Wargear List



Generally identical to that of Codex:Orks, with the following exceptions:





Squigfuel Stikkbombz
Point cost: 4 points

Creates a 1" radius blast template- any models wholly underneath are treated as if they were hit by a flamer. Models partially underneath are hit on a 4+ on a d6.

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Gretchin Warp Jump
Point Cost: 10 points

The Revolution has managed to capture quite few Warp Jumps from defeated opponents, as it is a quite rare device. However, the effectiveness of it was not lost on the more capable of the Grot Mekladz, who wasted no time trying to develop the technology for themselves. The development is still in its infancy for the Revolution, but as soon as they were able to put together a working prototype, the enthusiastic Mekladz immediately started producing their own version of the Warp Jump in large quantities. Unfortunately, these relatively primitive variations are quite dangerous and unpredictable, but this certainly doesn't prevent the Revolution's Warbosses from utilizing them, and they are never short of volunteers.
When a model uses a Gretchin Warp Jump, nominate a location on the battlefield to jump to. Roll a Scatter die and an Artillery die. On a hit, the gretchin deviates a number of inches equal to the roll of the artillery die in the direction indicated. On an arrow, roll a number of d6's equal to the roll on the artillery die, and the gretchin will deviate that number of inches. On a misfire, roll a d6, and consult the misfire table below.

Gretchin Warp Jump Misfire Table

1-2: The Warp Jump starts smoking, and the Gretchin may not jump this turn.
3: The gretchin warps to a point too far away to possibly have an effect on the battle. It is considered a casualty, but does not count for VP's.
4: The gretchin warps to a point approximately 10" above the desired location and falls to its death. Any models directly underneath the gretchin take a S3 hit with a -1 saving throw modifier.
5: The gretchin warps to a point directly below the desired location. An explosion results from matter trying to coexist in the same space, dealing a S5 hit with a -2 save modifier to all units within 3". Any surviving models are knocked down and must spend their next turn standing up. Ground vehicles will move out of control at the beginning of the next movement phase. Exposed crew will fall off the vehicle unless they make a successful initiative roll-- 6 always fails. Buildings will collapse on a 4+; bunkers and similarly well-constructed buildings will collapse on a 6, killing all models inside.
6: The gretchin disappears into the warp, never to be seen again.


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'Eavy Blunderbuss
Point Cost: 3 points

A large cannon-like version of the traditional Gretchin Blunderbuss. Usually too awkward for foot troopers, so it is mainly employed on vehicles.

S. range L. range hit short hit long strength damage modifier A.P. special
0-10 - auto - 4 1 -1 4+D6 move or fire, 1" template


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Gretchin Kustom Armour
Point Cost: 10 points

A heavy, ramshackle suit of armour plating hammered together by a Meklad. The armour offers a 4+ modifiable saving throw on 2d6, but whenever a 6 is rolled on any die, subtract one die from future saving throws, as armour plating is blown off of the suit. For example, if a two and a six are rolled versus a Flamer hit (-2 save), the armour would successfully save, but any future rolls are taken on 1d6. If two sixes are rolled, or if a six is rolled after the roll has been reduced to 1d6, the wearer can make no further saving throws with the Kustom Armour. Note that armour saves must still be attempted even if the required roll is 7+ or greater on 1d6, to represent the fact that powerful weapons are just as likely (if not more so) as lighter ones to blow apart the armour.

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