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.
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. |
'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 |
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.