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 Most people will ask you why do a grot army they are not good at anything
die easily not that good shots, can͛t fight in combat and run away at anything more scary than a cow.
So why collect them especially an army of them, well its one thing grots are good at being sneaky
and making war look like a fun game. Grots are the jokers in the 40k universe don͛t expect to win
many games with them but be prepared for a laugh using them.

   
The Gretchin are happy enough in their role. They bear little resentment towards their superiors, for
them Orks are just a fact of life. Individual Gretchin can enjoy a relatively comfortable existence by
providing valuable services to their Ork masters. Most Grots are owned by Orks as personal servants,
though some gather together into loose tribes that may even own functional weapons and
equipment. The Gretchin have created an entire enterprise culture of their own within their Ork-
dominated society. Many Gretchin operate their own black-market businesses on the side, such as
selling fungus-beer, roasting squigs on sticks, coordinating the bets when a fight breaks out or
looting corpses for fun and profit.

There is a faction known as Rebel grotz who had too much of their rough treatment and rebelled
against their masters. Because of their organisation skills they could sometimes build and maintain
war machines and artillery.

Because Gretchin are synonymous with cunning, small stature, cowardice, negligent physical
prowess and other things considered un-Orky, the term 'grot' is used derisively between the larger
Ork boyz. i.e. - "Da' boss needs some real boyz to do this job, not you pack of grotz!

Grotz in ork society are basically slave labour they do there fetching, carrying and anything an ork
tells them to do. Grotz in most warbands out number orks at least 3-1 but one on one a grot is never
going to stand up to an ork and live. So they put up with this life style and just bully there smaller
cousins the snotlings just like the orks bully them.

In the greenskin Klanz they use ork teeth as money the bigger the tooth the more it͛s worth
grot teeth are worth next to nothing so the only way a grot can get anything more than food to keep
him alive is to steal the ork teeth or take them off the dead.

Unfortunately for the grots they you can pretty much bet a grot will not live long in an ork
warband due to the constant beatings from the orks and the fact they are left to look after the
squigs which is a dangerous job in itself. This is probably why when a particularly cunning grot
gathers about him enough grot followers they will break away and start the own Klan of rebel grotz.
They will take with them whatever loot they can carry in order to start their own grot Klan from
squigs to kill kanz who happily follow the other grotz.

Once away from the ork bullies they will start to build their fortune and forage for anything
useful to try and make a grot space ship in order to leave the ork planet behind and start their own
mini Waaaaaagh!

   

  have a similar physical structure to Ork but are much smaller and weaker. They have short
runty legs and grasping fingers to employ their greatest skill, low cunning. They are far more
numerous than Orks and have large bulbous heads with tattered ears which flatten when they are
scared. They have sharp fanged jaws which are their best physical weapon. They have an excellent
sense of smell, hearing and they have effective sight in the dark. These traits aid their self-
preservation allowing them to survive in the dangerous Ork society. Some Gretchin have even
developed a sixth sense of sorts, or a natural ability to be far more fortunate than they have right to
be

The    (sometimes called î Ñ are an orkoid species. They are tiny beings that appear as
small gretchin, and being so, occupy what is perhaps the lowest rung of Ork society. While the
Gretchin serve as servants and other secondary positions in Ork society, Snotlings will serve
sometimes as "pets," but more often they serve in Orkish agricultural and animal husbandry roles
due to their affinity with the fungus and squigs that appear in Ork settlements. Supervised and
trained by runtherds Snotlings will cultivate the fungus to provide Orks with food, drink, and
medicine. Snotlings' affinity with squigs usually ensures that only a few dozen Snotlings are eaten by
their "livestock" on any given day.

  (short for "squiggly beasts"Ñ are the simplest form of orkoid life. There are many types of
squig, each generally filling some functionary role in the Ork ecosystem. They serve as the orks '
primary food source. There are many types of squigs, but each can be generalized into a single
variety, such as edible, musical, hair, medical, parasite-hunting, face-eaters, pet, buzzing and paint
squigs. Some, like the face-eater types, are little more
than snapping, fanged mouths on legs.1
[ll squigs are edible, but some
Squigs naturally grow and breed within the cesspits of
squigs are specifically bred as a
Ork settlements, subsisting on Ork refuse. Tending the
food source. Gretchin are
squigs are the orkoids known as snotlings.
responsible for cooking the squigs,
though Orks will eat raw squig if a
cook cannot be found. The rarest
 forms of these are referred to as
Juicy Squigs and require a special
Gretchin cook. Orks reserve the
 eating of Face-Eating squigs for
special contests
 
Grot armies are weird and wacky group of grotz and come in all shapes and sizes the most common
sort of grot armies are the following.

Da Kan Ladz- the Kan Ladz are made up of mainly big mek͛s and there killa kan creations usually
maxed out with killa kanz. They tend to be small forces but also very tough to take down thanks to
being able to take a maximum of 49 kanz in one force orginasation. Ouch!

Da sneaky gitz- these sneaky little gitz are more dangerous than they seem with massed ninjas you
will soon find your deployment surrounded by these persistent killers.

Da Squig Eads- oh boy do these guys like there squigs from squigs on toast to squig fights these guys
are mad for them. If you wanted to do an army based on the squig Ead͛s then have loads of squig
herds which will now count as troops, squiggoth͛s and warboss͛s on giant squigs. The Squig Ead͛s are
probably one of the richest Klanz due to their breeding of squigs.

Da spider Riders- The spider rider Klan is more a feral grot army where worship the spider as a god,
they will have loads of grotz on spiders backed up by uge spiders and warboss͛s on giant spiders. [n
army of these guys is fast and can be hard hitting for grotz.

Da commando͛s- an elite army in the version of the grotz with numerous squads of grot
commando͛s and there captured apc͛s. This army is quite hard hitting and can be a pain for any slow
moving enemies to deal with.

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[ll grots are pushed around by Orks... Beaten by Orks.... Forced to do manual labour by Orks....
forced to feed the squigs by Orks, often with themselves.... But one Grot started a rebellion, which
spread across star systems quicker than an Ork Bar fight...

Da Red Gobbo started it all on Karsh, when he was thrown to the Squigs by his Ork master. He
had had enough and so, after escaping from the Squig pen, he called all the grots of the Orks
Settlement together, and slowly but surely, they began to kill off the Ork population. Eventually the
planet belonged to the grots. But Da Red Gobbo yearned for a system wide rebellion, and so using
their newly owned Fightas and Croozas they took to the stars to spread word of a grot rebellion.
Within weeks, planets surrounding Karsh soon became gripped by war between Orks and their
former Slaves. Snotlings were sent under cover of night to tamper with the already fragile ork
vehicles. Grot Ninjas sent forward to hide in bushes in an effort to ambush the charging Orks. Da Red
Gobbo often travelled from Karsh aboard his own personalised Fighta ͚Da Scary Red Un͛ bringing his
Meks and their Killa Kan [rmada in an effort to support the Rebelling Grots. On Other Occasions, Da
Red Gobbo will bring [ Monstrous combination of Grot and Spider and a force of Giant Spiders that
were native to Karsh. Eventually, the Orks in that system were either wiped out, or had fled the
system. The Grots now had even more Croozas and Fightas at their Disposal.

Da Red Gobbo had done what no Ork had ever thought a Grot was capable of. He had waged
war against the Orks, and won. So he gathered his loyal horde together and took as many Kans,
Trukks and other Equipment as they could carry and fit on their vessels and together they went on a
search for a planet to call their own. What they eventually came across however, wasn͛t a planet,
but a small sphere of junk that had began to form its own atmosphere and environment. So the
Grots landed there and began adding their own junk and useless Gubbins to it, to create a bigger
͞planet͟. Eventually their new world grew to the size of a Small planet and was able to house its
new inhabitants. The Main Benefit of Grotdum is that the entire Planet is able to be moved. The first
thing that the Grots did when they landed was impale mile long hooked poles into the Surface of the
planet, enabling it is too dragged by their Fightas and Croozas. This meant that Grotdum could be
moved to a new System and start another Grot Rebellion there, or perhaps be moved away from a
system that a rebellion had failed and Grotdum was to be targeted.
 
Grotdum is the home world of the majority of the grot rebellion grotz from all across the
universe are trying to reach Grotdum. But seeing as Grotdum moves around alot it is not easy to
find, grotz steal any means of space fairing aircraft to leave there Ork worlds in order to try and
reach Grotdum. [lot of grotz simply die trying or get captured again by there once Ork masters, for
the one͛s that do make it away from their cruel ork masters lies years of space travel to find the
planet of the grotz and of course along the way they run into a few battles with numerous enemies.
Often upgrading their flimsy grot space ships along the way or creating a floating base on an
abandoned Rok or setting up camp on a Space Hulk which they often fit powerful engines to to steer
them towards Grotdum.

If and when the Grotz make it to Grotdum they will find a planet laid waste from a long forgotten
war, most of it is now barren landscapes with dead wood forests and old abandoned ruins where
most of the normal grotz make their homes. Some of the more insane grotz make their camps in the
dead wood forests where it͛s overrun with spiders of all shapes and sizes. Gorts being from the
Orkoid species are even though small and weak can adapt to almost any environment.

Once landed on Grotdum and greeted by their fellow grotz they can go and claim a land on the
planet as their own. Of course Grotz being of the Orkoid species there is plenty of infighting and
disputes over who controls what piece of land. That is where they will stay until called upon by the
Red Gobbo who all Grot Warboss͛s must pledge allegiance to, to be welcomed to Grotdum. Grot
warboss͛s can leave Grotdum at any time to go raiding in their Kroozer space ships and anything else
they have. Often most don͛t return but the one͛s that do come back with loads of more junk in
which the grot meks will pay a good price for.

   
x - any grot on foot benefits from the tiny rule and will get a +1 to all there cover saves so for
example a grot in woods would have a 3+ cover save as they are so small and hard to hit.


- grot blasta͛s are wacky inventions and you won͛t know what will happen each time you fire
one they could blow up in your hands or cut down an ork with a volley of fire. [t the beginning of
the game roll on the below table and apply this to all grot blasta͛s and grot dakka guns.

^  
          
                 
      
    !"   
# $%   &^    
' $  ^      ^   
!         (!

    )(   (^*  ) + 


&^    , +*  )   (
 -.  ^*   ( /
‰      


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Picture space saver

Grot rebel leader are cunning and evil leaders who would stab anyone in the back to get what they
want although weedy to look at compared to Orks do not think they are not deadly. They are very
cunning creatures. They are also the ones who made the plan to escape their old ork masters in the
first place so are normally well respected and every grot in the force owes them their lives. This is
not to say another grot won͛t stab him in the leg to let the chasing enemy catch the boss instead of
himself.

ws bs s t w I a ld sv
Rebel leader 4 4 3 3 3 4 3 7 -
Special rules-independent character, tiny, mob rule, grot tek, small and insignificant

  

The mek is the guy who makes all the grot wargear from grot blasta͛s to the mighty grot tanks
without this guy the grotz would be riding beasts with just swords and shields. He is normally
followed by an entourage of Snotling helpers. He would have been in his previous warband a grot
helper to a big mek and would have picked up alot of useful skills in the process. His skills will be
valuable to any rebel grot Klan and they are highly sort after. Rebel grot warboss͛s even go so far to
raid an ork camp in order to kidnap the big meks grot helpers. The grot helpers of course will happily
go with them who wouldn͛t from a slave to a highly respected member of a Klan with the best pick
of gubbinz and what knots.

ws bs s t w I a ld sv
Grot mekhanik 2 3 3 3 2 3 2 7 -
Special rules- independent character, tiny, mob rule, grot tek, mek͛s tools, kan army, small and
insignificant

   

ws bs s t w I a ld sv
Mad dok 2 3 3 3 2 3 2 6 5+*
Special rules- tiny, mob rule, independent character, small and insignificant

Dok͛s tools- see codex orks

Urty syringe- see codex orks

  
      ›   
Grot master shaman 2 4 3(4Ñ 3 2 3 2 7 -
Special rules- tiny, mob rule, small and insignificant, independent character, psyker

grot psyker-a grot psyker instead of shooting his Grot shaman staff may use a pychic power instead
from the following list. Psychic tests required. (These Tests are also known as Sykik Tests as its more
GrottyÑ

- Mind Magik: Can hurl a friendly or enemy unit within 12͟ 2d6 in any direction, and when
landed, the unit must take a Dangerous Terrain test on each model. Vechicles with an
[rmour value greater than 32 may not be flung. [nything less than 32 can be flung d6͟ and
can then be faced in any direction.

- Grot Rage: The Unit that the Grot Master Shaman is in receives Furious Charge, but gives +2
Strength instead of +1. The Unit is also Subject to Rage.

- BL[RGH!!!: The Weirdest Power a Master Shaman can summon as it involves killing himself.
This power can be used at the end of the [ssault phase and does not count to the amount
that the shaman can use. If the combat was lost, the Master Shaman may Kill himself in a
brutal and often explosive fashion. Place a Large Blast Template above the Master Shaman,
and all models under the base (Friendly and EnemyÑ suffer a S6 Hit at [P4.

Grot shaman staff- a grot shaman staff counts as 2 handed weapon with +2 strength to the user in
addition the shaman can shoot his powerful psychic powers from the staff as well without need for a
psychic test.

range strength ap Firing mode


Grot shaman staff 24͟ 4+x 1 [ssault 1, +x

X= 1 every Unit of Grots within 12͟




   
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Grots lucky/unlucky enough to be injured in battle are sometimes instead of being properly fixed up
and returned to work are wired into killa kanz where they eventually go mad from being trapped
within their metal hulls.

 
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ws bs s t w I a ld sv
Grot ninja 4 4 2 2 1 4 1 6 2+*
boss 4 4 2 2 1 4 2 7 2+*
Special rules- tiny, fearless, infiltrate,

   
ws bs s t w I a ld sv
Groupie
Master

Special Rules: Tiny, Power of the Grot Rebellion, Grot Magikz.


(Prophet onlyÑ Voodoo Mastery.
Wargear: Grot Magik Poles, Grot Magik Mushrooms.
Magik Poles: Gives a 4+ [rmour save
Magik Mushrooms: Can reroll any Sykik Test and lose D3 grots

Voodoo Mastery: If the Squad has Voodoo Sticks, you may reroll one of the two scatter dice
determining the direction. However the distance stays as rolled.

Grot Voodoo Sticks- +1 Strength


The Whole squad must also fire Voodoo Blast each controlling Players shooting phase at a Strength
Equal to the Number of Grotz in the unit (Max S10Ñ, [P3. To Fire the Voodoo Blast, place a Large
Blast over the top of any Grot Groupie in the Squad. Now roll 3d6 and a Scatter Dice. [fter
Determining Where the Blast Lands, if it doesn͛t hit anyone, roll again but this time it becomes a
Small blast, at Half the Strength it would have been at [P6. If it doesn͛t hit anyone this time, you lose
D3 Grotz.
Power of the Grot Rebellion:
Their Save is Invulnerable so long as their within 18͟ of another Grot Unit.

Grot Magikz
Each Turn the Groupies may use any of the Following Powers:

Freeedurm!:
May be cast onto a Friendly Grot Unit within 18͟. [fter Passing a Sykik test, the Target Unit gains
Fleet, Furious Charge and Preferred Enemy against anything from the Codex: Orks

Blast ͚em Boyz!:


[fter Passing one Sykik test for the whole unit, you may fire the Magik Rainz at any unit within 36͟.
This power does not require Line of Sight, and uses the Following Profile per grot:

Magik Rainz Str 2 [P- [ssualt 4

Get Back in Dat Dere Fight!:


[ny One Grot Unit within 12͟ of the Groupies gets to reroll any failed any Leadership tests provided
the Groupies pass a Sykik test to use this power.

*B[NG* Now Where are we?!:


[fter passing the Sykik test either one Grot Unit within 12͟ or the Groupie unit is removed from the
Table and replaced anywhere using the Deep strike rules. They also get a 4+ Cover Save on account
of the Green Fog surrounding them.

   
Picture space saver

ws bs s t w I a ld sv
Grot in mega
armour
boss
Special rules-slow and purposeful, mob rule,


ws bs s t w I a ld sv
troll 3 1 6 5 3 2 3 4 -
Special rules- feel no pain, regeneration-trolls have an outstanding ability to regenerate and can
regenerate lost wounds on a 4+ make this roll at the end of assault phase for wounds took in that
shooting and assault phase. Note this can be used to bring back dead trolls who died in that turn









Grotz are the main unit in a Grot army and do all the real work they are childlike in size and
proportions but their fingers are strong and can easily strangle a fully grown man in their sleep. One
grot is easy to deal with 10 grotz and you͛re in a world of pain.

ws bs s t w I a ld sv
grot 2 3 2 2 1 2 1 5 -
Grot boss 2 3 2 2 1 2 2 6 -
Special rules-tiny, grot tek, mob rule,


  
ws bs s t w I a ld sv
Grot spider 2 3 3 3 1 2 2 5 5+
rider
Grot spider 2 3 3 3 1 2 3 6 5+
rider boss
Special rules- grot tek, mob rule, move through cover, poisoned weapons, 
   
Spores drift, settle and grow, and the Orkosystem puts down mycelia. In the cool, humid spaces of
worlds across the galaxy, odd fungi sprout, some no more than brightly coloured mushrooms with
odd properties, others blossoming into certain kinds of Squig, others still capping the cocoons of the
various Orkoid creatures. [mong these are the Snotlings. They emerge early while the
Larger Gretchin and still larger Orks develop beneath rocks and are masters of their world. They set
up their tribes and choose their bosses in a brief summer marred only by toxic puffballs and the
more aggressive of the Squigs. Docile and generally compliant creatures, Snotlings are easily trained
and very often used by the larger and more intelligent Orkoid creatures for menial and hazardous
tasks. One such role appears when the Waaagh! Comes and the Orks march to war, the role of
Sabbatur. When conditioned with titbits and crumbs to run towards large mounds of scrap, press all
the old buttons and damage the most delicate components, these almost-but-not-quite-trusted
Snotlings are ready to be sent scampering into enemy encampments by the sneakiest forward
ranging Grots or Ork Kommandos. Very often they never return, though this may result from
overwhelming excitement at the new and shiny technologies found. Sometimes, however, as battle
draws near, engines refuse to fire, rockets fail to arm and operators become distracted by drool on
their consoles. In such situations, though the Snotling may never be aware of it, he has won the
fleeting respect of his superiors, become a giant among his kind, and is helped on his way to Gork
and Mork by the goodwill reaching outward in the vast Orky psychic field

Special rules- for each snotling sabatur in the army roll a D6 at the beginning of the game after both
armies have deployed.

On a roll of 2-6 that snotling has succeeded in his task and a glancing hit may be resolved
immediately against any vehicle of the grot player͛s choice.

On a roll of a 1 the snotling has become confused and comes full circle back into grot lines- the
opponent may select one grot vehicle and immediately take a glancing hit against it.

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ws bs s t w I a ld sv

Special rules- tiny, mob rule, grot tek,

  
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ws bs s t w I a ld sv
Grot crew 2 3 2 2 1 2 1 5 -
Grot boss 2 3 2 2 1 2 2 6 -
Special rules- tiny, mob rule,

  
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range str ap
Grot bomms unlimited 8 3 Ordnance 1, 5͟barrage, one use twin linked
Special rules- grot bomms-a grot bomb is a guided missile piloted to its target by a grot pilot, each
bomb can only be used once per game. The grot bomb works in exactly in the same way as a normal
barrage except you may reroll the scatter dice and distance if you do not like the first result, but you
must accept the second result.

Reserves- grot bomms are always in reserve and once rolled to come on from reserve for each bomb
you may fire the bomb anywhere on the table.

  


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Grot fighta planes are a one grot plane with not very much weapons but they do have one
advantage they are small and fast.

F[ S[ R[ BS
10 10 10 3
Special rules-flyer, kamikaze

 
Picture space saver

Squigs in greenskin society have various rolls from food to attack dogs. [ fully grown squig is very
deadly to anyone who makes it angry and has a tendency to eat its owners if they get to close

ws bs s t w I a ld sv
Squigs 4 0 4 3 1 6+
Squig rida boss 6+
Special rules- Boing, boing splat-squigs have a random movement of 3d6 inches when they move
they have to move the full amount even if they hit terrain. If they move into a unit they will class as
charging in the assault phase and will cause a strength 5 automatic hit per rider in the movement
phase. The unit they have charged can still be shot at by other grot units before the assault happens.
If the 3d6 rolled come up with more than two 1͛s then the squigs have been kicked to many times
and the unit suffers d3 wounds with no saves at all.

Π    
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ws bs s t w I a ld sv
Gigantic spider
Special rules-poison attacks (3+Ñ, fleet, move through cover,

  
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F[ S[ R[ BS
10 10 10 3
Special rules-ramshackle (see codex OrksÑ

  
F[ S[ R[ BS
12 10 10 3
Special rules-

  
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Grot zeplin͛s are high flying balloons filled with a very explosive gas they are the bombers of the grot
planes

F[ S[ R[ BS
11 11 10 4
Special rules-

Fasta Boyz: The Grot Zeplin Must move at least 12͟ a turn and can still fire all its weapons.
It may also expend lots of fuel and move 36͟ that turn but forfeit movement in the owning players
next movement phase & fire either one weapon at BS4 (Excluding the Shokk [ttack GunÑ , or all
weapons at BS1.

Drop Da Thunda Bomb Ladz!!!: [t any point during the movement phase, regardless of how far the
Zeplin moved, you may chose to drop the Thunda Bomb. Choose a point and roll 2d6 and a Scatter.
[fter figuring out where the bomb will land, all models within d6+6͟ suffer a Strength 6 ap3 hit.
However If it scatters more than 10͟ then the bomb has exploded prematurely and the Zeplin suffers
a Penetrating hit.

Dunt let ͚em pop da balloon boyz: The Zeplin will be destroyed after it suffers 4 Penetrating hits.

Oh Crap the oils on fire!: [fter the Zeplin dies, if its last penetrating hit resulted in an explodes, all
units within 6͟ suffer a s6 hit, with armour saves allowed as normal, and D3+1 Blast templates will
[LW[ S scatter 2d6 from the centre of the model (or where it used to beÑ. [ny model caught under
the template will suffer a s5 ap5 hit that causes Pinning.

Bloody Smoke Boyz...: Due to the mental amount of smoke the grot contraption churns out, it
always counts as being obscured, and all units on the ground gain a 5+ Cover Save, similar to the
Effects of the Kustom Force Field.

[ll aboard-The Grot Zeplin is full to the gunnels with so many krew (and there assorted flunkies, pets
and hangers onÑ that there͛s no shortage of eager hands to press buttons and pull triggers-often too
many. [t the start of the shooting phase roll a D6 on the roll of a 1 none of the Zeplins weapons may
fire this turn as a fight breaks out on Dek, on a 2+ the Grot Zeplin may fire its weapons and may
select a different target for each gun if it wishes.






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ws bs s t w I a ld sv
Da Red Gobbo 4 4 3 3 3 4 4 9 4+
Special rules-mob rule, tiny, independent character, grot tek, aura of command,

[ura of command- any grot units within 24͟ of Da Red Gobbo can use his leadership when it comes
to making leadership and morale tests and also counts as stubborn.

 
space saver pic

When Da Black Gobbo was travelling with one of the other ork hordes he was enslaved by boss
Snikrot. Boss Snikrot is an expert jungle killer, slipping in and out of the shadows like a ghost. Snikrot
demanded that when he was on a hunt, all his Kommandos were as silent as he so he trained them
in his ways.

Every time Boss Snikrot spoke about skills Da Black Gobbo was listening and was able to pick up a
few things along the way. [fter a few years mimicking the other kommandos he became as silent as
Snikrot himself, Snikrot however still would never pay him any attention and would normally make
fun of the little gobo for trying to be like a real ork.

This proved his downfall when Da Black Gobbo sneaked up on Snikrot and knocked him out from
behind and stole one of Snikrots Large fang like teeth. Da Black Gobbo disappeared but not before
taking his revenge on the warboss who commanded the Klan and like other orks was exceptionally
mean to him and the other grotz. He used his master͛s great tooth to slit open his throat. By the
time the nobz found him the warboss was stabbed numerous times and all that was left was a single
note saying ͞I kills im, now run before I kill you too͟

Da Black Gobbo

ws bs s t w I a ld sv
Da Black Gobbo 5 5 3 3 3 6 4 8 2+*
Special rules-mob rule, tiny, independent character, infiltrates, dodge (2+ cover saveÑ, fearless
  
Da Terminata was once a lowly grot being bullied about by all the other Orks and quite a few of the
other grotz to until one day his Ork master fell in battle after fighting off a Dark Eldar slave raid. The
grot um um as he was known then dragged his masters body back to a grot friend of his who was
also a helper to the tribes Mad Dok. The grot helper while his master was busy stitching up some
other boyz gatherered about him thegrot helpers including the tribes big mek helpers to and over
the course of the following months changed the mega armoured body of the dead ork into a robot
shell with hydraulics working all the limbs and movements. [ll that was needed pilot for the now
robotic mega armoured monster. um um stepped up and after being wired up his adventures
began none of the orks accepted this grot in armour and he and his fellow grotz fled the Orks to and
find the legendary Grotdum. They stole an Ork Kroozer and off they went altogether um um now
known as ͞Da Terminata͟ and his fellow grotz numbering in there thousands set off. Da Kruncha was
a unreialble creation but boosted the grotz strength and toughness to make him a serious killing
machine.

ws bs s t w I a ld sv
Da Kruncha
Special rules-mob rule, eternal warrior, grot tek

Wargear- mega armour, cybork body,

at the beginning of the grot turn roll a d6 for Da Kruncha on a 1 the controls have broken and Da
Kruncha may not to nothing until next turn. He may still fight back if assaulted.

       
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Makari used to be the personal standard bearer to the mighty Ghazhkull Thraka himself for 9 long
years Makari followed Ghazhkull all over the universe. Ghazhkull was like a typical ork and Makari
got bullied and beaten Makari didn͛t mind so much as most other Orks were too scared to touch him
in case they angered Ghazhkull. [fter 9 years Makari heard about a few reports of grotz turning on
the Orks and making their own klans all over the galaxy. He also heard that in these rebel grot klans
Grotz were their own bosses. Makari liked this idea so devised a plan to leave Ghazhkull one day
when Ghazhkull was fighting on [rmageddon he set his plan in motion. [fter a long day fighting the
oomies Makari liked nothing better than sitting in his chair eat a few squigs washed down with a nice
warm mug of fungus root beer. [s Ghazhkull began sitting in his chair Makari threw a Grot he had
killed earlier under Ghazhkull͛s mighty behind dressed in Makaris rags when Ghazhkull heard the
krunch he looked on his chair and immediately thought it was Makari so peeled him off his chair and
threw him to his favourite fighting squig which swallowed the grot whole. Makari was now thought
to be dead. He soon sneaked into a human spaceship and off he went to find the rebel grotz.

Ws bs s t w I a ld sv
makari 2 3 2 2 1 2 2 6 *
Special rules-mob rule, tiny, independent character,

That͛s one lucky grot-makari must be one of the luckiest grotz alive to represent this in gaming terms
he has a special saving throw of a 2+ invulnerable save.

Wargear- standard of the Waaaagh! ʹ When Makari escaped from Ghazhkull he stole Ghazhkulls
banner in the game all grotz are filled with pride at seeing the banner. [ll grot units within 12͟ of
Makari all count as being stubborn and have the counter attack skill.

> ‰ 
[ Long time ago, an Ork Dok by the name of Grotsnik took part in a raid of an imperial medical world
as part of a great Waaagh. [fter the world was claimed by the Orks, Grotsnik discovered a piece of
Imperial machinery designed for combing the DN[ of Creatures. Grotsnik did not know this, but he
tested it out all the same. On his faithful Grot Orderly, erport, and his Pet Spider that he been
foolish enough to bring with him on the raid as he assumed that when he was on the Space Junk
they used as a transport, he͛d be bored.
Grotsnik booted erport and his Spider into the machine and with a mighty roar and an unholy
amount of smoke, erport had gone. In his Place was an Enormous Spider as the machine had
somehow caused erports pet to grow to the size of an ͚uge Spider, but in place of the beasts head,
was a mound of flesh that had what was left of erports upper body fused to it. With a Snigger,
erport traversed the walls and fled into the ruins of the Imperial world.

[nd so erport lived there for a good Half a Century as the machine had also extended his life span
far beyond the average grot, until the Grot Rebellion heard the tale of this mighty creation, and led a
small raid against the ork Planet and liberated erport. [nd now he lives deep in the bowels of
Grotdum but when the Black Gobbo Declares another Rebellion is a foot and requires assistance, he
rises out of his cavern to fight the enemies of his new found brethren.

On the Battlefield erport is a fearsome sight. [n Unholy combination of the Cunning of a Grot and
the Sheer Bulk, Speed and Strength of an ͚uge Spider. The Meks of Grotdum suit up the Spider
portion of erport with the prestigious armour plates scavenged from dead Space marines and have
developed a weapon for the erports Grot half to hold that connects the web delivering [bdomen to
a handheld Launcher that delivers a deadly Stream of Web straight onto the Enemies. The [ltering of
the spider also left the web with a deadly razor sharp edge to it making it even more deadly. erport
had gone from a Meer grot, unable to fight off a Squig, to a Monster capable of flipping over tanks
and crushing Space Marines. The Mound of flesh protecting erports Grot body is so thick that often
chunks would be tore off by enemy fire and the pain would be so dull that he would continue to
crash through their lines regardless.

WS BS S T W I [ LD Sv
4 2 7 7 4 3 6 8 3+
c: Monstrous Creature, Fleet, Move through Cover, Stubborn.

 cKing of Spiders, Web Flinga, Unholy Creation.

King of Spiders: If erport is taken in the [rmy, Uge Gigantic Spiders become Troop Choices.
[dditionally, they all gain the Stubborn Rule and +2 to their Leadership

Web Flinga: erport was given this weapon by the Grot Meks in order to increase his combat
Potential, and incorporates a long tube connecting the Spiders [bdomen to a Small Bazooka type
weapon. This weapon can be fired once per shooting phase and uses the following profile

Range:18͟ S: 4, [P: -, [ssault 1, Large Blast*

When the Web Flinga hits an enemy unit, it must make an Initiative test and a Strength test - if one
of the tests are failed, then the unit is pinned (even if it is immune to pinningÑ. Vechicles are
unaffected, Walkers are not. The unit hit is treated as moving in Difficult Terrain the next time it
moves, regardless of the turn. Example: Hit on Turn 1, but the unit doesn͛t move till turn 4, The unit
suffers from Difficult Terrain, In both the Movement phase and the [ssault Phase.

Unholy Creation: Each turn roll a d6, on a 6 erport regains a Wound ( Cannot exceed 5Ñ. This rule
can also be used on the turn erport is reduced to 0 Wounds. If he fails that roll, he is dead. If he
passes, he returns with 1 wound.

 

Π Some models can upgrade themselves to have extra equipment here is a list of what
they get once upgraded and what options they can have.

Kan upgrade-use the killa kan stats apart from use the original models WS, BS, I and [.

Must have one weapon upgrade shosen below

- skorcha pts -big shoota pts grot zooka pts


- rokkit launcha pts kustom mega blasta pts
mega armoured upgrade- use the models original stats but he now has a 2+ armour save and comes
with a twin linked grot dakka gun and a power claw. He also has the rule slow and purposeful.

The twin linked dakka gun may be upgraded to a

- grot dakka gun/skorcha pts grot dakka gun. Rokkit launcha pts

Ninja upgrade- use the models original stats but he now has a 2+dodge move, 2 poisoned close
combat weapons and death stars. He is also now fearless and has +1 ws and I.

He may have

- tankbusta bombz 5pts

gigantic spider upgrade- use his original stats but he now has the following rules move through
cover, poisoned weapons and has an increase of +2 strength and toughness and+1 attack they also
move as if cavalry. [lso has a 4+ armour save

May have the following

- tankbusta bombz 5pts -boss pole 5pts -

Some units have the smaller spiders instead like regular grotz

- giant spider upgrade- same as above but only +1 strength and toughness and a 5+ armour
save

       grot leaders are small and insignificant and so only use up half a hq
slot this means in a normal force organisation chart you can have a minimum of 1 grot leader and a
maximum of 4.

!
c    

      ›   


Rebel grot warboss 4 4 3 3 3 4 3 7 -
Π    1   infantry

    tiny, mob rule, grot tek, small and insignificant, independent character

 grot blasta and close combat weapon

"  may swap his close combat weapon for.

- Poison weapon 5pts -big choppa 5pts


May swap his grot blasta for

- Grot dakka gun pts -

May also have any of the following

- Tankbusta bombs 5pts -boss pole 5pts -eavy armour 5pts

May upgrade him to one of the following if not bought any other equipment from above.

- Kan upgradefor 30pts


- Mega armoured upgradefor 30pts
- Ninja upgradefor 30pts (Ninja͛s may be taken as troopsÑ
- Gigantic spider upgrade for 30pts

c      

      ›   


Rebel grot big mek 2 3 3 3 2 3 2 6 -
Π   1   infantry

    tiny, mob rule, independent character, small and insignificant

 mek͛s tools,

"  

- Kan upgrade for 30pts (killa kanz can now be took as troopsÑ
- Mega armoured upgrade for 30pts
- Gigantic spider upgrade for 30pts

May have 3 of any of the following types of helpers

- 3 ammo grotz for 3pts each 3 grot oilers for 3pts each

He may also have one of the following if not bought the kan or spider upgrade

- snotling zooka pts -kustom force field pts


c      

      ›   


Rebel grot mad dok 2 3 3 3 2 3 2 6 5+*
Π    1   infantry

    tiny, mob rule, independent character, small and insignificant

 urty syringe, dok͛s tools, cybork body,

"  

- Mega armoured upgrade for 30pts


- Gigantic spider upgrade for 30pts

May have 3 grot orderlies for 3pts each

One squad of grotz may be upgraded to have cybork bodies for pts per model

c" #c! $ 

      ›   


Grot master shaman 2 4 3 3 2 3 2 7 -
Œ$›" %"››"$1 Œ$›>%# Infantry

    psyker, tiny, mob rule,

 Grot Shaman staff

"  may ride a

- Giant spider 30pts -giant squig 30pts uge spider 150pts(use the uge
spiders stats but the shaman may cast spells from the back of the uge spider all attacks will
be against the uge spider but the shaman can fight in combat to as if he was within 2͟. (if the
spider dies it͛s assumed the shaman is crushed underneath the spider when it dies.Ñ

#  
     
 &   ' 

    

      ›   


troll 3 1 6 5 3 2 3 4 -
Π    3-10 trolls   infantry
    regeneration, big and bulky, 

  anything they can find counts as single close combat weapon

  


  

      ›   


Grot ninja 4 4 2 2 1 4 1 6 2+*
Grot ninja boss 4 4 2 2 1 4 2 7 2+*
Π    5-20   infantry

    tiny, fearless, infiltrate, dodge,

 2 poisoned weapons, death stars, tankbusta bombz

"  one model may be upgraded to a grot ninja boss for pts

      

      ›   


Grot shaman

Π     

    

 

"  

May have any dedicated transport

      

      ›   


Grot in mega armour 4 3 3 3 2 2 2 7 2+
Grot in mega armour boss 4 3 3 3 2 2 3 7 2+
Π    3-10   Infantry

    mob rule, slow and purposeful,

 twin linked grot dakka gun, power claw, mega armour

"  any model may upgrade his twin linked grot blasta for
- Grot dakka gun/skorcha 5pts -grot dakka gun/rokkit launcha 5pts

May have a skrapp trukk as an dedicated transport.


'(c      

      ›   


Grot 2 3 2 2 1 2 1 5 -
Grot boss 2 3 2 2 1 2 2 6 -
Π   10-40   infantry

    mob rule, tiny, grot tek,

 grot blasta, boss has grot blasta and close combat weapon,

"  all grotz in the unit may upgrade themselves to ride giant spiders for pts per model but
may have no other upgrades except for the boss.

For every unit of grotz in your force you can purchase Snotling sabbaturz for 5pts per unit

For every full 10 grots you may include a squig bomb for 5pts each

May upgrade one grot to a boss for 5pts

He may replace his close combat weapon with

- Poisoned weapon 5pts -big choppa 5pts

He may also have

- Tankbusta bombs 5pts squighound 5pts -magic mushrooms pts

May take a skrapp trukk if numbers 12 or less

        

      ›   


Grot rebellion commando 2 3 2 2 1 2 1 6 5+
Grot rebellion commando boss 2 3 2 2 1 2 2 7 5+
Π   10including a boss   Infantry

    tiny, mob rule, grot tek,


  grot dakka guns, flak armour,

"  may take a grot captured apc for pts see dedicated transports for rules and options.

The boss may take

He may exchange his close combat weapon for

- Poisoned weapon 5pts -big choppa 5pts -

The squad can have any of the following grenades per squad

- Tankbusta bombs pts per squad -defensive grenades pts per squad

‰ 
         ) 

    


  

      ›   


Squigs 4 0 4 3 1 4 2 4 6+
Grot squig herder boss 4 3 4 3 1 4 3 6 6+
Π   10-40 squigs and 1 handler per 10 squigs  unique

    boing boing splat, mob rule, grot tek for herder

 boss has grot blasta and close combat weapon, squigs have claws, teeth and a really
bad attitude.

"  you may have one grot herder boss per 10 squigs for 5pts

The boss may have

- Tankbusta bombs 5pts

He may replace his close combat weapon for

- Poisoned weapon for 5pts big choppa 5pts




      

       


Grot fighta plane 3 10 10 10
Π    1-5   flyer

    kamikaze,

 twin linked big shoota,

"  may have 2 wing mounted missiles from the list below.

- Snotling flatulent gas pts

! * 
         

ws bs s t w I a ld sv
Grot crew 2 3 2 2 1 2 1 5 -
Grot boss 2 3 2 2 1 2 2 6 -
Π   1-5 guns  artillery

    tiny, mob rule,

 none

"   each gun must have the same weapon configuration

- Kannon free -lobba pts -zzapp guns pts

         

Π     '

      ›   


Uge gigantic spider 3 0 6 6 4 2 4 6 3+
Π    1   monsterous creature

    fleet, move through cover, poisoned attacks

  big claws, armoured body, web flinga,




       ) 

 

   

       


Grot zeplin


   


     

       


Grot skrapp trukk 3 10 10 10
Π    1   vehicle, fast

    ramshackle

 big shoota

 12 models

"  

    

       


Grot captured apc 3 12 10 10
Π    1   vehicle, tank

    

 turret mounted big shoota, hull mounted big shoota

 12 models

‰    4 from top of rear hatch

"   may have one big gun mounted on the hull of the vehicle but loses its firing points

- Lobba pts -kannon pts -zzapp gunn pts




   
c............................................................................................

ws bs s t w I a ld sv
Da Red Gobbo 4 4 3 3 3 4 4 9 4+
Unit composition- 1 counts as a hq choice unit type-infantry

Wargear- grot blasta, tank busta bombz,

Special rules- independent character, tiny, grot tek, mob rule, aura of command

  

ws bs s t w I a ld sv
Da Black Gobbo 5 4 3 3 3 5 4 7 2+*
Unit composition- 1 counts as a HQ choice unit type-infantry

Wargear- 2 poisoned close combat weapons, death stars, tankbusta bombs,

Special rules- Infiltrate, dodge (2+ invulnerableÑ, tiny, mob rule, independent character, fearless.

x
  

ws bs s t w I a ld sv
Da Terminata
Unit composition- 1 counts as a HQ choice unit type-infantry

Wargear- mega armour,

Special rules- mob rule, eternal warrior,


 


 

ws bs s t w I a ld sv
makari 2 3 2 2 1 2 2 6
Unit composition- 1 unit type-infantry
Wargear- the standard of the Waaaaagh,

Special rules- tiny, mob rule, that͛s one lucky grot,

erport Da Freek.....................................................................................

WS BS S T W I [ LD Sv
4 2 7 7 4 3 5 8 3+
Unit composition- 1 counts as a HQ choice unit type- monstrous creature

Wargear- claws, web flinga,

Special Rules: Monstrous Creature, Fleet, Move through Cover, Stubborn. King of spiders, unholy
creation, 

  
   a massive choppa that the grot can only just hold, these are normally old ork normal
choppa͛s. See codex Orks for rules

   normally too big for a grot to lift these are normally vehicle mounted. 

   Either a multitude of Big Shootas duck
͚Uge Shoota 48͟ S7 [P4 [ssault 6
taped together, or a RE[LL big gun.

  see codex Orks under tank busta unit


 a gun banged together from various bits and bobs it͛s a miracle they work.


 usually mounted on killa kanz these are popular weapons for kanz. See codex Orks for
rules.

  dipped in the poisons of the spiders and many other poisonous creatures these
are deadly weapon. They wound on a 3+

 see codex orks

    see codex orks

! see codex orks


 usually too large for a grot to lift and are normally only used by mega armoured grotz.

c   these are normally cheaply made but do the job and normally are a rokkit or
grenade attached to a large stick with a firing mechanism.
   a snotling zooka is very similar to a shock attack gun but a smaller version. Use the
rules for the shock attack gun but use the small template instead of the big one. The snotling zooka
has the following profile

range strength ap notes


Snotling zooka 48͟ 2d6 2 Heavy 1 small blast
If you roll a double or an 11 on 2d6 roll on the table for the shock attack gun (see Codex OrksÑ


  the grot version of a heavy flamer

   Stikkbomms are basically frag grenades see 40k rulebook.

x  see codex orks for rules

"  

 

  

grot mega armour gives the user a 2+ armour save and is also makes them slow
and purposeful.

 #

eavy armour is large plates of armour or stolen oomie armour bent and made to fit a
grot it gives the wearer a 4+ armour save.

$

flak armour is armour the grotz have stole of imperial guardsmen or made them out of
bit of scrap and provides a 5+ armour save.

 
[ 
- ammo runts carry loads of spare ammo for their masters. See codex Orks for rules

[ - [ vicious moth on legs attack squigs are like pet dogs but more dangerous. See codex
Orks for rules


 
-see codex orks

%-see codex orks

 &
& - see codex orks

  
  any models with magic mushrooms roll a d6 before the game and the rules will
apply to him and any squad he joins.

1- Flatulence- no effect on the unit other than they have a bit of an upset bottom.
2- I iz trippin- the unit gains the slow and purposeful rule. see warhammer rulebook
3- The unit gains rage skill see warhammer rulebook
4- The unit gains feel no pain. see warhammer rulebook
5- The unit doubles it͛s strength and toughness for the entire game
6- The squad is now stubborn. see warhammer rulebook

 - grot units with squighounds may reroll a failed leadership or morale roll each time used
the unit loses d3 grotz. The squighound are purely decorative and plays no part inthe game move
them to one side if they get in the way.

*    


[
- see codex orks

[

 see codex orks 




 see codex orks

c '- see codex orks

 
 
ws bs s t w I a ld sv page
Grot rebel leader
Grot rebel big mek
Grot rebel mad dok

   
weapon range strength ap type page
Grot blasta 12͟
Grot dakka guns 18͟
Big shoota
Rokkit launcha
Skorcha template
Grot zooka
Kustom mega blasta
Death stars 12͟
Lobba
Kannon
Zzapp gun
Snotling zooka 48͟
Web flinga

"     
weapon range strength ap type page

   
#   &
  

  
Grot skrapp trukk
Grot captured apc
Grot fighter
Grot battle tank
Grot mega tank

Walker vehicle ws bs s front side rear I [ page


Rebel warboss kan 4 4 5(10Ñ 11 11 10 3 3
Big mek kan 2 3 5(10Ñ 11 11 10 2 2
Killa kan 2 3 5(10Ñ 11 11 10 2 2

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