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The Gretchin Pirate Raiders army list

HQ

0-1 Grot Kapptin 
The strong among the weak, Grot Pirate Kapptins wield power through... Well, whatever means a Gretchin may have to wield power. Nevertheless, they are the most dangerous individuals in the army (which is not saying much). 

Unit Pts WS BS S T W I A LD SV
Kapptin  15 4 3 3 3 2 4 3 7 6+

Weapons: Small Choppa. 
Options: The Kapptin may be equipped with up to two weapons and three pieces of wargear from the Wargear list. 
Retinue: The Kapptin may be accompanied by a Mob of 'Ard Gitz as a retinue. Any number of models in the retinue may be upgraded to Bosses. One of the Bosses in the retinue may carry a banner at no extra cost. Any Mobs (not Squig Hordes) with a line of sight to this banner may add +2 to their Leadership value for all Morale tests. 

0-2 Oddgit 
Some Gretchin become attuned to the Waagh energy that flows around them. Unfortunately the Gretchin psyche is not really strong enough to withstand that kind of powers, so sadly enough Oddgits, as they are called, are not very long-lived persons. 

Unit Pts WS BS S T W I A LD SV
Oddgit 12 1 1 2 3 1 2 - 7 -

Weapons: The Oddgit is unarmed, and therefore have no A value. He may join his Mob in an assault, but he may not fight. 
Character: The Oddgit must be included in a Grot Mob, and may not leave it during the battle. The Mob may not use his Leadership for Leadership based tests. 
Psychic Power - Zaap: The Oddgit may use this power in the shooting phase if he makes his psychic test. Grotz are not really made to withstand warp power, so ANY double rolled will make the Oddgit subject to the Perils of the Warp. 

Weapon Range Str AP Type 
Zaap Flame Template 4 4 Assault 1

Boss 
Second in command to the Kapptin, these Grotz wander around, enforcing morale and order throughout the army. As much as is possible, at least. 

Unit Pts WS BS S T W I A LD SV
Boss 8 3 3 2 2 1 3 2 6 -

Weapons: Small Choppa. 
Options: The Boss may be given up to two pieces of equipment from the wargear list. 
Character: Unless he joins a squad, the Boss is an independent character, and follows all the appropriate rules.

ELITES

0-2 Sneaky Gitz Mob 
These specially trained Grotz sneak ahead of the main army, performing not-so-daring kommando raids. 

Unit Pts WS BS S T W I A LD SV
Git 5 2 3 2 2 1 2 1 5 -
Boss +3 3 3 2 2 1 3 2 6 -

Mob: The Mob consists of 5-20 Gits. 
Weapons: Grot Slugga, Small Choppa. 
Options: The whole Mob may be equipped with Buzzer Bombz at a cost of +4 points/model. 
Character: One of the Gitz may be upgraded to a Boss. He may take any two pieces of equipment from the Wargear list. 
Special: Sneaky gitz use a combinaion of cunning, stealth and luck to sneak deep into the battlezone. This means that if the mission allows it, they may Infiltrate. 

0-2 'Ard Gitz Mob 
'Ard Gitz are the really stubborn heavy elite assault troops of the Pirate force. Compared to ordinary Grotz anyway. They wear whatever 
armour they can find, usually grafted from squigshells or wood. 

Unit Pts WS BS S T W I A LD SV
Git  5 3 2 2 2 1 2 1 5 5+
Boss +3 3 3 2 2 1 3 2 6 5+

Mob: The Mob consists of 5-20 Gitz. 
Weapons: Two Grot Sluggas OR Grot Slugga and Small Choppa OR Grot Blasta and Small Choppa. The Mob may have a mix of weapons. 
Options: The Mob may be mounted on the appropriate number of Kuttas at an additional cost of 15 points/Kutta. If the Mob is up to 10 Gitz strong, it may be mounted on a Big Lugga at the cost of 30 points. 
Character: One of the Gitz may be upgraded to a Boss. He may take any two pieces of equipment from the Wargear list.

TROOPS

Grot mob 
Gretchin mobs form the sad backbone of the raiding force. Where skill fails, they make it up with strength in numbers. 

Unit Pts WS BS S T W I A LD SV
Grot  3 2 2 2 2 1 2 1 5 -
Boss +3 3 3 2 2 1 3 2 6 -

Mob: The Mob consists of 5-20 Grotz. 
Weapons: Grot Blasta OR Grot Slugga OR two Small Choppas. The Mob may have a mix of weapons. 
Character: One of the Grotz may be upgraded to a Boss. He may take any two pieces of equipment from the Wargear list. 

Snot Mob 
Although Snotlings make Gretchin seem like athletes, they are so numerous that they are bound to do some harm if they only can make it as far as the enemy lines. The most intelligent are chosen for Bomma duty. A load of krak bombz are strapped onto the happy little geezer, and off he goes... 

Unit Pts WS BS S T W I A LD SV
Snot 1 1 2 1 1 1 3 1 3 6+

Mob: A Snot Mob consists of 10-40 Snotz. 
Weapons: Snotling Catapult. 
Options: Up to half of the Snotz in the Mob may trade their Catapults for a Bomma Rig at +4 points. 
Special: The Snotlings are so small that they always count as being in cover. This gives them a cover save of 6+, and allows them to strike first in combat, unless their foes are armed with Frag grenades. 

Squig Horde 
These small creatures are used for food, drink, fuel and other things by the Gretchin. When battle comes, hordes of them are unleashed upon the enemy. 

Unit Pts WS BS S T W I A LD SV
Squig 1 2 - 1 1 1 2 1 3 6+

Horde: The Horde consists of 10-40 Squigz. 
Weapons: Teeth, Claws, Tentacles. You name it. 
Special: Squigz are even smaller than Snotlings, and the same rules regarding being in cover apply to them. They are also so stupid that they have to pass a Leadership test before they move. If they pass it (big chance) they may move 12", otherwise, their move is 2d6". They assault normally. 

FAST ATTACK

Kutta Mob 
Some Grot Mobs are lucky enough to be able to build/steal enough Kuttas to transport themselves around the battlefield. Even though they don't become more dangerous, retreat is much more simple with these small vehicles. 

Unit Pts WS BS S T W I A LD SV
Grot 3 2 2 2 2 1 2 1 5 -
Boss +3 3 3 2 2 1 2 2 6 -

Mob: The Mob consists of 5-20 Grotz. 
Weapons: Grot Blasta or Grot Slugga. 
Character: One of the Grotz may be upgraded to a Boss. He may take any two pieces of equipment from the Wargear list. 
Special: The Mob must be mounted on the appropriate number of Kuttas at a cost of 15 points/Kutta. If the Mob is up to 10 Grotz strong, it may be mounted on a Big Lugga at the cost of 30 points instead. 

0-3 Big Squig Horde 
Somtimes a Squig grows. And grows and grows. These giants of Squig-kind are simply known as Big Squigz, and the Grotz use them as shock troops against heavily armoured foes. 

Unit Pts WS BS S T W I A LD SV
Big Squig 20 4 - 5 4 1 3 2 3 6+
Grot 3 2 2 2 2 1 2 1 5 -

Horde: The Horde consists of 5-15 Big Squigz, and up to five Grot attendants. 
Weapons: The Grotz are armed with a Small Choppa. The Big Squigz count as being equipped just like a Genestealer. 
Special: Big Squigz are fast and hard to control. The Mob (including the Grotz) may make 12" assault moves. While at least one of the attendants is still alive the Horde behaves as normal. If however, all Grotz are killed, the Big Squigz will begin moving towards, and attacking the nearest models, friends or foes alike. 

0-2 Deffrolla Skwaddron 
Although Grotz have only minute knowledge about combustion engines, there exist some loonies who manage to make the wicked constructs known as Deffrollas. Using looted engines and lots of scrap metal, the happy Grot builds for himself something that is as close as a Grot will ever come to a Battletank. 

Unit Pts WS BS S T W I A LD SV
Deffrolla 30 2 2 6 5 3 2 - 5 5+

Skwaddron: A squadron consist of 1-5 Deffrollas. 
Weapons: Although the Grotz probably carry Blastas or Sluggas, they are too busy trying to control their vehicle to use them. 
Special: A Deffrolla may move up to 12" in each movement phase, but may never move in the assault phase. At the start of its move, turn it to face any direction. The move is then conducted in a straight line forwards. If it hits any obstacles, roll a d6. On a roll of 1, remove the model from play. If the Deffrolla moves over any models from either side, they are run over and hit by the Deffrolla on a 4+. This inflicts a S6 hit with no saves possible. If the Deffrolla moves over a model with a 2+ save or a vehicle, inflict 1d3 automatic hits at S6 without save, and then remove the Deffrolla. Note that it is quite possible for a Deffrolla to move over a squad of infantry, killing some of them, and then smacking into a Terminator or a vehicle. 

Transport: Kutta 
Kuttas are small wind-powered vehicles used to quickly race across the battlefield, deploying troops where they are best needed. Sadly enough, they are so light that even lasguns can be used to destroy them. 

Vehicle Pts Front Side Rear BS
Kutta  15   9 8 8 2

Type: Fast, Open Topped. 
Crew: Grotz. 
Weapons: Grot Blasta. 
Transport: A Kutta may carry up to 5 Grotz. Snotz may not ride aboard Kuttas (they would only fall off anyway). 
Special: Kuttas may only be bought as upgrades for the Mobs noted in the armylist. Unlike normal transports, they count as part of their unit, and must stay within 2" of them as normal. The Grotz embark and disembark as normal, and the Kuttas must maintain coherence with eachother when the Grotz are embarked. In an assault, the Grotz may use the Kuttas to escape and attack quickly. As long as there are enough Kuttas to carry all Grotz the Mob may Fall Back and Advance 3d6" as if they were cavalry. 

HEAVY SUPPORT

Grot Shootas 
Some Grotz win for themselves one of the mightiest of Grot-portable weapons: The Shoota. They mob together in small units of heavily armed elites. They take their position very seriously, and feel superior compared to other Gretchin. 

Unit Pts WS BS S T W I A LD SV
Grot 5 2 2 2 2 1 2 1 5 -
Boss +3 3 3 2 2 1 2 2 6 -

Mob: The Mob consists of 5-10 Grotz. 
Weapons: Grot Shoota. 
Character: One of the Grotz may be upgraded to a Boss. He may take any two pieces of equipment from the Wargear list. 

0-2 Rokkit Mob 
The luckiest of Grot-kind manage to steal Rokkit Launchas from their big brethren. The only drawback is that the Launchas are much bigger than the Grotz, and they tend to stay in place once they have set up their weapons. 

Unit Pts WS BS S T W I A LD SV
Grot 8 2 2 2 2 1 2 1 5 -
Boss +3 3 3 2 2 1 2 2 6 -

Mob: The Mob consists of 5-10 Grotz. 
Weapons: Rokkit Launcha. 
Character: One of the Grotz may be upgraded to a Boss. He may take any 
two pieces of equipment from the Wargear list. 

Big Lugga 
Luggas are huge Grot-powered contraptions that lumber across the battlefield, raining death upon allcomers. At least that's what the 
Grotz like to think. 

Vehicle  Pts  Front   Side  Rear  BS
Big Lugga 30 11 10 9 2

Type: Tank, Open Topped. 
Crew: Grotz. 
Weapons: Lobba. 
Transport: The Big Lugga may carry up to 10 Grotz. If Snotz rides along, they count as half a Grot. 


GROT WARGEAR LIST

A Kapptin may be given up a maximum of two weapons, and up to three pieces of wargear. A Boss may only have two choices. Oddgitz are too stoned to use wargear, so they may not make any choices... 

One handed weapons  Pts 
Small Choppa  1
Grot Slugga 1
   
Two handed weapons Pts   
Grot Blasta  1
Grot Shoota 2
Rokkit Launcha 10
Big Choppa 10
   
Wargear   Pts
Earplugz 3
'Eavy Armour 5
Kool Shadez 2
Buzzer Bombz 5
Krak Bombz 2
Frag Bombz 1
Pet Squig 4
Snotling 1/Snot 
Trenchkoat 3

GROT WARGEAR 
Big Choppa: Grotz have big trouble using large weapons like these, and only the strongest can hold them. Only the Kapptin may have one, and it must be held in both hands, meaning that no bonus for two close combat weapons apply. Otherwise, it gives its user +1 Strength, and reduces an opponents save to 4+, if it is better than that. 

Bomma Rig: Grotz strap these bombz on some of the Snotz, and sends them along with their mates. The bombs are rigged to explode when virtually anything touches them. When a Snot with a Bomma Rig dies, roll a d6. On a roll of 3+ he will explode with the following profile: 

Weapon Range Str AP Type
Bomma Rig Blast Template 6 3 Blast

Buzzer Bombz: The Buzzer Bomb is simply a small clay canister containing the highly ferocius Buzzer Squiqz. These are thrown, and 
upon impact, the little buggers swarms out, eating their way through virtually anything. They are used like a normal shooting weapon, 
except that if a 1 is rolled to hit, the blast marker is placed centered on the throwing model... There is no S vs. T roll, instead every model under the template must pass an armour save or take a wound. 

Weapon Range Str AP Type
Buzzer 8" - - Assault 1/Blast

Earplugz: A model equipped with these may hand them out to his mob. This allows them to add +1 to their Leadership for Pinning tests. 

'Eavy Armour: Gives the model a save of 4+, but also means that he always moves as if in difficult terrain. 

Grot Blasta: The most common Grot weapon is the Blasta. Technologically, it is similar to a shotgun or blunderbuss. 

Weapon Range Str AP Type
Blasta 12" 3 - Assault 1

Grot Shoota: The Grotz steal Shootas from the Orks and use them for themselves. They are normally used like heavy weapons due to their size compared to a Gretchin. 

Weapon Range Str AP Type
Shoota 24" 4 6 Heavy 2

Grot Slugga: This is essentialy a normal Slugga, altough the Grotz modify them to be a little lighter. This makes them lack in range and 
punch, but allows the Grotz to use the otherwise unwieldy weapons. 

Weapon Range Str AP Type
Slugga 10" 3 - Pistol

Kool Shades: A model equipped with these may reroll all Leadership-based tests. 

Krak and Frag Bombz: These works like Krak and Frag grenades, respectively. 

Lobba: These huge catapults are only found on the big luggas, as they are too heavy for the Grotz to drag around. They are used to fire whatever is at hand. Snotz, Squigz and decapitated heads are among the favourites. 

Weapon Range Str AP Type
Lobba Guess 48" 5 5 Heavy 1/Blast

Pet Squig: The model has a little Squig that follows him into battle. It must stay within 2" of him at all times, and they form a little 
unit of their own. The Squigz profile is a different than a normal one, due to the training it has recieved. It benefits from being small, and counts as being in cover just like a normal squig. 

Unit Pts WS BS S T W I A LD SV
Squig 4 3 - 3 2 1 4 2 4 6+

Rokkit Launcha: Although large and not really portable, Grotz love these weapons, and any Grot Kapptin will treasure the Rokkit Mobs in his force. A model armed with a Rokkit Launcha may not be moved after the setup. If they enter as reserves, they are permitted one move only. 

Weapon Range Str AP Type
Launcha 20" 8 3 Heavy 1

Small choppa: Grotz have the same complicated views at weapons like Orks. Anything that can be used to hit someone with is a Choppa. Although with Grotz the Choppas are small... They still count as a close combat weapon. 

Snotlings: The model may be accompanied by up to four Snotz, using the rules in the armylist. However, they may not be armed with Bomma Rigz. They must stay within normal coherency of him at all times, and in effect they form a little unit of their own. If the model is a member of a unit, the Snotz are simply added to it. The Snotlings only counts as one wargear choice, no matter how many they are. 

Snotling Catapult: Being what they are, Snotz are not capable of carrying heavy weapons, so they use an assortment of catapults, bows and rocks. These all go under the name Snotling Catapult, or Snottapult. 

Weapon Range Str AP Type
Snottapult 10" 2 - Pistol

Trenchkoat: This nifty piece of equipment gives the wearer a 5+ cover save. It does not allow him to strike first in close combat though. 


SPECIAL CHARACTERS 

Notoriuz B.A.D. 
The koolast and biggast of dem all. Notoriuz B.A.D. His reputation stretches all over the known galaxy. Well, at least though the Pheonix system, where his Pirate band has been raiding for the last few years. He is mighty kool though, even by Grot standards. He's so bad that you don't even wanna know, I promise you. You may include Notoriuz as one of your HQ choices, but only if you 
and your opponent have agreed to the use of Special Characters. 

Unit Pts WS BS S T W I A LD SV
Nutoriuz 25 4 4 3 4 3 3 3 8 5+

Weapons: Big Slugga, Small Choppa, Krak Bombz. 
Wargear: Ultra Kool Shadez, Trenchkoat, Five Snotlings. 
Retinue: Notoriuz may be accompanied by a retinue just like a normal Kapptin. Oterwise he follows all the rules for independent characters. 

Big Slugga: This weapon has been forged in the blood of Snotlings, over the burning corpse of an Ork Warlord named Knork. Or at least that's what Notoriuz says. Actually, he had a bunch of Snotlings steal it from an Ork Warlord named Knork... Nevertheless, it is a potent weapon compared to ordinary sluggas. 
Weapon Range Str AP Type
Big Slugga  12"  Assault 2 

Ultra Kool Shadez: Notoriuz' shadez have earned a reputation all over the galaxy as the most shiny shadez around. Notoriuz and any Mob he is with never need to take any Morale tests. They are simply too kool to care. 

Murk the Zapgit 
Many years of fungus-eating and meditation has given Murk some degree of control over the Waagh energies that saturates him. He is a master of all Oddgitz, and many are those who have come to him to seek aid. Most of the time, he is too high on fungus brew to notice anything. You may include Murk as one of your HQ choices, but only if you and your opponent have agreed to the use of Special Characters. 
Unit Pts WS BS S T W I A LD SV
Murk 30 2 4 2 3 2 3 2 7 -

Weapons: Two Small Choppas. 
Wargear: Murk'z Rod, Earplugz. 
Character: Murk is an independent character, and follows all the appropriate rules. He may never join a unit. 
Psychic Power - Murk'z Krusha: Murk may use this power in the shooting phase if he passes a psychic test. He is better at controlling his mind than an ordinary Oddgit, and is affected by the Perils of the Warp normally by the rulebook. The Krusha has two "settings", choose which to use after you have made the psychic test. 
Weapon Range Str  AP Type
Zaaark  24"  Assault 4 
Barabom  Guess 18"  5   Heavy 1/Blast

Murk'z Rod: This huge copper rod allows Murk to reroll failed psychic tests. The second roll stands, even if it's worse. In addition Murk may fight with it, adding +1 to his Strength. The Rod is so huge though, that he may not count bonuses for additional close combat weapons. 


MODELLING THE GROTZ

Nothing could be as straightforward really. There are lots of great Gretchin minis to use. There are even the entire Warhammer Goblin range to choose from. Gorkamorka Grotz are the best, IMHO. They are funny, are easy to paint and look great in 20-strong mobs. The Kutta and Big Lugga are also Gorkamorka stuff, and serves great. Kuttas are easily scratchbuilt too, start with that bag of Orky Bitz that GW sells. A few notes is in order though. The Big Squigz are best represented by Cave Squigs from WarhammerFB, and the Herders are good too. Normal Squigz can pose a bit of a problem. As far as I know, they are out of print, but you can get them through mailorder anyway. Or if you have a pet, use furballs... The Deffrollas are derived from the Dwarf Deathroller from Blood Bowl, and it is a good model to use too. Just file off those annoying Dwarf faces and icons, and put some nice spiky bitz on it. Then glue a Grot to the top and it's done. Having the Grot holding the stick is optional. I guess that it could be scratchbuilt 
quite easily too. 

The Special Characters are easy. Notoriuz is just Da Red Gobbo, although you could swap his "sceptre" for a large knife or axe or 
something similar. For Murk just use the hillarious Goblin Shaman from Warhammer. 

A final note: Bases. Grotz, Snotz and Squigz should be mounted on the small "peanut" slottabases, while Big Squigz should use normal round 25 mm bases. 

That's about it. If you have any ideas let me know. I'd like a couple of new Special Characters. Nothing overpowered though, just fun. Stay green, and mail me at davidstillberg@hotmail.com 

Authored by 
David Stillberg