess, and it shows. Effect: Whenever a grotstartes mob or killa kan mob is targeted by a psychic power, roll a d6 and add one for each grotventor from the formation on the battlefield or embarked on a transport on the field. On a result of 6+ the power does not manifest. 6) as previously mentioned, the scavenger rule basically doesn't work, so a fix would be nice. I could try to figure out a way to change it if you want. And 7) you have a lot of content here. That's good, but it would be nice if it was in Google Docs or PDF form (or something like that) for better formatting and readability. Also it would let you fix some of the spelling errors and standardize the grot slang better.


Overall, you have an awesome concept that somewhat falls short when exposed to the garbage fire of 7e. I personally love this project and would like to see more. Sorry for the wall of text.


I like your suggestion for the Beefed up Brainz but I think it would be more simple to give all the members in the formation the Special Rule Adamantium Will which does almost the same thing. It would go well with the thematic too. I will think about something like that to indeed give some psychic resistence to the poor grots.

I would also love to be able to make into PDF form (and by the same occasion my Lost and Damned, Adeptas Sororitas and still in production Millitarum Tempestus fandex). I'm not that tech savvy and would need to learn how to use and find one. This is especially important as I have projects to make two Fandex for two new Xeno species of my creation once I am done with the Millitarum Tempestus one.

Thanks again for the time and effort you put into your answer. Having worked over 20 hours on this fandex, I do appreciate when someone takes the time to read it thoroughly and makes good suggestions to improve it.

PS: I did a run for spell checking. English isn't my first language, sometime, I struggle with it.

This message was edited 3 times. Last update was at 2017/03/04 03:53:04


 
   
 
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