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CODEX REBEL GROTZ

Da Klanz Projekt Presents:

By Dim_Reapa: V.2 2011

FORCES OF THE REBEL GROTS


This section of the book details the forces used by the Rebel Grots their weapons, the units and famous special characters they use, such as Da Red Gobbo or Zodimok the Insane. Each entry describes the unit and gives the rules to use them in your games of Warhammer 40,000. The Forces of the Rebel Grots is separated into three parts. The first describes all of the troops and vehicles fielded by the Rebel Grots, whilst the second part details some of the special characters that lead them, and the third section, called Da Heroes Uv Da Revulushun, which details non-named special characters. The Rebel Grot Armoury, including details and rules for all the crazy contraptions and bewildering weapons used by the Rebels, follows immediately after the Hobby Section (that will no doubt never be finished) on page 90.

UNIQUE EQUIPMENT Some items of Rebel wargear are unique to particular units, whilst others are used by more than one unit. Generally if a item of wargear is unique, it is detailed in the entry for its owning unit.
DECORATIVE MODELS Some Rebels have Gretchin, Snotling or Squig models that accompany them, such as Guard Squigs, Growler Squigs, or Lukky Snots. Though these confer an in-game advantage, the models are purely decorative, and can be modelled as appropriately on models, or as models of their own; hence they have no statline, do not take up space in transports etc. If they become an issue, simply move or remove them as you see fit. If they track a single use item, you can remove it to show you've used it.

REBEL GROT SPECIAL RULES

Grot Hordes

The units in the Rebel Grot army use a number of special rules Gretchin, being quite a numerous race, replace their huge failings in combat by sheer weight of numbers. Units with this that are common to more than one Rebel unit. They are rule can purchase multiple units of the same type for one choice provided here for your delectation. slot. The amount of maximum units that can be purchased is marked next to the rule under their special rules in brackets; eg. Aaargh!! (3). The units do not need to be identically equipped, but for one Being naturally weedy, Rebel Grots arent exactly known for exception; if you wish to purchase a transport for one of the being as ferocious and battle crazed as their larger green former units, all other units in the same horde must also be allocated a masters. A Gretchin force is much more likely to make a few transport (but it neednt be the same kind of transport). tactical retreats, or at least thats what the Rebel Grot bosses Although part of one choice aspect, each of the units can all be call it if they can keep their troops from just running and not deployed and used separately; although they must all be stopping to look back. deployed at the same time, so that you have fully deployed that Once per game, the Rebel Grot player can declare an Aaargh!! aspect choice. If placed in reserve they all arrive at the same at the end of the shooting phase. Any Rebel Grot unit that is not time, but are otherwise entirely separate units. moved into (or already is in) assault can use the 6 assault move Grot Horde units are numerous and the battlefield effect of their to move directly towards the Rebel Grot Players Deployment zone, directly away from the nearest enemy unit or towards the destruction is drastically less than most other units. In scenarios nearest board edge (this could mean applying all three at once, involving Kill Points, Horde units only yield a Kill Point when fully destroyed. When determining the winner, kill points must but you only choose one). Units that are below half strength must pass a morale check after moving this distance or suffer be added together, a remaining kill point is rounded up once all other Kill Points are calculated. Note that Grot Horde units the effects of rout. This ability lasts for the remainder of the only generate a Kill Point if they are genuinely bought as part assault phase. of a horde; units bought on their own are worth a full kill point.

Weedy!

Grots are by definition, weedy. They are small, and instinctively cowardly creatures. To represent this, any Rebel Grot unit with Many Rebel vehicles are poorly constructed and weak, but have no vital structures either, and can survive substantial damage this rule can always choose to fail any leadership test (of any where more complicated and refined vehicles would not; kind) that they are required to take. providing the impact of the hit wasn't too high. A vehicle with weedy construction has a 5+ invulnerable save against hits of Pilin On strength 8 or less. All vehicles in this codex list the normal capacity as any other vehicle. However, because gretchin are far smaller and can fit Unpredictable Motion more of their number in vehicles; most Rebel Grot units can fit Most Rebel vehicles do not possess a reliable power source or double the amount of models in any vehicle with transport capacity. So, in the case of a Cutta, it claims to fit 8 models, but form of locomotion. Roll a D6 before moving a vehicle with this in the case of using units with this rule, it counts as 16. Do note rule. On a 1 the vehicle cannot move this turn, unless it moved that this counts only towards models that benefit from the rule; 12 or more in the previous turn; if so it can move up to 6 this turn. If part of a squadron, roll once for the Squadron and apply they have it written under special rules in their profile. the result to all the vehicles in it.

Weedy Construction

Move Through Cover

A large amount of Grots are adept at moving quickly through all The heavier Rebel vehicles tend to move very laboriously. A kinds of terrain, setting ambushes and escaping as rapidly as they struck. To represent this, many Rebel Grot units have the vehicle with this rule moves 2D6 per turn, but may fire all its weapons as if it hadnt moved at all. Alternatively, it can move Move Through Cover universal special rule. flat out 3D6 but cannot shoot if it does so.

Rumbling Scrap

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GRETCHIN REVULUSHUNAREE KOMMITTEE


A common sight in Rebel Grot communities is the Gretchin Revulushunaree Kommittee (or Committee, depending on intonation). The GRK (or GRC) is a political party made up of elite Revulushunarees, Grots who through political manoeuvring (not to mention backstabbing) have taken the reins of control in the Revulushun. Kommittees are common in Rebel societies that are focussed on negotiating (or demanding) with the Orks for Grot rights, although that isnt always the case. Usually however Kommittees are set up as temporary measures with the full intention of everything going back to normal once everything is settled and the Orks finally see sense. This is, at least, the original view they take. Kommittees are infamous for retaining a desire to prolong the duration of their power. Kommittees generally preach ideals of equality and opportunity for all, knowing full well that they spend most of their time ensuring the exact opposite. They generally take for granted the adoration and loyalty of the Rebel populace, and where doubts rise they supplant them with rhetoric, bribes, blackmail, assassinations and, where necessary, visible force. Kommittee members usually represent small clans and factions within Rebel society, and many of them will have representatives in the Kommittee. Kommittees are full of political squabbling and backstabbing, as each individual vies for power, whilst trying to make sure that no individual gets more of it; mostly to protect themselves than to enforce equality. Da Kommittee rarely commit themselves to battle, but they are usually made up of experienced Grots who have served in militia warbands previously and are often hardened fighters, and have enough status to demand good equipment.

WS BS
Kommittee Member Kommittee Boss

S 3 3

T 3 3

W 1 3

I 4 4

A Ld Sv 2 3 7 7 5+ 5+

4 4

3 3

Special Rules Weedy, Aaargh!!, Move Through Cover Da Head Honchos: In Rebel Grot Revulushuns, it is the Kommittee who controls and allocates the resources available to the Revulushun, and they want to keep it that way. Each turn, the Kommittee can use one of the following commands on a friendly Rebel unit within 12 of the squad. The unit receiving the command must pass a leadership test to benefit from its effects. The effects of this command last until the start of the next Rebel Grot turn: Run Away! The Rebel unit is too valuable to lose. If the unit has not moved this turn, it can immediately make a flee move. After this move the Rebel Grot player may immediately attempt to rally the unit, even if the unit is below 50% of its starting strength. If failed the unit continues to suffer from rout, but will not move any further this turn. This can bring a unit out of assault. The enemy unit can only consolidate. Units that use this command cannot do anything else this turn. Take Cover! The Rebel unit is ordered to keep their heads down. They add +1 to their cover save, but may still act normally this turn. This ability is cumulative with the Go to Ground rule. While Deyz Not Lukkin! The Rebel unit is given special orders to attack when least expected. The unit doubles its initiative until the start of the next Rebel Grot turn. Medik: Given the rather unpopular nature of Doks in Rebel society, Grots with a passing knowledge in fungus and unguents get promoted significantly beyond their station to provide a few painkilling tonics to the most valuable members of the Revulushun. A Kommittee unit with a Medik benefits from the Feel No Pain special rule. Wargear Shouta: A particularly prestigious role in the Revulushun is the role of the Shouta. A shoutas job is to shout loudly over the din of battle, Revulushunary propaganda, as well the occasional orders of the Kommittee. A Kommittee unit with a shouta can issue commands to Rebel units within 24. Banna uv Da Revulushun: A Revulushun is not short of Ikonogrify, but the Kommittee tends to have the biggest. Rebel units within 18 of a Banna uv Da Revulushun can re-roll failed morale and pinning tests.

Kommittee members looking onwards in mild concern whilst plotting occurs in the background

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KOMMITTEE MEMBERS
The Kommittee is made up of high-ranking members of Rebel Grot elite. Each member will have built up power and stature for a particular faction within the Rebellion, and will undoubtedly have support from their underlings and servants, whom the member will ensure are protected as well as provided for with their resources for the glory of the Revulushun. A great many of the Kommittee are often represented by the Rebel Grot military, often represented by the symbol of the Hamma. Da Hamma represents the might of the Revulushun, its military force. Most Grots are inducted initially into the Militia. Those few talented at warfare will remain in this faction, ascending unto Guerrilla units, whose job is to undermine the enemy, and challenge them for every resource. The Darker side to the Revulushun, the Kommittee often contains members of the Cult of Zork, Grot Doks or even Masta Assassins; these are often represented by symbol of the Sickel. Da Sickel represents the underhanded nature of the Revulushun, but also at the same time, its interests with regards to fungus and Squigs. Snotlings are typically lumbered with this lot, as Grots dont really like to admit how utterly weedy they truly are. Kommittees are typically fond of assassination and underhanded means for success. The members of this faction make sure these are carried out.

WS BS
Guerrilla Kommanda

S 3 3 3 3

T 3 3 3 3

W 1 1 1 1

I 4 4 3 3

A Ld Sv 3 3 2 2 7 7 7 7 5+ 5+ 5+ 5+

4 4 3 3

3 3 3 3

Alongside the military are the raiding parties of the Rebel Raida Kaptin Korsairs. They are usually represented by the symbol of Masta Mek the Cutlaz. Da Cutlaz represents the mobile and aggressive might of the Revulushun. The Korsairs and Cult Masta Military share a mutual affinity, as they usually supplement each other; the Korsairs making sure the majority of the force arrives on time, whilst the military engages the enemy. Special Rules Supporting the other factions, there are many Kommittee members who belong to the Rebel Grot Meks, often represented by the symbol of the Spanna. Da Spanna represents the ingenuity of the Revulushun. Many Grots with experience as Meks assistants and riggas end up as Rebel Grot Meks. Although not as sophisticated as Ork Meks, they make up for it with cunning and resourcefulness; making sure that their inventions are used effectively, from the safest possible distance.

Da Hamma: Whilst the Guerrilla Kommanda is alive, your opponent must subtract 1 from all of his reserve rolls. In addition, all Guerrilla units in the Rebel Grot force may use the Scout special rule instead of infiltrating. Da Cutlaz: Whilst the Raida Kaptin is alive, you may add 1 to any of your reserve rolls. In addition, all Raida units in the Rebel Grot force can take Big Luggas or Galleons as dedicated transports. Big Luggas taken as dedicated transports do not form Vehicle Squadrons, even if taken in hordes. Da Spanna: Whilst the Masta Mek is alive, you may reroll one failed unpredictable motion roll each turn. All troop units that can claim Cuttas as dedicated transports can also take Clippaz as dedicated transports. Da Sickel: Whilst the Cult Masta is alive, you may nominate one enemy unit within 24 each shooting phase. This unit has been cursed (or more likely poisoned overnight) and suffers D6 wounds. In addition, a Rebel Grot Assassin unit, Dok unit or a Brethren Horde may be left in reserve, and arrives using the Outflank special rule.

One or two of the Kommittee members

Dat iz all veree interestin exclaimed the Kommittee member But wat exactlee iz da cost uv dis mezuwr? It stared expectantly at the Head Honcho. Umm stumbled the Grot, standing alone in front of the full Kommittee. Awlrite, Ive eard enuff. You can take free sqwodz an we mite be abul ta spare ya sum weapunz but datz all!
- Da Kommittee in all its organised glory.

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REBEL GROT WARLORD


It is a very common sight to see a Grot rise from the ranks of rebel society to become the master of every Gretchin below him. A Rebel Grot Warlord rises to fill the lull often found in Gretchin society, so used to the hierarchical ways of the Orks. Often it is a mood of hate, a desire to replace their old masters with one of their own, or is sometimes a continuance, not knowing of any better system to base their society upon. In such situations, there is usually a Warlord, or sometimes several prospective Warlords rising up from the Kommittee to seize power (for whatever reason) and it is then that the Grots vie for power through political movements and underhanded backstabbings. A Rebel Grot Warlord will often rise through the ranks, achieving a position in the Kommittee through a successful career as a Guerrilla leader, building a network of Grots and Gruts supporting him, and staking his claim. A lot of Kommittee members have bands of assassins who eliminate any political obstacles, and it is often through these hidden skirmishes that the remaining claimant arises, killing his enemies or making them stand down in fear for their lives. In battle, the Rebel Grot Warlord is shrewd, wizened by his Guerrilla fighting experiences; you should not expect a fair fight. His tactics will be often encapsulate many cunning rouses, lots of Guerrilla attacks from cover, swift attacks and feints; most often the Gretchin will flee swiftly only to turn around to face a bewildered enemy who have fell completely into a trap. A Warlord is also a fearsome individual, hardened by rage, assassination attempts, Guerrilla battles and political manoeuvring. The task of a Warlord is not held lightly by an inferior Grot; this is the highest path of selection, bearing the most potent and gifted of the Rebel Gretchin Populace. More importantly, a Warlord will fight fiercely to maintain control of their power and influence, and as hardened warriors they are no pushovers either. Any combat with a Warlord may seem unmatched, but many enemies have fallen having made the same assumption.

WS BS
Rebel Grot Warlord Mekka Warlord

S 3 5

T 3 5

W 3 4

I 5 1

A Ld Sv 4 4 9 9 5+ 2+

5 4

3 2

Warlord in action

Special Rules Stubborn, Independent Character, Weedy, Aaargh!!, Move Through Cover Da Masta Plan: The Warlord is a cunning tactician hardened by a successful Guerrilla career. At the beginning of each Rebel Grot turn, nominate one unit within 18 of the Warlord (this may include the Warlords own unit), and immediately take a leadership test for the unit. If passed, the unit may benefit from one of the following universal special rules until the next Rebel Grot turn: Counter Attack, Fleet, Hit & Run or Stealth. For Da Revulushun! The Rebel Grot Warlord is the focussed authority of the Revulushun, and as such his rhetoric is a loud and constant reminder of the glory of the Revulushun. All Rebel Grot units within 6 of the Warlord are Stubborn. Im Da Boss! The Warlord is the true authority of a Revolushun, and if a Kommttee still exists it is merely out of pitying tolerance. A Rebel Grot Warlord is the leader of a Rebel Grot Force, and such a force can contain a Kommittee, but the Kommittee cannot purchase Revulushunaree Kommittee members.

"Dey wud tak' bak owa freedum and try da teech uz der wayz agen! Who sayz we 'ave ta let em? Get redy ladz, we iz gunna giv deeze Orkz a taste uv owa revulushun!"
- Warlord Trotskin addresses his Rebel ranks facing an Ork horde.

Preferred Enemy Orks: The Warlord and any unit he joins benefits from the Preferred Enemy universal special rule when fighting against Orks. Wargear Mekka Armour: Mekka Warlord only. See Mekkagrutz entry (page 42) for more details.

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WYRDGROTS
Perhaps the most perplexing caste of Rebel Grot society is the Wyrdgrots. All Orkoid races are inherently psychic, however little of this activity seems to present itself in Gretchin, Snotlings and Squigs. Being more submissive creatures, it is theorised that their psychic energy is manipulated and manifested in much more subtle ways. Squigs alter their forms subtly to suit societal needs, and the natural bond between these creatures and Snotlings is attributed to the psychic abilities of the small greenskins. Gretchin powers are mostly a mystery, but it seems the main manifestation is something that for all intents and purposes is luck or good fortune. However Wyrdgrots are not fortunate. A Gretchin revolution brings with it much turmoil and chaos, from which the Gretchin perception inevitably shifts. The philosophical awakening of the Gretchin as something other than being subservient creatures has a catastrophic affect upon the Gretchins interaction with psychic energy. What manifested as an unconscious and submissive resonance, becomes distorted, and channelled through Gretchin anger, fear, and hatred. This psychic awakening creates, among other things, Wyrdgrots. Gretchin are deeply empathic, and this means that their link to psychic energy is also empathic. A Grot who has just the right relationship with psychic energy will have the unfortunate gift of becoming a Wyrdgrot, feeling the empathic psychic energy of their fellow Gretchin flowing through them. It fills them with a perspective of the very nature of life that is often very harrowing. When the Gretchin around the Wyrdgrot are confident or elated, the Wyrdgrots powers, physique and mood are greatly enhanced. However if the populace is demoralized or scared, it has a negative effect, causing the Wyrdgrots psychic damage through painful jolts of energy and deeply depressing and disturbing nightmares and visions. powers, however they have more control over them than their Ork Counterparts. Each Wyrdgrot has one psychic ability, determined by rolling a D6 at the start of the game and consulting the table below:
D6 Result 1 Kraklin energee: The Wyrdgrot has strange crackling energy flowing throughout its body that makes them deadly to the touch. This ability can only be used in combat. If used, the bearer counts as being armed with a Force Weapon for the remainder of the turn, however 1s to hit in combat inflict an automatic wound on the Wyrdgrot. Lukky Aura: The Wyrdgrot generates an unnaturally large amount of luck on itself and those around it. The Wyrdgrot and any unit it is in may make a single re-roll each turn (this can be a leadership test, armour save, or a single roll to hit or wound etc). No, Ova Dere! The Wyrdgrot tries to cloud the minds of nearby enemies to make them ignorant of all that goes on near them. The Wyrdgrot may select an enemy infantry unit within 36. After passing a psychic test, the enemy unit is forced to use the night fighting rules. If night fighting rules are in play, the result rolled for visibility is halved instead. Distractin: The Wyrdgrot psychically delivers distracting noises, strange images and disturbing voices at an enemy target. The Wierdgrot may select an enemy unit or character (but not vehicles) within 24. After passing a psychic test, roll a D6 and add it to the Wyrdgrots Leadership Value (it is subject to the Psychic Resonance rule described above) and do the same for the unit/character using the highest leadership characteristic available. If the Wyrdgrot wins this, the unit/character is pinned until the end of their next turn. Leggit! The Wyrdgrot excerpts its influence on the very air around it, making it seem lighter than normal. At the beginning of the movement phase, take a psychic test. If it is passed, this power allows the Wyrdgrot (and a unit it is with) and all units within 6 of it to re-roll any dice that affect movement until the start of the next Rebel Grot turn (this includes flee moves). Green Stuff: The Wyrdgrot is able to propel strange glowing green balls that explode on impact and cause horrific damage. The power is used in the Rebel Grots shooting phase. Upon passing a Psychic test, the Wyrdgrot uses a shooting attack with the following profile: Green Stuff Range 18; Strength D6; AP X; Assault 1, Blast. After rolling for the Strength, the corresponding number is also the AP.

Neva ask a Wyrdgrot what disturbz im, becoz eell probz tell ya dat itz you and yer shakin gut. Anon
WS BS
Wyrdgrot

A Wyrdgrot gesturing an ominous power

S 3

T 3

W 2

I 3

A Ld Sv 2 7 6+

Special Rules Independent Character, Weedy, Aaargh!!, Move Through Cover, Pilin' On. Psychic Resonance: A Wyrdgrot acts like a regular Psyker, however add D3 to its leadership value each turn if all Gretchin units within 12 are above 50% of their starting strength and are not in rout. If a unit he is in flees, remove the Wyrdgrot as a casualty, as the anxiety proves too much for them. Wyrdgrot Powers: Wyrdgrots have very unpredictable

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HEAD HONCHOS
The Revulushuns guerrilla endeavours bring with it brutal and horrific combat; causing countless deaths, bitter defeat and minor victories, towards an almost infinitely distant goal. During these bitter times, those Grots that survive the skirmishing, sabotages, ambushes and pitched battles will become hardened and experienced Guerrilla Warriors. Most of these Grots will become Gruts, natural leaders who can guide the inexperienced to battle. Some of these Grots will seek political power and influence, rising into the Kommittee or becoming cronies and underlings, hoping to reach higher levels. However, a special few will continue their endeavours on the battlefield and will become potent fighters and leaders; these are the Head Honchos. The Head Honchos are leaders in their own right, and are veterans of the worst a Rebel will ever be likely to see. They are steely, fearless and devoted to the Rebel Cause. They are often potent fighters, tacticians and guerrilla warriors, not to mention inspirational leaders. They might even be likeable. Other Rebels will invariably look up to them, and aspire to be them. In turn, the Honchos will share battle plans, wise remarks, and charismatic speeches. Honchos are sent in to troublesome or inexperienced units to give them a guiding hand, or to make sure that they achieve their objective. Of course, the Honcho might not like being sidled with a bunch of useless Grots who need looking after. Depending on how it turns out, they could end up making the Honcho look rubbish, or really good. Head Honchos are warmly supported by all of the Rebel Grot Leaders and tend to be immortalized by heroic actions as an example of what a true Grot Revulushunaree is supposed to be. Head Honchos are few and far between, but have such an influence that it can change the course of many battles.
WS BS
Head Honcho

S 3

T 3

W 2

I 4

A Ld Sv 3 8 5+

Special Rules Independent Character, Through Cover Weedy, Aaargh!!, Move

Guerrilla Fighter: A Head Honcho is an experienced Guerrilla Fighter. If attached to a Guerrilla Unit, a Head Honcho benefits from the Infiltrate special rule. Heroics: Head Honchos are fervent servants of the Revulushunary cause and are so hardened that they fear very little, and lead by example, whipping their followers into a crazed frenzy of Zealousness. A Unit containing a Head Honcho must assault if they get the chance. If a Head Honcho is removed as a casualty, the unit becomes fearless. Pep Tawks: Head Honchos are often noted for their experienced advice in times of need. The presence of a Head Honcho boosts the morale of the Squad. The unit may regroup even if below half its starting strength. Wer Ya Goin Runtz? Head Honchos are stern fighters, experienced in combat and ruthless with their units. Head Honchos have been known to execute lesser members of the squad to maintain order. After failing any leadership test, the Head Honcho can execute members of the squad to force a re-roll. Inflict D3 wounds on the squad, and make the re-roll. If failed a second time, even the Head Honcho sees sense and legs it as well.

A Head Honcho in action

Itz ded sympul reelee postulated the Head Honcho. We waitz ere, an dey walkz throo an we getz da drop on dem! The Head Honcho felt pleased with himself. He had explained the plan very well, which wasnt a normal experience for a grot. Wun questyun boss uttered the youngest and stupidest grot in the guerrillas: Wat do we drop un dem agen? The honcho sighed, You! Ya stupid git!
Head Honcho Snikka lecturing his Guerrilla unit

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GRUT CADRES
The elite of Rebel society are typically referred to as Grutz (pronounced Gru-oot-z). These Grots are capable of leadership, feats of bravery and independent thought, but are unwilling or unable to lead a whole society or a too greatly large amount of Grots. Kommittees and Warlords alike rely heavily on Grutz to distribute their leadership and vision. Likewise, Grutz are greatly valued in Rebel society, even idealised as the ultimate servants of the Revulushun (so long as they keep getting good results, at any rate). Grutz often bear the scars and physical signs of bitter battles, and they have enough experience to make a difference that is noticeable to the average Grot. Grutz commonly form themselves into Cadres, groups of warriors who rely on their mutual experience to overcome obstacles. Cadres are the enforcement aspect of many Revulushuns, solving disputes and fighting skirmishes when specialised expertise is necessary. Grut Cadres tend to be fairly individualistic, relying on the various skills distributed within the group. Their selection of equipment can also vary, although some groups like to keep it fairly simple. In battle, Cadres are generally practical, relying on experience and tactics, engaging the enemy often in small skirmishing groups, testing the enemy lines for weaknesses.

"It wuz all goin zo smoovlee Boss muttered Gorgrim, We wuz kickin da zog outta doze traita Grotz, until diz bunch uv gitz shot out frum nowere an shot uz up, yellin at da uvvaz an dey lizzened! The Warboss slammed his fist upon the side of his throne. Pah, yoor a lyin git! Grotz arr no gud! Dey only lissen ta uz! He picked up his choppa and threw it, the pointy end shucked into the nobs head and his lifeless corpse hit the ground. Bring me annuva wun dat haz somfin worth sparin in his wurfless skull.
- Warboss Wazsnik Grimjaw, on the troubles of squad leadership

WS BS
Cadre Grut

S 3

T 3

W 1

I 4

A Ld Sv 3 7 5+

Special Rules Weedy, Move Through Cover, Aaargh!! Inspirin: Grutz are often the cream of the crop, the finest warriors of the Revulushun; something they are more than capable of demonstrating. Cadres lead by example, knowing that they have to show the other Grots how to act if they all want to get out of the battle alive. Each turn, upon passing a leadership test, the Cadre can use one of the following commands on all friendly Rebel Grot units within 6 of the Cadre (including their own unit). The effects of this command last until the start of the next Rebel Grot turn: Get Stuck In: The Grutz gesture that combat is imminent, leading the way into a ferocious charge, or preparing the Grots for the impact that is to come. They gain the furious charge or counter attack USR. Shoot em ded: The Grutz order a torrent of fire, determined to bring a significant threat down before it closes ground. The units affected by this rule cannot move or assault this turn, but all members of the unit gain an additional shot. Stand up ta dem: The Grutz issue a rallying cry, ordering the Grots to stand up to the oppression. Friendly units within range of the order automatically rally (even if they are below 50% of their starting strength), and regardless benefit from the Stubborn USR. Wargear Shouta: Cadres, like Kommittees often make use of Shoutas to help issue orders and bolster troop morale. A Cadre unit with a shouta can issue commands to all Rebel units within 12.

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MEKGROTS
Even by Ork standards, Mekgrots are deeply deranged creatures. Given the nature of Rebel Grot society, there is a certain level of deranged temperament required of any Grot with aspirations to be a Mekgrot for the Revulushun. The lack of stable supplies or even any workable plans means that anything the Mekgrots work on is a dangerous undertaking. Each contraption is more likely to malfunction, blow up or not work at all than it is ever likely to work. Even the equipment they use adds to the danger; Squigs and other vicious creatures are common beasts of burden and useful resources, that are just as likely to break free in the Mekshop and make meals out of dozens of fleeing Mekgrots. Grots however, do adapt quite well to this. Most Mekgrots start out life as Ork Meks Assistants and Riggas, so have a crude but workable understanding of Orkish technology. Mekgrots are ambitious and resourceful, if a little on the insane side. They are typically prone to tantrums and moments of zealous creativity, which usually leads to some zany contraptions that in some cases do actually work.

Mekka Squig

WS BS
Masta Mekgrot Mekgrots

S 3 2 3 -

T 3 2 3 6

W 2 1 1 4

I 3 3 2 -

A Ld Sv 2 1 1 8 7 5 5+ 5+ 5+ 4+

3 2 2 -

3 3 2 3

On the battlefield, Mekgrots often work together in small Mekkasquig mobs, and mass together their inventions; led by a Masta Mekgrot. Masta Mekgrots are most noticeable for their Kontrapshun intelligence; particularly when they make the other Mekgrots man the inventions the Masta came up with. It is more likely that they will be doomed by their own Special Rules inventions, but their combined efforts can often cause such devastation that no other servant of the Revulushun Weedy, Aaargh!! is capable of. Wargear

Picture of Mekgrot/s

Fixin Toolz: Mekgrots have tools that they use to fix vehicles and such, but unlike Ork Mekgrots, they are not as skilled. Mekgrots carrying Fixin Toolz that are inside (or in base contact with) a vehicle at the start of the shooting phase, can attempt to repair a single Immobilized or Weapon Destroyed result on the vehicle (doing so prevents the Mekgrots from shooting). Roll a D6. On a roll of a 6+, the result is cancelled. However, Mekgrots usually started out life as riggers, so are gifted in larger numbers. For each Mekgrot in the unit (other than the Mekgrot initiating the repair), add +1 to the D6 roll. However, there is always a chance that they do more damage than they try to repair; a roll of a 1 always results in a failed attempt to fix the problem, and the vehicle suffers a crew shaken result. Burny Tool: The Mekgrots often carry small burny sticks designed to temper metal temporarily and more importantly to encourage Squigs and curious Grots to keep away from their creations. The Burny Toolz can be used in the shooting phase using the profile below or as a power weapon in an assault (but not both in the same turn). Due to their small size, Burny Toolz are also a single-handed close combat weapon. Range Burny Tool Template Str AP 3 5 Notes Assault 1

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Mekkasquigs: The work of Mekgrots and Doks is deeply disturbing to most Grots, although the fruits of such work can often prove useful. One common fruit of such work is Mekkasquigs. The Oddgrots fiddle around with the Squigs, adding targeting things and other Gubbinz, along with, usually, some remote controls. The Squigs generally dont like this process, and those that undergo it certainly arent the same afterwards. Unless led by a Mekgrot or Masta mek, you must take a leadership test for a Mekgrot unit with Mekkasquigs at the start of each Rebel Grot turn. If the leadership test is failed, the Mekkasquigs cannot move, shoot or assault, but will fight in close combat if engaged.

Kontrapshunz: Mekgrots are always working on inane and strange inventions. The Masta Mek usually has the Mekgrots bring along these strange objects, which are typically built to serve a few different purposes (to increase the chances of part of it actually working). At the start of each Rebel Grot turn, roll a D6 for the Kontrapshun to see what it does and consult the table below:
D6 Result 1

REBEL WURKSHOPZ
Throbbing hives of activity, Rebel Wurkshops burst to the rafters with energetic, busy and otherwise noisy Grots. Amidst the hustle and bustle are countless moments of frenzied activity: runners fetching gizmos, scrap and delivering messages to and fro; various Mekgrots and orderlies dismantling, fiddling, bodging, banging and experimenting. This bustle isn't particularly interrupted by the presence of visitors, and things go on more or less as usual. For this reason, important revulushunarees aren't always keen to visit the Wurkshopz, as they are likely to be as much of a death-trap whilst important visitors are in the wurkshopz as there would be if there wasn't. Mekgrots are very ambitious creatures, and lacking the means to utilise assassins (well most Mekgrots do at any rate) they much prefer the art of sabotaging rival's inventions, meaning that to progress as a Mekgrot requires a rather large capacity for survival, ducking, or knowing when to order a quisling to test a new invention. Being part of a Revulushun means that Mekgrots are annoyingly subject to similar concepts of advancement and promotion (not to mention no means of income, due to working for the benefit of Grotdom or whatever that is), thus to be a Masta means you have to work with others and share your skills. It also means that how you get to be a Masta is not as simple as being nastier than the other ones. One of the main ways of passing the time, not to mention advancement within the workshops is a bit of friendly rivalry (with a bit of secret gambling on the sides). Mekgrots compete in building strange devices designed to battle each other to destruction in small arenas. Grotbot Battles are very popular entertainment, although rife with cheating. The bots are supposed to work on their own technology, but it is very common to find Grotbots filled with Snotlings or Squigs. Most famously, the Mekanikul Lurk had a whole Grot in it. It had won 6 tournaments, before anyone bothered to check.

Klunk: The Kontrapshun splutters and struggles, but a disconcerting klunk noise ends its activity. The Kontrapshun does not work this turn, and the Mekgrot unit must not move for one turn in order to fix it. Guerrilla Radio: The Kontrapshun erupts with Revulushunarie slogans and anti-oppressive messages. This fills nearby Rebel Grots with new conviction. Rebel Grot units within 18 of the Kontrapshun add +1 to their leadership when taking any leadership tests. Gun Fingy: The Kontrapshun produces a gun from somewhere. Consult the Weapon Teams entry. The Kontrapshun can act as one of the Weapons in that entry this turn. The weapon is used in the shooting phase as normal. Disrupta: The Kontrapshun crackles with an odd energy, causing nearby warriors to have splitting headaches. The device emits an odd resonance, which starts disrupting electronic devices and making communication difficult. Whilst the Kontrapshun is a Disrupta, both players must deduct 1 from any reserve roll, and no models (friend or foe) can deep strike within 24 of the disrupta. Tellyporta: The Kontrapshun opens a portal to somewhere. One friendly unit within 6 of the Mekgrot unit (but not the Mekgrot unit itself) may be placed anywhere on the board immediately using the Deep Strike rules. However, roll a D6. On a 1, the unit automatically suffers a mishap. Force Field: A common feature of kontrapshunz is a liberated force field generator, which is temperamental at best, but does work on occasion. The Force Field grants a 5+ Cover Save to all units (except vehicles) within 6 of the Kontrapshun. Vehicles within range are obscured (which grants a 4+ cover save). The Force Field has no effect during the assault phase.

Wazzat do? Aaaarghhh!!!


- Curiosity kills the Mekgrot

The effects of the Kontrapshun last until the start of the next Rebel Grot turn. If the same result is rolled, do not re-roll the result, and the effects of the Kontrapshun continue as they had previously. A Kontrapshun is treated like an artillery piece, however it is hit on a 5-6 and the Mekgrots and the unit on a 1-4 instead of the usual rules. Kontrapshuns can be mounted in transports, but take up three spaces instead of one. It also does not retain an armour value, and instead has a statline. The Kontrapshun is made up of various devices and thus can be difficult to render useless in a single hit.

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GROT DOKS
A slightly darker aspect of the creative nature of the Grot Revulushun is the Doks. The concept of the Dok in Grot society is a misleading one, because they have very little to do with the well being of the Gretchin in the Revulushun. A Grot, upon being informed that they are to pay a visit to the Doks will be gripped with such a fear that theyd rather be locked in a room with a vengeful Ork or a hungry squig. The Doks arent concerned with the well being of grots, but of the need to create something a little better. These Doks are little more than butchers and masochists seeking to experiment on anything they can get, to see what they can make. The Cult uv Nutz, Meks and Wyrdgrots (i.e. the other Oddgrots) are seen by Gretchin to be patently normal by comparison. They work in darkened rooms with dim lights, and are usually served by at least one of their creations that have survived for a long enough period with some working limbs. In these rooms they use various unpleasant tools and devices, grafting together strange and deeply unnerving Grotesks. The ones that live are usually quite dangerous, if a little unpredictable or unstable; a description that adequately describes their creators. The rest of the Revulushun avoids them and it is not uncommon for them to be dragged from their lairs and killed unpleasantly for doing too many unnatural things to their comrades. They are a strange aspect of the Grot Rebellion, often kept around for their in-depth knowledge of the various beasts and creatures they use, such as Squigs, Rippas and Squigbeasts. Often a Warboss or Kommittee will turn a blind eye to the occasional missing rebel fighters, and may even assign volunteers or captured Grots that refuse to join da cause, knowing that eventually, the Doks work produces rather twisted and unnerving, yet glorious results.

SPUTNIK!!!! Yelled a crazed voice from the darkened room. Yessth masta? screeched the gangling assistant, as it hobbled hopelessly at an increased speed to reach its master. Fetsh me anuva spezimun. Diz wunz not wurkin aneemoar Sputnik looked up at him with his one remaining eye Itz ded masta? the assistant muttered. The Dok looked down at it harshly. DAT IZ NOT IMPORTUNT!!! roared the Dok: Jus fetsh me anuva Voluntea and at that Sputnik reached up carelessly and grabbed the club from the table: Yessth masta!
- A Grot Dok and his assistant at work

Picture of a Mad Dok (and his creations?)


Grot Dok Grotesk

WS BS 4 4 3 2

S 3 5

T 3 5

W 2 3

I 4 1

A Ld Sv 3 4 7 6 5+ 4+

Wargear (Grot Doks) Injecta: The Grot Doks carry an interesting syringe, which contains a group of quite noxious chemicals that the Dok has found to be a benefit to his designs, rather than killing them as is usually the case. At the start of any turn, the Rebel Grot player can inflict D3 wounds upon the unit to give the unit Feel no Pain. This can be done at the start of any player turn and lasts for the entire game turn. An Injecta is also a poisoned weapon that always wounds on a 4+. Nasty Tool: Grot Doks always have some unpleasant item, designed for cutting, probing and other unpleasant and messy Doktoring activities. The nasty tool is a close combat weapon that adds +1 to the Doks strength in combat. Dugrot Assistant: The Dugrot is a deformed Grot that has become a rather dense and handicapped servant to the Doks wishes. It carries out menial tasks and generally does its masters bidding. A Grot Dok with a Dugrot assistant can re-roll the result on the table for what his Grotesks temperament is at the start of a turn. Remove the Dugrot from play as soon as the re-roll is used. The Dugrot is purely a decorative model and is always ignored for game purposes; just move it to one side if it becomes a problem. Special Rules

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Weedy, Relentless Iconoclast: Being in the presence of a Grot Dok is not conducive to health. They have an unnerving effect on just about everything. The Grot Dok emits a weird air of unnaturalness about it, and the same is of its creations. All units (friend or foe!) within 6 of the Grot Dok and his unit of creations at the start of their turn must pass a morale check or flee. Friendly independent characters cannot (and will not) join this unit.

occasionally; the Grot Dok creates a masterpiece. Most Doks succeed by getting more hardy specimens. Some have wondered why a Doks creations seem to have a rather nasty set of teeth and a ravenous temperament, yet green, muscular limbs, but no one has dared to ask. Grot Doks are accompanied by a number of Grotesks that are prone to being a little unhinged and unpredictable. At the start of each turn, roll a D6 and apply the resulting rules to the unit. The effects last for one turn.
D6 Result 1

DA LABORITOREE
Whether or not Grot Doks are in reality even close to the rumours that Rebel Grots circulate, it is certainly true that Rebel Society seldom takes any chances. To be a Dok is not something valued in Gretchin society. Grots are actively terrified of getting sick, or suffering anything unpleasant. A Grot's solution is to avoid the situation coming up at all, and actively resisting anything that could make them worse off. The prospect of pain is only ignored by the application of it, or the desire to avoid more immediate problems. Doks start out life, as would be expected, as Gretchin Orderlies for Ork Doks. Some could have been experimented on, involved in accidents during surgery, or perhaps even accidentally sewn into a patient. Such experiences no doubt leave their mark upon the psyche of those Gretchin. The environment in which they live is filled with a bleak and disturbing tone. Their own tasks within such an environment would be suitably nasty, feeding, bleeding and cleaning out the various creatures and plants used for medical usage, dealing with less fortunate victims, severed limbs and other unsavoury items. The orderly that dreams of becoming a Dok will often practice on the lifeless or severed parts of Ork anatomy that they are expected to get rid of. Thus when orderlies join Rebel societies, despite a few uniting similarities, it will not escape any grot's notice that there is something rather disturbing about their demeanour, and rumours quickly circulate of dark activities in the dead of night, poisonings, grave-robbing and unpleasant sounds. Something simple as an unusual event, a missing pet, or even just low public morale means that most Doks are quickly dogged by flaming torch-wielding Grots. If they are lucky, they will be merely exiled into the local wastes, if not, they will disappear forever. Exiled into the wastes; Doks make their homes in caves and other dark dwellings, where their work typically escalates. It is often the case that once made outcasts, Doks fare much better, utilising their skills as orderlies; knowing what plants have medical (or unsavoury) uses and what beasts are useful. From nowhere they will suddenly have a silent and productive workforce of various freakish creatures, and dark towers will rise up out of the wastes. No Grot will willingly visit such a place unless they need the Dok's expertise, and not without sending word ahead of them first. Itz a Monsta! The Grot Dok more often produces lots of Gretchin Corpses than anything else, but just

Dim: The Grotesks brains momentarily stop working and they stand around as if nothing was happening. The unit is pinned. Unhinged: The Grotesks desire fresh blood to feast upon. They must move towards the closest unit (starting with the closest unit in line of sight) and assault if possible. The Grotesks do not distinguish friend from foe. Crazed: The Grotesks are crazed and fight with increased ferociousness. The Grotesks gain furious charge when they charge. If they are already in combat, their increased fury means that they count as charging this turn. Ravening: The Grotesks move with unnatural speed towards the enemy. The Grotesks gain fleet. Instinctive: The Grotesks smell the scent of blood and suggest a low understanding of its abundance. The Grotesks count as having the Preferred Enemy special rule against any unit they are in combat with. Ferocious: The Grotesks lash out with horrific intensity, ripping apart the enemy with crazed determination. The Grotesks count as having the Rending special rule. This can only be used in combat and does not affect any shooting made by the unit.

Ma Bootiful Creashun! No!!! Everyone knows that it stands as a logically sound argument that Doks are entirely insane. Indeed, it can only be true, as why else would they stand only slightly behind their rather disgustingly magnificent creations. If something were to alter the mood of the Grotesks, the effects on friend or foe could be disastrous. Should the unit fail any leadership test, the Grotesks will turn on the Dok and rip it to shreds. Remove the Dok as a casualty, and from this point onwards the Grotesks are fearless. You still apply the temperament effects as described above.

Designas Note: I put the Ma Bootiful Creashun rule in because Im sure we all want to see a Mad Dok ripped to shreds by their own creations, and nows your chance. Remember that when the Dok is removed, so is any remaining assistants!
FORCES OF THE REBEL GROTS 41

MEKKAGRUTZ
Noting the rather glaringly obvious disadvantage of such a weedy stature, many Mekgrots concern themselves with solving this problem. The solutions tend to be erratic in every sense of the word, and it is difficult to find two Mekgrots who agree on the same solution. They do however have one unifying image, fairly large and wellarmoured suits that are designed purely to bring the majority of the Rebel Elite eye-to-eye and toe-to-toe (instead of toe-to-tiptoe) with their larger Greenskin foe. The Mekka suits tend to be rather clunky in their general demeanour, due to requiring complicated and clanking machinery in order to work as mechanical extensions of the Grut using it. They are a considerable rarity, due to the complicated processes and resources that go into building them, and they are seldom fielded unless absolutely necessary. Warlords tend to have Mekka Suits built to protect themselves, so it is common for a Warlord to order his Mekgrots to build some for his most trusted Cadre of Gruts. Naturally, the fitting process of getting oneself a custom made tin frame is a little unnerving, even before the Mekgrots break out the welders. A particularly mischievous Mekgrot might even break open the Oilsquigs in front of them, what with them being a captive audience. Mekkagrutz are quite a fearsome prospect in battle; their mostly mechanical frames lending ungrotlike strength and resilience. Despite their slow and clunking nature, they are particularly fearsome. The suits do render the presence of valuable fighters in a much less advisory capacity, but they make up for it with brute force.

WS BS

S 4

T 4

W 1

I 1

A Ld Sv 3 7 2+

"Hur hur... anywun brung a tin-opena?


- An Ork Nob first encountering a Mekkgrut unit. Those were his last words.

Mekkagrut

Special Rules Weedy, Aaargh!! Wargear Mekka Armour: Mekka armour has a huge affect on the wearers stats (models with access to the upgrade have a corresponding profile). Ork Suits also confer a 2+ save and a 5+ invulnerable save. It also has a built-in Deffklaw and Mega-Gatla. Models that wear Mekka Armour have the Slow and Purposeful special rule and lose the Move Through Cover special rule due to their large and cumbersome frames. Models in Mekka armour each take up two slots in a transport. Deffklaw: Most likely a copy of the Ork Power Klaw, the Deffklaw shares much of the formers brutal construction and malicious intent. They are however, crudely designed and tend to be quite ineffective compared to the more sophisticated versions the Orks use. Deffklaws arent often even Klaws, but large and unwieldy weapons designed to sever, crush and cripple; anything from wrecking balls to drills. The Deff Klaw is a close combat weapon that doubles the users strength in combat and has the rending special rule. Mega-Gatla: Because Mekka Armour tends to be quite a stable platform; Grot Meks tend to be very liberal with the weapons they attach (seeing as they dont usually have to worry about the wearer carrying it so much). MegaGatlas are big and blurt out lots of bullets, but they are usually unpredictable and prone to jamming. So prone, in fact, that the Grots using them quickly learn to fire them in controlled bursts to make their effects more lasting. It has the following profile: Range Mega-Gatla 18 Str AP 5 4 Notes Heavy D3

A Mekkagrut

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ASSASSINS
Being naturally sneaky and cunning, the most able Grots WS BS S T W I A Ld Sv can become very good assassins, especially when the Assassin 4 3 3 3 1 4 2 6 5+ inner politics of Gretchin Kommittees start getting ugly. A cunning Warboss or Kommittee Member will rely on their Masta Assassin 5 3 3 3 2 5 3 7 5+ Assassins on and off the battlefield. Grots always favour backstabbing over anything else, so Assassins are viewed as a fairly natural course of action, so long as they aren't Special Rules trained on you. Weedy, Aaargh!!, Move Through Cover, Hit & Run, Assassins strike quickly and silently, leaping out of cover Stealth, Acute Senses and sometimes even from units. Although armed primitively, they possess excellent Grot reflexes that could Hidden: Grot Assassins start off the game being hidden in any piece of terrain on the battlefield; they are so be related to the Grots genetic tendency to be naturally sneaky, that this can even be a piece of terrain that is in lucky. the enemys deployment zone that can be occupied by In battle, Grot Assassins strike out with deadly force and the enemy! Before the battle begins, note down where the are adept at sneaking into enemy lines and assassinating unit is hidden. At the beginning of any of your own turns, vulnerable targets, such as gun teams, enemy generals, roll a D6 before revealing the location of your assassins if sometimes even tanks! An enemy facing Grot Armies you wish to bring them from hiding. On a roll of a 1, they could well be viewing the largest ever feint they will ever were disturbed when getting into position and have fled; see. A devious Rebel Grot leader will send waves of remove the unit and count them as casualties. On a roll of Gretchin just on the off-chance of giving their assassins a 6, you may choose a different piece of terrain (or a the chance to strike a killing blow upon the opposing board edge) for them to emerge from if you wish. When general or one of his valuable resources. they are revealed, they can be deployed anywhere in the terrain feature (including the edge) and can operate Right lads, spread out muttered the sergeant to his jungle normally that turn. fighters. He had a bad feeling he was being watched, and his gut feeling wasnt often wrong. A rustle of trees behind him caught his attention and he spun around to see the corpses of his men lying around him. He turned and fled, not stopping to look back, concerning himself with escape from the trees. Another unit of jungle fighters were preparing to enter the trees when they heard stomping feet coming towards them. The sergeant emerged in front of raised lasguns and fell to the ground the second he had left the cover of the trees. He had done it, he had escaped the trees but the other unit, to their horror found a crude throwing star embedded in the back of his neck; he had died running for his life.
- Extract from the Report of the loss of 5 entire Catachan Scout Units no survivors.

Assassins: Grot Assassins strike quickly, silently and efficiently. They are specifically trained to kill individuals and slip away without a sight. Grot Assassins weapons are tinged with venom and they strike to kill, aiming for weak points and vital bodily arteries and functions. To represent this, each unsaved wound inflicted causes D3 wounds rather than the usual 1. Wargear Snikkaz: Grot Assassins use a coterie of sharp and dangerous weapons designed purely to kill quickly and efficiently. They count as a single-handed close combat weapon and in combat they use the rending special rule. Masta Assassins are often skilled at using two in combat, and as a result, they can re-roll any failed to hit rolls, and opponents in base to base with the boss assassin lose 1 attack. Throwin Starz: Grot Assassins favour thrown weapons over firearms, as they make less noise. These usually take the form of stars, which are all often painstakingly painted red, for no apparent reason (as they usually end up being red anyway). Range 6 Str AP 3 6 Notes Thrown, Rending

An assassin gutting a foe through the back

Thrown: Throwin Starz arent exactly guns, so their range is fairly limited, although they are just as accurate and effective as any weapon, and usefully silent. Thrown weapons, aside of the limited range are like pistols in all respects. Smoke Bomms: Assassins often use Smoke Bomms to cover their escape. When fleeing, a unit armed with smoke bombs may re-roll their combat initiative and/or flee rolls.

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SNIPAZ
All Gretchin are natural sharpshooters, and some have such a developed sense of aim that they take great pride in their accuracy. Such Grots are inducted into small units of Snipas and are given specially adapted rifles with crude scopes. They learn their trade hiding in cover, and picking off selected targets to cause confusion in units. Such is their skills that they are greatly in need; however Gretchin with sufficient patience to hide in wait and make a few shots count are a rare breed. Few Grots learn such personal discipline, despite being naturally as cowardly and lazy as other Grots. Grot Snipas are a common feature of Rebel Grot forces; there is usually at least one unit of them in every force. The Grot Snipas natural preference is to kill from far away than to answer foes face to face; not to mention the fact that they are so unexpected is its own reward. Having such excellent marksmen is so rare an occurrence that few are ever seen but so few is all that is needed for what a Rebel Grot leader has in mind. There are always many budding Snipas who enter training with the Mastas. The highly refined and efficient Grot Snipa is a very rare breed. They are generally quite grizzled and grumpy, what with having to deal with handfuls of Gretchin hopefuls who think Sniping is easy, and also not much work, either. The reality is rather gruelling, and the attrition rate of Snipa units is very high. Learning to move through terrain, scout ahead, and communicate with their spottas requires strict discipline. Most Grots think they will make fairly natural snipers, but the reality is not quite as simple as that. Although Grots have exceptional eyesight and very expert aim compared to other greenskins, this does mean that a Grot Snipa unit is at least as efficient with accuracy as more experienced snipers, but true expertise requires a lot of discipline and natural talent. The most enduring legend of the Grot Snipas is the White Gobbo. Skul Skul the Grot achieved a massive kill count of an invading Imperial force, not to mention countless Orks during intermittent Rebel offensives. Both enemy sides dedicated artillery singularly to his demise, but with no success. Skul Skul apparently didn't even use a scope, due to the reflection from the lens being visible when reflecting light. I hate this box I hate this box

WS BS
Snipa Masta Snipa

S 2 2

T 2 2

W 1 1

I 4 4

A Ld Sv 1 2 6 7 5+ 5+

2 2

4 5

Special Rules Weedy, Move Through Cover, Grot Hordes (2), Infiltrate, Marksman (Masta Snipa Only) Wargear Snipa Rifulz: Sniper Rifles are a rarety in the revulushun. However a crude rifle with a primitive scope given to a Gretchin that is already naturally gifted eyesight and shooting ability, the effect is potent enough. Range 36 Str AP X 6 Notes Heavy 1, Sniper

Grot Snipas

Our squad marched towards the woods as the Commissar commanded. As we approached, I thought I saw small Green Gretchin watching us through some kind of scope. All of a sudden, the Commissar fell, riddled with bullets! I swear it came from those greenskins I saw! Nonsense! Gretchin are small, idiotic creatures that are cowardly and enslaved! You are covering your fellow conscripts from the fact that you all willingly killed a superior officer to escape the battlefield with your useless lives! Take him away! And deal with him as you did the others.
- Conscript Varten addressing Judge Yakov shortly before execution on the grounds of cowardice and heresy.

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SABOTEURS
In every Revulushun, there are Saboteurs. Grots are just as attracted to chaos, as they are order. Inflicting mayhem is something that Grots find exhilarating. Most of the time, Grots build, plan and construct, but the allure of war to a Grot is that it brings the exact opposite. Grots are afraid of disorder, and anything that endangers their safety, but they do derive veritable glee from messing something up with ingenious methods of reducing the risk. Saboteurs are experts at finding weaknesses in enemy vehicles and exploiting them; either by placing explosives on weak points, shooting through gaps in the armour, or disabling defences or locomotion. Grots can clamber around vehicles very quickly, ripping off important pieces of machinery, or finding weak parts of the vehicle that wouldnt normally be accessible. The Saboteur is a particularly popular thing to be in the Revulushun. Rebels, angered by their treatment by the Orks find much of their old character (well, at least some of it) fairly unpopular, and want to destroy Ork society, rather than construct it. Saboteurs are pinned up as the kind of epitome of this trend; wrecking everything the Orks vainly try to build without them. Saboteurs typically arm themselves with crude bombs; often designed more to blow a small hole in vulnerable parts of a vehicle, and flood the interior with explosive flame. They do however make use of crude rocketpropelled weapons on occasion. Saboteurs live for the thrill of sending their foes into panic and disarray, and for this reason all Revulushuns are rather unwilling to turn away Grots who get a thrill out of destruction.

WS BS
Saboteur Grot Saboteur Grut

S 2 3

T 2 3

W 1 1

I 3 4

A Ld Sv 1 2 6 7 6+ 6+

2 3

3 3

Special Rules Weedy, Aaargh!!, Move Through Cover, Grot Hordes (2), Scout Saboteurs: Saboteurs clamber over vehicles, placing explosives, pulling out wires, and causing mayhem. When Saboteurs charge any vehicle, in addition to regular attacks, roll a D6 and consult the chart below:
D6 Result 1-2

Whats that noise? enquired the tank commander over his personal vox; Im not sure commander, perhaps we are riding over some rocks The commander squinted at his readouts; Theres nothing on the charts wait a second why are the instruments ticking?
- The last recorded vox communication of the crew of Fury of Macharius, Leman Russ Battle Tank

Saboteurs on a tank?

Tough Nut: The vehicle is proving difficult to take down, and in the struggle, the Saboteur unit suffers D3 wounds. Minor Damage: The Saboteurs succeed in causing some damage. The vehicle suffers a glancing hit. Sabotaged: The Saboteurs succeed in causing more significant damage. The vehicle suffers a penetrating hit

3-4 5-6

Wargear GRPG: The GRPG is a portable rocket launcher. It is much lighter than the Ork model, but does not lack any of its potency. The Rebels typically steal Ork rokkit heads to mount on their own launcher. It lacks range, but is much easier to carry for Grots. Range GRPG 18 Str AP 8 3 Notes Assault 1

Boombom: The Boombom is a very explosive cartridge rigged with a primitive detonator. It is similar to the shells fired by Boomas. Boomboms are used just like Krak grenades, however they have a penetration value of 2D6+6.

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GUERRILLAS
Rebel Grot forces are well known for their prowess at Guerrilla warfare. It is often through this medium that their Rebellion against the Orks begins. Through countless generations of Grot resistance, a Grot army will not overlook the usefulness of such tactics, and they are a very common sight in a Rebel Grot force; so common, in fact, you are more likely to be ambushed by Guerrillas than to meet a Rebel Grot army. Guerrillas are the main battle-hardened aspect of the Revulushun. Those who fight and survive quickly become a potent force to be reckoned with on their own terms. Guerrillas specialise in ambushing, often lying in wait for their prey, before striking from behind cover, attacking before they are least expected. Guerrillas also frequently set traps, digging in, and waiting until their foe is crippled, before descending for the kill. Guerrillas learn to be exquisitely patient, and can watch their prey for hours before delivering the killing blow. In any form of cover, Guerrillas can be virtually impossible to find, or to remove. When they reveal their presence, it is because they know the advantage is theirs. Once they have pounced, it is already far too late for many foes to react. Even if a foe believes that they have the advantage, or that they have struck first, this could easily be a rouse to deliver a foe directly onto a set of cleverly constructed traps. Guerrillas ensure that the Rebellion continues, either by defending its vulnerable hideouts from attack, or by limiting enemy numbers. They are an annoying thorn in the side of any army; you try finding a load of small green things in some foliage if they dont want to be found

Theyre all dead sarge the young Cadian looked on in horror. I can see that, Johnson. The sergeant had not seen the likes of this since he found a squad that had been ambushed by 3 Catachan Devils. This one is in an odd shape the sergeant looked up quickly: No, dont touch that! from up above him descended a set of spiked logs that impaled the young Catachan. His agonised screams were incredibly brief. The sergeant readied his weapons, but it was too late. The rustling behind him, was far too faint, and the blade around his neck appeared far too quickly. Wev been waitin fer yoo. Ya uvva boyz behind ya arr already ded. Jus fowt yad lyk ta know
Guerrilla warfare is bloody and invariably silent.

WS BS
Guerrilla Grot Guerrilla Grut

S 2 3

T 2 3

W 1 1

I 3 4

A Ld Sv 1 2 6 7 6+ 6+

2 3

3 3

Special Rules Weedy, Aaargh!!, Pilin On, Move Through Cover, Infiltrate, Counter-Attack, Grot Hordes (3) Infiltrate: Grot Guerrilla forces are extremely adept at hiding in and striking from cover. Grot Guerrillas have the infiltrate rule, and they must be deployed in cover if they do. However, if there is cover within range of the infiltrate deployment zone, all Grot Guerrilla units can be deployed within any terrain in range before any opposing infiltrators are deployed. Trappers: Grot Guerrillas are well known for setting traps to allow them to ambush and counter-attack with less risk to their numbers. A Grot Guerrilla unit in cover can forfeit movement to set traps. The traps are activated if an enemy unit moves into the same piece of cover or charges the Guerrilla unit. An enemy unit that moves into the cover the Guerrillas are in suffers D6 wounds (saves apply as normal) if the unit suffers at least 1 unsaved wound it must take a pinning test. A charging unit does not need to take a pinning test, but unsaved wounds count towards combat resolution. Wargear Firebomms: Rebels often carry strange canisters that are filled with distilled squig gut, and the fermented parts of a fungus called Uzgrub. Once thrown, they smash on impact, engulfing anything near them in a tenacious flame. Models armed with Firebomms count as having offensive and defensive grenades.

Guerrillas lying in wait

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46

MILITIA
The concept of betrayal to a Grot is an ugly word. It can turn a contented worker (albeit a brutally maltreated slave) into a cynical dissident. The Grot Militia is the rank and file of the average Gretchin Rebel populace. Unless a Grot excels themselves in another role, they will be part of the Militia. If the Rebel war machine goes on the offensive, the Militia will most likely be the core of the force that turns up. Almost every Grot in the Rebel community has fought in the Militia. It is not an easy existence. They are not wholly well equipped (although better than any Grot would be who served the Orks) but it is every Militia mobs dream to get an influential Kaptin to kit them out with a bit more equipment. The Militia is not the most efficient fighting force, but they fight for a cause that they believe is right. Every Grot burns with the desire to show the Orks not to ignore the Grots. On the battlefield, a Rebel Militia fight in tight groups, usually advancing under cover. They are fond of ambushing the foe, but often they simply lay down a barrage of fire, whilst other units with covert orders undermine the foe from within. A Rebel Grot Warlord will give rousing speeches of equality and rights, before sending them off to their doom. The Warlord however, knows what the enemy will soon know: not to ignore the Grots.
WS BS
Militia Grot Miltia Grut

Da big guyz may fink dey are arder den us. Deyz roit uv course. But wez sneakier, wez cunninga an wen we hit dem, dey didnt expekt it. Wez da ladz uv da revulushun. By da time dey see uz, itz alredy too late for dem!
A Rebel Militia Grut addressing some new recruits.

Cutta in action

CUTTA
As simple as it is, a small tri-framed vehicle with a sail hardly seems effective, but that is the beauty of it. It carries a huge amount of Grots, quickly and simply right into the middle of a battlefield. Bullets and worse will simply fly through it, and most will make little significance. By the time the sail has enough holes in it to stop it working; if the wind worked well it is already too late. Cuttas are small vehicles, usually affixed with rams that would generally make little difference against anything worth ramming. Although it relies on an unpredictable power source, it is light enough, even loaded with about a dozen grots, to move quickly and efficiently with the slightest gust of air. Armour BS F S R Special Cutta 3 9 9 9 Fast, Open-topped Transport: A Cutta has a transport capacity of 8 models, however the weak structure means it cannot carry models with a toughness of 4 or more. Special Rules Weedy Construction, Unpredictable Motion

S 2 3

T 2 3

W 1 1

I 3 4

A Ld Sv 1 2 5 6 6+

2 3

3 3

Special Rules Weedy, Grot Hoard (3), Pilin On, Move Through Cover, Aaargh!!

Grot Militia

Im saaaiiilllinnn aawaaa
- Cuttas. A revolutionarily efficient transport, but dont hang on to it for too long.

FORCES OF THE REBEL GROTS

47

BRETHREN
When a Rebel Revulushun enters its most radical phase, many Grots find themselves Enlightened by the presence of the Grot god, Zork. This strange being fills them with hope and a great deal of demented enthusiasm. The Cult uv Zork has found its way into many Rebel Grot populaces, and has often forced its will upon them. A particularly successful Cult Masta or Revulushunaree leader will preach of countless meetings or recorded encounters with Zork; turning countless converts to his worship. The majority of Zorks followers are the Brethren, a vast collection of cloaked and demented Grots, zealously eager to cause havoc at the Mastas instruction. Brethren are deeply mistrusted by other Grots, who view them as overzealous (which is a justified complaint), and easily manipulated (which is also a justified complaint). Brethren are incredibly violent, often ripped into a zealous frenzy of hatred by their cult leaders. Some become so crazed that they begin foaming at the mouth. These are Nutballz, and they emerge out of Brethren units, causing havoc and making demented noises. Brethren particularly like chaotic scenes, and this makes them inclined to cause them.

Dreg duff blitz bonk Gargitz Gargitz dun in zog da gitz!


- The remarkably violent Requiem of Zork

WS BS
Grot Bruvvas Munk Ikon

S 2 3 3

T 2 3 6

W 1 1 4

I 2 3 2

A Ld Sv 1 2 4 5 6 6 6+ 5+

2 3 3

3 3 0

Special Rules Weedy, Grot Hoard (3), Pilin On, Aaargh!!, Rage Rites of Violence: Brethren are considerably violent, and delight in causing more of it. It can distract them from their more instinctive urges, such as to run away. Make a note of how many casualties the unit inflicts each turn. This is added to their leadership value, up to a maximum of 10 (this lasts until the start of the next Rebel Grot Player Turn). Wargear Ikon: Brethren often carry around a weighty icon to their venerated god Zork. They believe it has some intrinsic power, and its mere presence has a bolstering effect on the abilities of all Brethren that can see it. Once per turn, the Ikon may be used (but the unit cannot run). Take a leadership test for the unit. If passed all Brethren units within 18 of the Ikon can gain one of the following bonuses until the start of the next Rebel Grot turn: a 5+ invulnerable save, Counter-Attack USR, or Furious Charge USR. The same bonus must be taken for all Brethren units that benefit from it. Nutballz: Once per turn, a Brethren unit can release one of its Nutballz, if it has purchased any. They start the game in reserve, and emerge from the Brethren unit for which they are purchased. Nutballz jump around on pogo sticks dropping bombs, swinging giant spiked ballz around or otherwise causing general mayhem. When they are released, they move 2D6 towards the nearest enemy, and then move around in a random direction 2D6 each turn. They always continue to move, and if they touch a unit or vehicle, they are ignored for all purposes of restrictions and targeting. They inflict D6 Strength 6 rending hits on any enemy unit they move through. For the purposes of targeting, they are treated as independent characters and use the Bruvva statline. Nutballz are fearless.

Brethren being remarkably violent

Designer Notes: The Ikon is represented by a model with a medium or large sized base, and the stats of its handlers are represented in the statline of the Ikon itself. Nutballs are all separate units once they arrive, and do not need to remain in coherency (as this is virtually impossible). Nutballz are affected by the Ikon if they are in range.
FORCES OF THE REBEL GROTS 48

SNOTLINGS
Small, demented and ineffably stupid; Snots perceive their world through the eyes of a juvenile. They are very playful and enjoy nothing more than playing around the drops with the Squigs. Snotlings are obsessed with fungus, and are prized by Orks and Grots as master cultivators of the fungi that forms a part of all Orkoids main diet. Given the right motivation, Snotlings can be incredibly vicious little things. In large numbers they viciously claw, stab and gnaw at overwhelmed foes. Sometimes even Rebel Grots are forced to admit that the Snotlings lot is far more unpleasant; even more rigorously bullied and coerced by the Runtherds, commonly sent through the shokk attack gun, sold in boatloads to the Doks who viciously experiment on them, and a constant life of being at the very bottom of the food chain. Yet their playful nature suggests they are blissfully unaware of this (something the Grots arent always envious of), and underneath it all they probably have some fundamental importance vastly in contrast to the appreciation (or lack thereof) placed upon them by their Ork masters. It is hardly surprising then, that Rebels often rescue a few to be encouraged to do pretty much the same thing as the Orks told them to. It isnt necessarily a huge improvement for them, but at least most Grots are smart enough to make the Snots think their dronish life is all a fun game. Perhaps the oddest (and most unnerving) aspect of the Gretchin and Snotling plight are those who actually survive being fired through a Shokk Attack Gun. The most curious are the Warp Snots. Driven insane and generally altered beyond all comprehension, Warp Snots are those curious few snots who not only survive being propelled through the warp, what they witness in the warp has made them fearless and deranged, and in some cases, being the not so ideal vessel of Daemons.
WS BS
Snotlings Warp Snots

S 2 3

T 2 3

W 3 4

I 3 4

A Ld Sv 3 4 5 5 4+

2 3

2 0

Special Rules Swarms, Aaargh!! Thicker Than Squiggoth Droppings: Snotlings arent particularly smart or noted for their attention to detail. Snotlings will suffer from morale issues like other units, but these are only temporary problems because Snotlings are easily distracted. Snotlings that fail a leadership test and flee (or are otherwise subject to rout) will automatically rally at the start of the next Rebel Grot turn if the situation permits. Snotling units will rally even if they are below 50% of their starting strength. Useless Little Gits: No Grot is stupid enough to waist its time looking out for Snotlings (they have a habit of attracting too much unwanted trouble), and as a result no Rebel Grot characters are permitted to join Snotling units. Snotlings never benefit from any rules conferred by another Rebel Grot unit. They will join in on an Aaargh! but only because it looks like a fun game. A Snots Life: Snotlings often get sent in by Grots to clear land mines. They are so small that it never makes an impact, but it is hilariously funny to watch. Warp Snots: Warp Snots are utterly beyond any comprehension of fear, which in the Revulushun tends to make them very useful, if a little too far on the side of deranged. Warp Snots are fearless and have the furious charge special rule. In addition, it is not uncommon for a few of the Snots to have been possessed by a Daemon; something both Orks and Grots find hilarious as the Daemon simply cannot escape. A small advantage is that there is an added element of protection provided by the Daemons. Warp Snots have a 5+ invulnerable save. Warp Snots are deeply unhinged, and do not move in the usual way. When moving the warp snots, roll a scatter dice and 2D6. On a hit result, you may move any direction you wish; otherwise they must move the full distance rolled in the direction shown. Warp Snots never run, cannot Aaargh! and must always assault an enemy unit when in range. Wargear Snotbow: Snots are a bit weak to carry heavy guns, nor would they be much use with them if they could. Snotlings have a very limited grasp of things, but they aren't so simple that they can't be trained to use a sling or bow, and encouraged to aim it in the direction of something nasty looking. Range 12 Str AP 3 Notes Assault D3, Volley

Nawoo! Gnyp! Yeebaa! Woo!


- Snotlings: possibly more eloquent than an Ork after a head-swap operation.

Snotlings

Volley: If 5 or more Snotling bases are currently in the unit when firing with the Snotbow, instead of resolving the shooting normally, you play place the large blast template on the target unit, and resolve it as a blast attack.

FORCES OF THE REBEL GROTS

49

SQUIG HORDES
Rebel Grots often want to deliver hard, decisive counter charges on their Ork foes, however lacking substantial power or sufficient frenzy, it is not the sort of thing Grots are good at. However, the resourceful Rebel Grot General will not overlook the usefulness of training a few of the more stupid or crazed Grots to ride Squigs into battle. They are frenzied, fast, hard hitting, and the great thing is, the Grots riding them dont have much choice of bottling out; the Squigs dont generally run from anything unless they get scared off by being hacked to pieces, but generally theyre too busy to notice. Squigs are rather fast and nasty things, but unfortunately they are so tenacious that a rider unit is rarely able to get sufficient support, as the unit storms ahead, being stopped by very little other than the usual ways that any unit gets stopped. Sometimes a Grut is sent, usually on a Uge Squig to lead a pack of Squigs into battle, eating as they move. Squigs are numerous and generally stupid, so this approach often means the pace is slowed by distractions (such as corpses on the ground). When a Rebel general wants to quicken pace, they get more riders to encourage a speedier unit. Squigs are rather ferocious and give Rebel Grots a solid, aggressive unit that is similar in approach to a unit of Ork boyz, but are far more unpleasant, and remarkably smellier. Gretchin are prone to being thrown off occasionally, but the prospect of being eaten is good motivation to keep their grip. In most cases however, their speedy movement coupled with the Squigs already deadly killing and eating abilities; all that is needed of the Grots in the unit is the occasional supportive jab or an awkward piece of prey.
WS BS
Squig Grot Squig Rider Grut Squig Rider Grut 'Uge Squig Rider

S 3 3 4 5

T 3 4 4 5

W 1 1 1 3

I 3 3 3 1

A Ld Sv 1 2 3 4 5 6 7 7 6+ 6+ 5+

3 4 4 5

0 2 2 2

Special Rules Furious Charge, Fleet Pack Mentality: No matter how cowardly Grots may be, Squigs certainly arent. In fact, theyre more or less fearless; unfortunately however, they are stupid. Squig units that remain at a unit size of 11 or more are considered fearless. Squigs: Squigs are bad tempered, and generally nasty. They move very quickly and they have barely any intelligence other than to think constantly about what to eat. Seeing as they try to eat everything that moves, one can assume that they dont think about it very much. Squig (and Squig Rider) units must move towards the nearest enemy unit and assault it if possible; Squig Rider units must run. Unless accompanied by a Uge Squig, the unit can choose to ignore vehicles that are the closest target. Squig units cannot benefit from an Aaaargh! Squig Riders: A Squig unit can be upgraded to a Squig Rider unit. Squig Riders have their own statline (shown above), and also carry a weapon (a Dagga or Stubba), which is counted as an additional close combat weapon and gives the rider an additional attack. Wargear Uge Squigs: Uge squigs are absolutely huge. Only a greatly experienced Squig Rider will be able to ride them, as they are substantial and devastatingly bad-tempered Squigs. They can eat whole Orks without any particular effort, although they are a bit more stupid than normal Squigs (if thats possible!). Uge Squigs use the statline provided above and in addition ignore armour saves in combat and roll an extra D6 for armour penetration.

Squig Riders and Squigs

The young Grot looked expectantly at the Grut, and then looked back at the Squig called Cuddulz that hed be riding; But, wat if I fall in front uv itz mouf? it asked worriedly. Dunt worree kid the Grut replied. The young grot smiled in relief. By den itz not yor problem.
- Reality as a Squig rider.

FORCES OF THE REBEL GROTS

50

OUTRIDAZ
In many Rebel societies, one of the quicker ways to get around is on the back of a Squig, or other such beast of burden. In most cases, Squigs are poured out in large mobs, but some of the more experienced Squig riders can often favour smaller, specialised units. Sometimes they start using boars, or larger, fattened up Squigs, but they form a fairly disciplined and skilled cavalry unit. Although Rebels make use of all flora and fauna by necessity, Squigs in particular are very popular, in spite of their tendency to chase anything smaller than an Ork. Snotlings are sought out by Rebels for this very reason; their very presence mysteriously calms the Squigs, and the Rebels can, on occasion, find it much easier to tame them. Other beasts of burden, such as the Boar, take much more work and time to train, whilst the ineffable genetic relationship between the Orkoids becomes a major advantage that the Rebels can often exploit. Outridaz are fairly common in Rebel societies. Their mobility and self-sufficiency allows them to operate in any conditions, through any terrain and at greater distances than foot troops. They are also much easier to control than the massed mobs of Squigs, and can be taught to obey their riders a bit. Outriders are often used to break through defensive lines, or to raid encampments. On the battlefield, their role is to harass and run down the foe whilst the troops advance. Rebels like using cavalry for added shock tactics, or a particularly devious Warlord will wantonly sacrifice a unit or two to a suicidal charge, whilst they set up an ambush or outflank the foe.

Outridas have won the Rebels many victories simply by their flexibility. Cavalry are often used as swift fire support, chasing down weakened enemies, or providing swift fire support where it is necessary. Outridas perform Rebels do a lot of hunting. It is partly as training for war, many services for the revulushun, but the ultimate one but also because a revulushun needs feeding. Grots exist they serve is to strike fear and chaos in the foe, bringing mostly on fungus slop and leftovers as slaves, whilst Orks swift death to the enemies of the revulushun. feast plentifully on meats of various kinds. Gretchin servants are often exceptional cooks, thus in the revulushun many forces exist primarily to gather food. WS BS S T W I A Ld Sv

Outridas (quote also potentially needed)

Outrida Grut Outrida

4 4

3 3

3 3

4 4

1 1

3 3

2 3

6 7

5+ 5+

Special Rules Weedy, Aaargh!!, Cavalry Cavalry: Outridaz are Cavalry (See the Warhammer 40,000 rulebook for details) Saddleshots: Outridas spend significant amounts of time firing from their mounts. Outrider units can fleet and still fire in the shooting phase, but if they do they cannot charge in the same turn. Wargear Bomm Stikkz: Outridaz often carry sticks with various explosive items stuck to the tip in an effort to break anything they hit into. Bomm Stikkz are automatically used in the first combat the Outridaz engage in, after which the Stikkz are rendered useless, and cannot be used again. When the Bomm Stikkz are used, each rider gains +D3 to their Strength and Initiative when charging. The Bomm Stikkz ignores armour saves. Huntin' Gun: Huntin' Gunz vary throughout Rebel societies (sometimes even within the same one) in design; some fire spears, others are more conventional firearms, sometimes they are merely modified bows. The effect is more or less the same. Range 18 Str AP 4 6 Notes Assault 1, Rending

FORCES OF THE REBEL GROTS

51

RAIDAZ
Raidas are rightly feared by the enemies of the Revulushun. Rebel Grots are widely noted for swift raiding attacks and ambushes, moving into position with deft speed, and unloading hordes of frenzied and cackling Grots that descend upon the enemy. This fear is well deserved, as Rebel Grots favour surprisingly aggressive tactics, and can swarm a battlefield from every angle with vehicles that are usually frightfully silent. A mobile Rebel Force will have innumerable amounts of Raidas, manning massive Galleons, tagging along in Big Luggas, and hanging on for dear life in Cuttas.

Shiv ma tinglaz, oist da unappy bodga, walk da plank, man da sailz, an yoo get da grub on!
- Raidas may sound odd, but nobody sticks around long enough to notice

WS BS

A Ld Sv 1 2 6 7 -

Raida 3 3 2 2 1 3 Grots are expert boarders. Their small frame allows unrivalled agility and also the capacity for strength in Skippa 4 3 3 3 1 4 numbers. A vehicle of any description will by swelling to the rafters with depraved Grots, usually aiming for a vulnerable target ripe for the cutting. Vehicles are popular Special Rules targets, and a Raida crew can quickly board a vehicle, kill its crew, set explosives, loot and wreck vehicles extremely Weedy, Aaargh!!, Pilin On, Grot Hordes(3) swiftly, and not necessarily in that order.

Grots dont like fighting fair, and Raidas are even more unpleasant. They use dirty tricks, and use their agility to sabotage and disorientate the foe. They parry with their Cutlaz and stick a musgit in the gut (or unprotected areas) of their foe and pull the trigger. They also tend to attack you with half a dozen of their shipmates. Raidas are ruthless, without mercy and rightly feared. The only thing they like more than killing, is looting from a corpse they just killed.

Backstabbas: Grots are known for not fighting fair, but Raidas are even more ruthless and cunning. They are skilled at parries, sidestepping, feints and other techniques designed to disorientate the opponent. Raidas have the rending special rule. Ship-ta-Ship Combat: Grots are master boarders, and Raidas make a tidy living boarding enemy vehicles and ripping them apart from within. During the shooting phase, a vehicle carrying Raidas can forgo shooting to board an enemy vehicle within 3 of the vehicle. The vehicle suffers a single hit at a strength equal to the highest strength value of the Raida unit with an additional bonus of the amount of Raidas in the unit divided by 3, to a maximum of 10. Raidas can only do this once per turn. Wargear Musgit: The Musgit fires a solid pellet at a high velocity. A Raida prefers to get up close and personal with it and fire it directly into their gut. Either way, it is a useful weapon, and favoured by Raidas. Range 12 Str AP 5 5 Notes Pistol, Reload

Raidas boarding a vehicle

Reload: The Musgit is cumbersome to reload, and its shots must be used sparingly. A Musgit cannot be fired and used as an extra close combat weapon in the same turn. Its one or the other. Cutlaz The Cutlaz is a symbol of a true Raida. A Cutlaz is a one-handed close combat weapon that also deducts one attack from a single enemy in base-to-base contact, to a minimum of 1. Raidas also use other weapons designed for the skilled parry, but the effect is still the same.

FORCES OF THE REBEL GROTS

52

CLIPPAZ
The Clippa is essentially a larger version of the Cutta, for those moments where more transport capacity is required. They are usually filled to bursting point with Grots, who usually have to work for their passage. Most Clippa Kaptins are ruthless, and add to their meagre power output with onboard oars, or sticks, and set their new occupants to work. In spite of its primitive design, the Clippa is a very efficient transport, geared heavily towards the delivery of troops, and less so to the task of fire support. Clippas are seldom given the added treatment by Mekgrots. Clippa Kaptins are furiously dogged about maintaining the simplistic design. Most Mekgrots attribute this to a masochistic temperament, expecting that Clippa Kaptins like their occupants working hard and sweating, rather than sitting in comfort and allowing ground-breaking Mekgrot technology to do all the work. Whatever the truth of it, Clippas arent always based on the ship motif, but the concept is usually based upon the idea of a medium-sized Clippa Kaptins keep a tight and efficient ship, occasionally transport, often modestly armed. Clippas allow quite a bit allowing the Mekgrots their way, knowing that the added speed will serve them greatly, especially when running of space for the odd mounted support weapons, on a fairly small, yet more mobile scale than Junkz. This allows trading runs on the side. the clippas to provide some limited mobile firepower, not quite in the scope of Big Luggas, but at least enough to defend itself. Clippas are usually fairly large, and a fair bit more cumbersome than Cuttas and Big Luggas. Despite this, and the overly common oar-duty, Clippas are quite popular with Rebels, especially Raidas. Clippas typically accompany Galleons into battle in large quantities, threatening an equally menacing amount of destruction, and protecting the larger vehicle from flanking.

Row, row, row ya Boat, row it down da way. Row, row, row ya Boat smackin skumbos all da way!

- The shanties only end when the killing stops

Armour BS Clippa 3 F S R Special 12 10 10 Tank, Open-topped

Clippa

Transport: The Clippa has a transport capacity of 12 models. Special Rules Weedy Construction, Unpredictable Motion Wargear Oars an Stuff: Clippaz are often fitted with oars, sticks and other items for emergency locomotion. Oars an Stuff allow the Clippa to tank shock. If it does so, victim units suffer D6 strength 3 hits, plus a further D6 strength 3 hits if it opts to use a death or glory attack in addition to the usual effects. If the Clippa is fitted with an Ard Cover, the holes to accommodate the oars an stuff provides the vehicle with fire points all along its sides. In addition, if the vehicle is unable to move (but not immobilised) it may move D6 due to the oars. Spear Chukka: Originally of Ork design but popular with Rebels, the Spear Chukka fires sharpened spears from steam-powered pipes at a high velocity. Much like the significantly larger harpoon gun, it is predominantly used for hunting, but its penetrative abilities and ease of reloading makes it popular with many vehicle crews. Range 24 Str AP 5 6 Notes Heavy D3, Rending

FORCES OF THE REBEL GROTS

53

BIG LUGGAS
The most noticeable interpretation of Ork vehicles by Rebel Grots is the Big Lugga. The main vehicle of choice for aspiring Rebel Grot generals, they deliver a typically resourceful gretchin technology (the splattapult) onto a lightweight frame put together by sparse pieces of riveted metal, usually powered by a turbine that propels the lightweight frame quickly across the battlefield; delivering a simple, yet effective weapon to the battlefield. Impact: When a rock lands, its initial impact forces it to break apart in a primitive, stony form of shrapnel. The shrapnel naturally are quite urty, and lethal, but the main damage is reserved for the initial impact. A model under the centre hole of the blast marker suffers a Str 6 hit at an AP of 4.

Blaza Bomms: Altogether more rare but devastatingly effective weapons used by Rebel Grots are Blaza It produces adequate power to push the vehicle along at a Bomms. They are containers of rather flammable surprisingly fast pace, but at the cost of some unlucky substances that are set on light, promptly before throwing; grots, who have to keep pumping the vehicle along. after which it impacts in a large fireball, burning everything Naturally, they dont always produce a constant and nearby. stable rate, and this can slow the vehicle down, especially Range Str AP Notes if the crew tire (or slack off). 6-24 4 5 Heavy 1, Blast, Barrage, Fiery Luggas are almost always very flimsily built, but being so simple in design, there are few parts to break, and as a result, although most of them will not withstand many substantial hits, they are just as survivable as more substantial vehicles, simply because they are so easy to keep moving. Fiery: When a Blaza Bomm contacts something solid and erupts in flame, it is a devastating sight and very dangerous to all nearby. A unit affected (models under the template are hit, thus affecting the unit, possibly multiple units!) must pass a morale test or flee. Buzza Pots: Although rare, buzza pots are a moderately popular choice of projectile. Unpopular by the Grots who have to gather the buzza, but popular by Lugga crews for watching the pots victims rolling around in agony and furore as a swarm of buzzas bite at them and generally make their day unpleasant. Although rarely fatal, their effect is devastating. Range 6-24 Str AP 2 Notes
Heavy 1, Blast, Barrage, Poison (4+)

Armour BS Big Lugga 3 F 9 S 9 R Special 9 Fast, Open-topped

Transport: The Big Lugga has a transport capacity of 5 models, however the weak structure means it cannot carry models with a toughness value of 4 or more. Special Rules Weedy Construction, Unpredictable Motion Wargear Splattapult: The Splattapult is the one of the most popular big weapons used by Rebel Grot forces, and it can be loaded with rocks or various other simple offensive items. The Splattapult has one load. This is by default a rock load, but a purchased upgrade replaces the former load. There is presumably enough for the whole battle, and they are never assumed to run out. Each weapon load has its own profile and effects, described below: Rock: Most Rebel Grot crew tend to bung a few big rocks onto the Lugga and chuck them, indiscriminately at things they dont like the look of. Simple, but effective; rocks are an infinite resource, and come nice and big enough to crush a few Ork skulls. Range 6-24 Str AP 3 6 Notes Heavy 1, Blast, Barrage, Impact

Big Lugga

FORCES OF THE REBEL GROTS 54

GALLEONS
It can never be said that delusions of grandeur would ever get in the way of a Mekgrot. Ever since pushing the odd floatin fing through the sluice pits, many Grots find themselves obsessed with the dynamic shape of the ship. When dealing with demented Raidas who see themselves as more sophisticated versions of Freebootas, such obsessions have their advantages. The ship motif is popular with Rebels, especially as they use sails and other crude devices for locomotion (lacking the depth of knowledge to make good engines). The aerodynamic properties of ships (at least how Grots see it) make up for this shortfall. The largest (some Mekgrots would say greatest) produce of such endeavours is the Galleon. Galleons exemplify the ship motif; masts, sails, cannons, rigging, sterns, bows, and rather surprised looking figureheads. Galleons are built to represent austerity, and the great endeavour of exploration, not to mention going into the unknown without the Orks there to ruin it. Galleons are very much symbolic of the romantic aspirations of many Rebels, especially Raidas, who very much like to impress, yet provide something distinctly knicked from the Freeboota ideal of piratical combat. In other words, Galleons are dead flashy. Galleons are simply massive, rolling into the battlefield on wheels (sometimes even trakks or just lots of squiggrease), Galleons swell to the rafters with Riggas, manning oars, maintaining the sails, and working the numerous cannons and other zany contraptions. Raidas go Squiggoth hunting in Galleons, and the battlefield applications are just as obvious. These things sail through the battlefield, unloading devastating volleys of fire, and shedding innumerable Raidas, tearing apart everything foolish enough to get in the way.

Yo ho, blow da Ork down, yo ho, kick im in the gruntbagz, yo ho, an nik his teef! Ho ho, blow da Ork down!
- Raida ship-fairing shanties: just goes to show Grots have no rhythm.

Armour BS Galleon 3 F S R Special 13 12 10 Fast, Tank, Open-topped

Transport: A Galleon has a transport capacity of 15 models. Special Rules Weedy Construction, Unpredictable Motion Wargear Cannon Batteries: Cannon Batteries are groupings of primitive cannons mounted in the hull of Galleons. The crew in the hull can man and fire cannons on the Kaptins orders. There are usually a dozen or so per side, although they are fired at differing intervals. They are usually used to blow big holes in enemy vehicles. Range 24 Str AP 8 2 Notes Heavy 3, Side-Mounted

A Galleon in all its magnifi... mangni... amazin'ness

Side-Mounted: Batteries are mounted on the sides. A Galleon with a Cannon Battery is assumed to have Cannons sufficient to fire out of both sides of the Galleon (however it can only fire out of one side at once). A Galleon must have its side facing a target it intends to hit, and can fire within a 45 angle of the centre of its side armour. Harpoon Launcha: Harpoon Launchas are popular among Kaptins who enjoy a sideline of hunting Squigraptors and Squiggoths. The Harpoon Launcha propels a massive harpoon at targets, and then a mechanism attached to the gun pulls on a rope attached to the Harpoon, dragging it back towards the vehicle. Range 18 Str AP 7 4 Notes Heavy 1, Rending, Retract

Retract: If a Harpoon inflicts a penetrating hit on a vehicle or walker (or inflicts an unsaved wound on a monstrous creature), in addition to other effects, it can be dragged 2D6 towards the vehicle mounted with the Harpoon Launcher.

FORCES OF THE REBEL GROTS

55

BOTTLAZ
Bottlaz are a rarity in most Rebel Grot forces. Rebels have a notable problem with complex machinery, as they lack the inherent knowledge of Ork Meks, and usually the time to learn it. Walkers in particular are rather complex, requiring sophisticated power sources, and complex mechanisms to make them work. Most walkers are appropriated during raids and ambushes, and only then can Mekgrots make anything out of them. Naturally, there are many Gretchin that are already stuck in Kans, meaning that on occasion, Rebel communities can end up lumbered with some enthusiastic, if a little chaotic comrades. Much like the Orks, Grots that are sealed in their walkers are usually ostracized, whereupon their biggest concern becomes avoiding the interest of Gretchin Doks, often fascinated by the technology at work. Rebel Mekgrots prefer not to seal their own Gretchin in walkers. This is partly to avoid the problems listed above, but also because Mekgrots are possessive of their technology and like it safely locked away when not in use. They typically struggle along trying to keep some looted variants running, whilst it can take many years, often decades, to perfect their own walker designs. Powering them is another matter, but is often solved by burning Squig Oil, or even running them on Fungus brew. Getting pilots is also a troublesome endeavour. Any Gretchin who have any experience of what Grots are like when bound to Ork Kans, they will be aware of the moral lesson of allowing some Grots to wander around in a metal, armoured exoskeleton. It becomes vitally important to select the right kind of Grots, who will not habitually use their suits to enact revenge on another Grot who has ripped them off, annoyed them, or stole their favourite shiny fing. Some can be trained, but usually Mekgrots operate on the policy of deterrent, either they can man a Bottla properly, or they can be on the team that cleans them, and brings the Bottlas in from training. Epithet of Bottlas is not popular with Rebels, as it is an inevitable joke often used by Orks to refer to their similarity to Kans, and also to a common trait of Gretchin that they are often a little bit sensitive about. Still, Rebels use it as a badge of honour, concluding that if Orks took the time to mock them, they must be secretly scared of them. In truth, this is actually possible, as nothing quite prepares you for the sight of a dementedly gleeful grot operating something heavy and powerful with gears and levers
Armour WS BS S Bottla (Squiggier) Bottla (Kannier) Bottla (Buzzier) 2 2 1 3 3 3 F S R I A 2 2 1 Type Walker Walker Walker 5 10 10 10 3 5 11 11 10 2 5 11 11 10 1

-Quotation Deleted- The demented giggling of a Grot in a walker is far too disturbing to show

Special Rules

Bottlaz

Bottla Types: There are three different types of Bottla. Each of them have different aspects, but are fundamentally the same unit type. They share the same entry and options but are somewhat modified depending on what build you select (detailed below). A Bottla unit must all be of the same type, you cannot mix them. Squiggier: The Squiggier Bottla is inspired by the speed, grace, and outright tenacity of Squigs. Its build is much lighter, to allow it to move faster, and it is used to recon ahead of the main force in order to discover and eliminate hidden threats. The Squiggier loses its Dreadnought close combat weapon, but must still purchase a shooting weapon from the options. It also gains the Scout and Move Through Cover USRs. Kannier: The Kannier Bottla is based (some would say stolen) on the Ork Killa Kan design. It isnt as fast as the Squiggier, but it is much harder, and better all-round. The Kannier has an improved statline (see above) and retains its dreadnaught close combat weapon. Buzzier: The Buzzier Bottla is inspired by the angry and unrelenting nature of the Buzza Squig. It is built purely for unloading significant firepower, and is not designed for close quarter fighting (thus making it an extremely popular choice for most grots). The Buzzier loses its Dreadnought close combat weapon, but has two of whatever shooting weapon is purchased from the options.

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SCRAPGRINDAZ
It should be noted at the start of this that Mekgrots are not Armour very nice. They learn very quickly that the cost of ambition BS F S R Special and ingenuity is someone elses problem, and certainly not theirs. So it should come as no surprise that Mekgrots Grindaz 3 10 10 10 Tank regularly make things that are in many ways fatally Megagrindaz 3 12 12 10 Tank flawed. Mekgrots make many inventions this way, and their rationale is fundamentally one of solving a problem, not worrying about whether the stupid Grots they hand Special Rules them to know how they work. Weedy Construction, Rumbling Scrap Scrapgrindas rise from the more demented Mekgrots imagination. They are in part inspired by the Ork Deffrollas. Knowing that pretty much all Rebel Grot Rollin Deff: Grindaz and Megagrindaz are incredibly vehicles are far too weedy to fit one, a few Mekgrots dangerous to pretty much everything, including conceptualise the idea of making a vehicle that basically themselves. For this reason, although technically part of is one. The Scrapgrindas primary role is to be a giant the same unit, Grindaz and Megagrindaz are deployed rolling death mobile. They are typically powered by fungus and moved separately. They are thus counted as regular ale, Squigwheels, or sometimes more complex engines. vehicles, utilising the rules for Grot Hordes (see page 31). The Mekgrots that man them vary as to where they steer In addition, when moving Grindaz and Megagrindaz, on the things from, but having many dials, controls, and other the roll of a double (or triple when moving flat out) 1, they things to worry about, steering isnt always something that lose control. Roll a D6 and consult the chart below: the Mekgrot bothers with. Scrapgrindas are not always popular with Rebel Leaders (or at least not when they are near them) due to their rather dangerous nature, but it cannot be denied that they cause an awful lot of chaos, if one doesnt linger too much on whose battle lines it occurs most predominantly. To add to their potency, Mekgrots sometimes attach a few guns to them, but ultimately their destiny is to run over infantry and into anything more solid, and sometimes, the enemy comes off worse. The Scrapgrindas vary in size, between fairly big and particularly big. The particularly big ones are called Megagrindaz, which are usually made of lots of solid bits of scrap metal, and are often powered by large squigs, or a crude squig-oil engine. Scrapgrindas have a horrific impact on the foe, even when they are destroyed, as their momentum often means the havoc they cause to be just as bad as if theyd been left to their own devices.
D6 Result 1

Meltdown: The Scrapgrinda creaks and shudders, and threatens to rip itself apart. The vehicle suffers a penetrating hit. Outta Kontrol: The Scrapgrinda rumbles out of control, and as the Mekgrot struggles to regain control, the Scrapgrinda rumbles over anything unfortunate enough to be near it. The Scrapgrinda moves 3D6 in a random direction, tankshocking any unit (friend or foe) that it moves through, only stopping to ram. Speed Killz: The Scrapgrinda overheats; swelling with energy, the wheel turns at an alarming rate. The Scrapgrinda moves 4D6 this turn. It cannot shoot.

2-5

Scrapgrinda rolling over fleeing foes

If a Scrapgrinda is immobilised, destroyed or wrecked, apply the Outta Kontrol result immediately, resolving any tank shock hits, after which the vehicle is either permanently halted, reduced to a wreck, removed, or explodes, as per the vehicle damage rules. Wargear Grindaweelz: Grindaweelz make up the majority of a Grinda or Megagrinda, and are essentially massive rollers, designed to roll over all that they hit into. Any tank shock made by a Grinda inflicts D6 strength 10 hits on the victim unit. If the unit elects to make a Death or Glory attack, it takes a further D6 strength 10 hits in addition to the usual effects. The Megagrinda in addition ignores armour saves, and adds +1 to any ram attacks it performs. Grindaweel attacks are made in addition to a ram, as a ram is just a type of tank shock. Its obvious really, isnt it? Extra Spikey: Any Mekgrot knows that a Grindaweel is greatly improved by adding more spikes to it. A Scrapgrinda with the Extra Spikey upgrade inflicts an additional D6 hits during a tank shock (this is added to the initial D6 strength 10 hits, but this bonus is not added again if the unit elects to use death or glory).

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FRIGITZ
Grots are not the most practical of creatures when it comes to warfare. The ultimate purpose of warfare is destruction at any cost, and Grots are more built for survival. Certainly Grots have no interest in valour, even if they know more words than your average Ork. But Grots do certainly take pride in a few things, and one of them is their enthusiasm. Grots are particularly enthusiastic about the idea of causing chaos, with as little effort as possible. Most Grot vehicles follow a simple and light philosophy, but they are just as capable of producing something a bit heavier. The main produce of this concept are the Frigitz, similar in concept to the Galleons, of moving mounted guns around the battlefield, but with a rather concerted emphasis on the mounted guns part. Frigitz can be loosely described as guns on wheels (or tracks). Wherever a Rebel Mek finds room for a gun, hell stick one on it. The emphasis on guns very much marks them out as having a supporting role. It also means that they are particularly ponderous vehicles, moving at a incredibly slow and unreliable pace. It doesn't help either that Frigitz, geared particularly for firepower have dark, claustrophobic hulls filled with busy, shouting Grots, vainly trying to overhear the correct orders from the Kommador's squawk box that is connected to all the various sections of the vehicle by bits of old pipe and rusty nails. The most popular armaments on Frigitz are varying sizes of blunderbusses, designed to chuck scrap around the battlefield, in a deadly concoction of unpleasantly sharp and offensive items. Frigits swill to the rafters with crew, pets and other fascinated Grots. Frigits swell with activity and produce a ghastly amount of firepower when they close ground. Not bad for a rolling box of scrap.

Kaptin! shouted the gunner down the squawk box Derez sum targitz two clickz to da port! The Kaptin surveyed the possibilities from his periscope. Deyz in range uv da Blundablastas. Unleash Hell! The Kaptin hesitated, and then added Deze wunz ave eavy armour. Throw in some more sharp bitz, jus ta mayk shure!
- Frigitz are rolling scrap that chuck flying scrap

Armour BS Frigit 3 F S R Special 12 11 10 Tank

Special Rules Weedy Construction, Rumbling Scrap Wargear Blundablasta: The Blundablasta is an adapted variation of a particular Ork weapon. The variation exists partly to improve its design, and partly because the Rebels dont approve of its name. It is essentially a larger version of the Rebel Blundabuss, either fitted with a special loader, or multiple barrels. Unlike the Ork version, it has a habit of jamming, but on occasion fires far more scrap. Range 18 Str AP 6 5 Notes Heavy D3, Blast

Frigit firing stuff

Mega Blundablasta: Grots like nothing more than causing chaos. They get a derived satisfaction of glee from watching chaos erupt around them (so long as it doesnt hurt them). Chucking horrendous volleys of shrapnel causes this effect, and thus Rebels have an affinity with blunderbusses: the bigger, the better. The Mega Blundablasta blasts a horrendous amount of shrapnel at a horrendously powerful velocity in a massive torrent. It rips through all but the strongest armour, and causes lots of havoc. Only a Grot could come up with such a wonderfully masochistic weapon. Range 36 Str AP 6 5 Notes Ordnance 1, Rending

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JUNKZ
Sometimes an inspired idea requires so much effort on the part of a Mekgrot that he runs out of time on the actual vehicle, or so at least one would think when looking upon Junkz. Junkz have a very simple design concept. They are heavy lumbering things designed to move the massive weapon construct that is mounted upon them. Junkz are not really designed for speed. They are beasts of burden, used for carrying cargo, and other large objects. Most Rebels use Junkz in order to move whole communities from settlement to settlement, but Meks quickly realise the potential for mounting large guns on them. Most Rebel vehicles are far too light to support heavy-duty weapons, as they typically require lots of ammo that Junkz are just heavy enough to accommodate. The weapons that are fitted on them are typically rather zany in conception, but the idea behind them is fairly simple; something nasty propelled a decent distance, with plenty of ammo in order to do it again. Rebel Grot ingenuity is simplistic, but horrifically effective. The domestic application of Junkz typically inspires the weapons that are used on them, and thus having a vehicle that already has facilities to hold Squig pens or large vats of Buzza Squigs merely simplifies the whole process. Junkz don't particularly look like much, but this very much suits the outlook of the Rebels themselves, who know better, but prefer not to share this knowledge. Bommsquig Chukka: Squigs are rather popular forms of weapon in the Rebellion. Unfortunately Grots arent quite as good at training them as Runtherds are. Fortunately, they find it much easier to fire them on catapults and let their natural instincts come into play. Bommsquig Chukkas are notoriously unreliable, and prone to causing all sorts of problems for the crew. Range 48 Str 2D6 AP 5 Notes Ordnance 1, Barrage, Squig

Squig: Squigs are notoriously unreliable and rather troublesome. After declaring the target, but before rolling to hit, roll 2D6 to determine the strength. On the roll of any double, roll a D6 and consult the table below: D6 Result 1 Aaargh! The Squig gets loose before it fires and goes berserk. No shot is fired, and the firing vehicle suffers a penetrating hit. 2-3 Werez Da Big Boom? The Squig loses most of its explosives in the air. The shot is resolved normally, but with the small blast template. 4-5 Bouncin Bomm: The Squig lands on its belly without detonating, bouncing all over the place. Resolve the shot as normal, but roll to scatter twice, whether it hits with the first or not. 6 Gud Squiggee: The Squig lands on its feet and runs towards the intended target. Roll a D6 and add it to the amount the shots scatter is reduced by. If a 11 or 12 is rolled, the shot is resolved normally, but at a maximum of strength 10.

Boss, duz dat pile uv skrap ave a big gun on it?


- Junkz may not look like much, but they have big guns on them!

Junk
Armour BS Junk 3 F S R Special 12 12 10 Tank

Special Rules Weedy Construction, Rumbling Scrap Wargear Buzzer-Gatla: Any Rebel given Junk duty dreads finding a Buzzer-Gatla, because then they know that they will spend most of their lives running away from Buzzer Hives and vainly trying to fend off Buzzers from biting them with a fairly ineffectual net. Buzzer-Gatlas propel an awful lot of Buzzers in the direction of the foe. So much so it will look like a great mist is descending upon them. Grots love wielding such weapons of chaos, but they dont particularly relish loading it. Range 36 Str AP 2 6 Notes Heavy 6D6, Pinning, Poison (4+)

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WEAPON TEAMS
Rebels instinctively understand the importance of support weapons. What with the remnants of Orks Big Gun crews and the Grots instinctive desire to inflict confusion and misery upon the enemy, Mekgrots are quite quick to exploit the idea of weapon teams to deliver much needed support to the infantry. Weapon Teams comprised of several two-manned grot crews, who carry various mekbuilt contraptions designed to destroy, confuse, or cause havoc upon the enemy; preferably all three at the same time. Mekgrots regularly rely on the masochism of Grot Doks, or Gretchin Foragers who advise them on various disturbing and unpleasant creatures that are ideally suited for use in Wargear. The angry Buzza Squig for instance, which is unpleasant to gather, but satisfyingly devastating when used against the enemy. Buzzas are used regularly by Rebels in large numbers, simply because an immediately released Buzza will head for the first thing it sees and give it a really bad time. Grots spend a lot of time coming up with ingenious ways of doing this to the enemy. Mekgrots also make use of many other ingredients in their concoctions and devices, testing all manner of flora and fauna for particular uses. Squigs once again provide many uses, such as the common Squig's explosive gut, and the foul methane production of their droppings both act as excellent propellants. The fungus Puffball is also used for its poisonous spores, and there is even a type of fungus that protrudes smoke when pressured. Mekgrots even have other tricks up their sleeves, manipulating Ork technology (sometimes even coming up with their own) that produce lightning, fire, smoke or simply enough power to propel something much simpler a great distance. Weapon Teams are usually assigned to accompany other Squads into battle, becoming part of the unit and dealing with immediate threats as they advance. However it is also not uncommon to see Weapon Teams being deployed

WS BS
Weapon Teams

S 2

T 3

W 2

I 2

A Ld Sv 2 6 5+

Special Rules Weedy, Aaargh!!, Grot Hordes (3), Relentless Vulnerable to Blast/Templates: Weapon teams are made up of packed units of Grots close together. They have vulnerable to blast/template weapons universal special rule. Weapon Teams also count as two models for the purposes of being mounted in transports. Wargear Booma: The Booma is a crude version of the Ork Kannon, although designed to be significantly lighter. It fires a small warhead loaded with Squig Gut (a very explosive material) and Squiggoth Droppings, which, if rank enough, provides a sufficient propellant. The Booma seldom lives up to its epithet, but when it does, it can remove all your hairy squigs from 50 paces. Range 24 Str AP 8 4 Notes Heavy 1, Explosive Impact

Weapon Teams

Explosive Impact: On the roll of a 6 to hit, the Booma explodes. You may place the small blast template centred on the target, or increase the strength of the hit by 1. Venomlobba: The Venomlobba is a crude version of the lobba, designed to propel small puffballs into the battlefield. When it lands, it bursts apart, and releases vast quantities of poisonous spores, choking all those nearby. Puffball spores are generally more deadly to nonorkoids, but Grots and Snots are among the few smart enough to avoid them due to their quite nasty properties. Range 24 Str AP 1 Notes
Heavy 1, Blast, Barrage, Poison (4+)

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Frazzzappa: The Frazzzappa is a more exotic weapon used by weapon teams. It is an unpredictable and quite volatile variant of the Ork Zzap Gun, utilising a similar power source, but filtered through three separate nodes to try and reduce the risk on the crew. It doesnt tend to work too well. If you cross the streams whilst firing this weapon, youll get your feet wet and quite a nasty shock. Range 24 Str AP 3 4 Notes Heavy 3, Conductivity

FLORA AND FAUNA


As resourceful as Grots are, they have always known the benefits of using flora and fauna where possible to make their lives easier. In their days under the thumb of Orks, this usually meant picking on Snots to do their work for them, or feeding rubbish to pet squigs rather than bothering to take them out of their masters abode. There are actually many Gretchin that are extremely skilled at scavenging and utilising the flora and fauna that exists in the habitat of Ork-Infested worlds. The existence of the Orkoid system alters the natural habitat increasingly; producing multiple strains of useful Squigs, fungus, and even altering the nature of some indigenous plants and animals. Grots, as societal organisers, assistants, servants, scavengers and tradesmen have an awful lot of exposure to the local environment in ways most Orks wouldn't even notice. It's questionable if Orks could even feed themselves if Squigs weren't roaming everywhere and there wasn't other Orks or organisms to beat up for their food. Many flora and fauna have supportive societal roles, but others are less helpful. Gretchin are often forced to gather these for Orks who notice such unpleasant things for Warfare, or Doks who want noxious items for medical purposes. One of the most common Gretchin know-wats is the usefulness of Buzzer Squigs. Captive Buzzers suddenly released from captivity are even more ferocious than normal, and lash out and try to eat the first thing they come across. They are deeply unnerving, rather nasty in large numbers and, best of all, hundreds of them can be packed into small packs and released at will. There are also various useful funguses, such as the poisonous fungus residue called Arsnik, and the poisonous fungus Nightsnik. There is also Speckled Bloodshade Fungus that has various medical uses, and can be combined with other materials to make damaging poisons and purgatives. Many Grots know all the good fungus types, whether they are eatas, or poisonous ones, something many an unsuspecting Ork ended up wishing they knew.

Conductivity: Shots that hit the same target can count as hitting once, but stack the strength of each hit. However if any triple is rolled when rolling to hit, the weapon explodes. Remove the model as a casualty after resolving any successful hits. Buzza Blowas: Buzza Blowas are designed to unleash countless Buzzer Squigs on unsuspecting foes. The Buzzers come screaming out, lashing at everything they see, both making a nuisance and boring into skin in order to feed. The weapon teams use special shields placed at the spout of the Blowas to prevent them from coming back and eating the Grots that just released them. Range Template Str AP 2 5 Notes Heavy 1, Pinning, Poison (4+)

Grot-Gatla: The Grot-Gatla also makes use of Buzzer Squigs. It is similar to the Buzza Blowas, however, it uses a steam mechanism to fire them out individually with gatling tubes that can hold half a dozen or so of them at once. They are fired in the direction of an enemy unit, hoping that they will dive down and start feeding. Range 18 Str AP 2 5 Notes Heavy D6, Unrelenting

Unrelenting:The Gatla can fire so many Buzzer Squigs at once that it can utterly overwhelm foes. If the Gatla has not moved, you can roll up to 5 additional D6 to determine how many shots you get. However on any double, no shots are fired, and the team suffers a wound. Smoke Blowas: Smoke Blowas are one of the lesserseen weapon teams (Grots dont really like carrying something that wont kill everything they dont like), the Smoke Blowas are used to cover the advance of units and confuse enemies, lowing their visibility so the Grots can strike unseen. Range Template Str AP Notes Heavy 1, Cover, Smoke

The Gretchin were proving surprisingly difficult to extract


from the ruined buildings around our position; so Squad Harpus, the storm trooper unit were teleported in, and quickly moved into the ruins on orders to search and destroy. Moments later the unit was in chaos. Some were retreating, flailing their arms erratically and others rolling around on the floor; all surrounded by small, vicious beasts; screaming in terror and agony. As they fled and flailed, they swiftly fell to fire and the sword. It is not like fighting the Orks; the Gretchin possess much cunning and resourcefulness. Do not underestimate them.
- Field Marshal Fabion Velarsus, commenting on the continued siege of ruined city Delarus, into its 6th month without success

Cover: Instead of firing this turn, one friendly unit within 8 can benefit from a 5+ cover save. The Smoke Blowas (and the rest of their unit) always have a 5+ cover save. Smoke: Units covered by smoke blowas count as assaulting through cover until the next Rebel Grot turn. Units under smoke must be targetted using the night fighting rules. If night fighting rules are in play, the visibility determined is halved.

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TROTSKIN, REBEL WARLORD OF KAFKUFFLE SANDS


When the first stirrings of Gretchin Revulushun had reared its head in the wake on Phalanx II, following the Grotless Waaagh! of the The Great Warboss, Lord Krusha; Trotskins face had become one of the most prominent beside the wise spiritual leader of the Rebellion, Gitfin. A very aggressive, opinionated Grot, Trotskin quickly took over the Rebellion when the Orks reacted violently (however unsurprising the reaction was) to their Rebellion to gain admittance on the waaagh. Trotskin was short tempered and cunning. He was quick to speak and often had to restrain himself when he felt the eye of Gitfin upon him. Trotskin was an assistant of Big Mek Garbrush, although he was a Bitz collector and never built anything himself. He was unnaturally tall and strong for a Grot. All of the heavy carrying he had to do and having a freer reign in the Ork Town had left him in a better condition than others. He was also literate, selftaught through reading Garbrushs plans and notes. Later in his life this fondness for technology and innovation earned him many victories through the insistence of using clever ingenuity and guerrilla tactics. Throughout his massively successful Rebellion, he increased his ability and reputation as he grew to be the Rebellions warboss and led several successful campaigns against his former masters. At the peak of his powers, he turned a Rebel Grot force into a massive, successful army, that destroyed several Ork forces deemed to be of much more substantial stock. The most warlike and aggressive Rebel Grot Warboss began and ended his tenure on the battlefield, giving as good as he got. A Grot became the equal of a Great Warboss, and gave the Orks a lesson that they never forgot. Trotskin was a very successful Rebel Grot leader. He was a fearsome warrior on the battlefield, and quickly arose to Warlord status, defeating all internal obstacles on his way to victory. He was finally defeated during the battle of Kafkuffle Sands, where Trotskin managed to halt a Necron expedition force, but the Rebel army was too crippled to defeat the Ork force that turned up to meet them. Nevertheless, the Rebels fought to the last, and made the Orks realise what they were without Gretchin.

WS BS
Trotskin

S 5

T 5

W 4

I 1

A Ld Sv 4 8 2+

Wargear: Trotskin has the Deff-Shoota, and Behemoff Armour Wargear Deff-Shoota: Trotskin has always been a warm advocator of technology created by many of his Mek Grots. The Deff-Shoota was designed by his favourite Mek and close friend Widget Workybitz, the inventor of the Squigwheel. It is essentially three shootas stuck together, but dont tell anyone. Range 12 Str AP 4 6 Notes Assault D6

Trotskin and his Behemoff Armour (or alternatively in his armour)

Behemoff Armour: Designed by Widget in one of his more inspired moments, the Behemoff suit was a massive suit designed to give Trotskin an utterly imposing visage on the battlefield. The Behemoff suit augments Trotskins stats (included above), includes a Deffklaw, and in addition provides Trotskin with a 4+ invulnerable save. Trotskin ignores armour saves in close combat. Special Rules Independent Character, Weedy, Furious Charge. Waaagh!: Trotskin was an aggressive Warboss, and he had such a fearsome reputation that he could motivate a Gretchin army to charge ahead where lesser Gretchin forces would flee. Rather than using the Aaaargh! Trotskins army can Waaagh! (Ork Codex, pg 31) once per game. Imposing Visage: Trotskins Warboss Suit looks rather imposing, a deadly visage of a rather big and entirely (presumably) metal warboss. As a result, models wishing to assault Trotskin must pass a Leadership Test or flee. No Surrender: Trotskin was a deeply ferocious Warlord, and his desire for victory consumed his waking thoughts and he transferred this lust into his followers. All Rebel Grot units within 12 of Trotskin can use the Mob Rule (Ork Codex, pg 31) instead of using the regular Rebel Grot Morale rules. Trotskin and any unit he joins are also stubborn.

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GITFIN, DA BLACK GROT, REBEL WYRDGROT


Trotskin turned and promptly did as he was told. He was surprised to sense Gitfin had followed him out of the tent. He turned around and smiled. Gitfin was struggling to walk, and he had noticed a great deal of changes in the old grot, but he for some reason seemed more powerful and awe inspiring than ever. The battle with the Orks drew near, both Grots could sense it, and Gitfin made an insightful glance at the strong young Warboss Trotskin had become. Together they walked out to witness the horizon bear the visage of a hoard of very angry Orks. The huge WAAAGH! that followed was expected. And yet the very force of it rippled through every single Gretchin rank as if it was a tidal wave of fire. The Gretchin were gripped with fear, but they were equally spewing with hatred. Gitfin seemed to be a great deal of pain, and was finding it hard to stand. The Orks had started moving, quite rapidly, but they had a good amount of ground to cover. Trotskin shared a glance with Gitfin; and instantly he knew. He understood. He stepped out of the front rank and shouted a defiant cry: Dey wud tak bak owa freedum and try da teech uz der wayz agan, who sayz we ave ta let em? Get redy ladz, we iz gunna giv deeze Orkz a taste uv owa revulushun! Their defiant cries slowed the Orks down somewhat. They had not being expecting the Gretchin to be that brave in the face of a Waaagh charge. The lead Ork shared a glance with Gitfin. He had stood up much higher than normal, and his pained face now bore a smile. Just before the lead Ork met the line, flashes of green energy flew from Gitfin and smothered a large group of the Orks. Seconds later they exploded with a blinding flash. The Lead Ork fell to the ground. When he came to, his comrades were riddled with bullets and lying in strange, deformed poses of excruciating death-throws. Gitfin was the wyrdgrot of Trotskins Rebel Grot force, and it was he who is believed to have first mastered the power of the warp as a Gretchin. In the beginning, he suffered horrific waking dreams, as his ability to tap into the warp was turned on, and as the mood of his fellow gretchin rose, his powers increased. Until one day, on the battlefield fighting the Orks, he reached a peak of control that amazed even the Orks, as he threw out powers at an alarming rate and had total control over his powers, even as he lost control over his own body and became a frail, aging Grot, his powers were unmatched.

WS BS
Gitfin

S 4

T 3

W 3

I 3

A Ld Sv 3 8 5+

Wargear Platform Bearers: Gitfin became increasingly frail, and was often unable to walk. Trotskins solution was to assign a unit of his best assassins to carry Gitfin across the battlefield. They count as a single model, and are represented by one stat line. Special Rules Independent Character, Weedy, Aaargh!!, Psychic Resonance

Psyker: Gitfin is a psyker. Blessed of Zork: Few Wyrdgrots survive long enough to even begin to understand their powers. Such is their disturbing nature; many are made outcasts whilst others are simply driven mad. Somehow Gitfin managed to drag himself out of the abyss of madness and take control of his powers. At his peak, Gitfins mastery made him feared by friend and foe alike, and he utilized these powerful emotions to control the very essence of his power into his own whims. Gitfin knows all 6 Wyrdgrot Powers as seen in the Wyrdgrot entry, and uses them in the same way. In addition, he has one unique Psychic Power, included below. Zorks Gift: Instead of using a regular psychic power, Gitfin can use this special power. After passing a psychic test, take a leadership test for all friendly units within 18 of Gitfin. For each one that passes, you may add an additional shot onto the power. If 7 or more pass, you may instead use the large blast template. The attack hits automatically. The psychic power is a shooting attack: Range 18 Str AP 6 3 Notes Assault 1 (modified, see above)

Gitfin gesturing power, atop of his platform

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63

ZODIMOK THE INSANE, REBEL GROT DOK


Orks are often noted to consider Mad Dok Grotsnik when they typify something as beyond the mortal conception of sanity. However Zodimoks insanity is so deeply unnerving that Grotsniks madness appears quite sane and agreeable in comparison; after all, this fact is easy to spot when those around Zodimok neglect to specifically call him Mad for fear of it making him worse. In recent times, Zodimok perfected his art by creating the perfekt creature. What is most impressive about this feat is that, so scared of his success, some other Doks got together and killed it. Zodimok then decided he could bring it back to life, and did. As a result, it was bigger and meaner than before. Even more perfect, no doubt. Ever since, Zodimok has shown off his prize possession amongst other groups of Doks, and enjoys nothing better than watching his creation rip apart everything in its path. Fritz: Zodimoks long-suffering servant is always on hand to attend to his master. He is just like any other Dugrot Assistant, however instead of allowing a re-roll, the player may choose which temperament is put in play that turn. Remove Fritz from play as normal after using this ability. Special Rules Iconoclast, Itz a Monsta! 50 Caskets Short of an Undertaker: Zodimok is far beyond any conceptualisation of sanity. His ideals are devoid of anything the most deranged could possibly comprehend. In other words, Zodimok has witnessed the true depths of insanity. Zodimok and his unit are fearless. In addition, Zodimok is an independent character, but he and his creation can only join Dok units who else would? The Creature: Some time ago, Zodimok created the ultimate Grotesk. The Creature is truly a mammoth of disgusting destruction. The Creature is subject to the Itz a Monsta! rules (if in a Dok unit roll once and apply the result to both the Grotesks and the Creature). In addition, The Creature is a monstrous creature, and carries a Booma as its right arm. Whilst the Creature remains on the board, Zodimok cannot be picked out even if he and the Creature have not joined a unit. As Inevitable as a Magnet in a Minefield: It could perhaps be clear to even Zodimok himself that his finest creation is likely to destroy him, as a matter of fact it is more a question in his mind of when rather than if. When rolling for Temperament, if the Dim result is determined, the creature may lash out at Zodimok. Apply the result as normal and take a leadership test on Zodimoks leadership value. If it is failed, the Creature attacks Zodimok and his unit. Place the Creature in the opponents control and it has the unhinged temperament for the rest of the game.

From dat faytful day wen bitz uv slime furst crawled out of the pryme, ideal sporin ground, an shoutid to da big sissy starz, WE IZ ORKZ Our graytest dredd has always bin of missin all da fun of krumpin stuff by bein ded. But tunyte, we will ave chuckd da klaw uv know-watz into da face uv deff imself. Tonite we will ascend into da starz, and mock da warp stormz, we shall command da univerz, and break into da tuff naytur of da warp itself! LYFF! LYFF DO YA HEAR ME? GIVE MA CREASHUN LYYYFFFFFFFF!!!!
Zodimok, madder than a large barrel of warpsquigs.

WS BS
Zodimok The Creature

S 3 6

T 3 6

W 3 4

I 4 1

A Ld Sv 3 4 8 6 5+ 4+

4 4

3 3

Wargear: Da Speshul Injecta: Zodimok carries a syringe of one of his own concoctions, which contains a strange dose of venom that is so powerful; it could kill a Squiggoth in seconds. The Speshul Injecta is a poisoned weapon that always wounds on a 2+. In addition, once per game, one unsaved wound inflicted by the Injecta can be considered a double dose. When applying the double dose, the living model must roll equal to or less than their Toughness value or be killed outright; regardless of wounds or any special rules (i.e. Immune to Instant Death, Feel No Pain etc) a result of a 6 always fails, regardless of toughness. Decapitator: Some time ago, Zodimok developed a tool for cutting off limbs, and other body parts. It does the job rather well, especially with Zodimoks crazed enthusiasm for cutting anything up that might not enjoy the experience. The decapitator is a single-handed close combat weapon that adds +2 to Zodimoks strength and has the rending special rule.

Zodimok

FORCES OF THE REBEL GROTS 64

GULSNIK DA BAKKSTABBA, MASTA ASSASSIN


Snabskul looked up; he could have sworn hed heard creaking on the roof of the ruined Ork building they were taking shelter in. Warboss Gargrim had ordered him personally to find the runt that did his nastiest Nob in; Wazzmakka was a nasty piece of work, he was fouler than any Ork Snabskul had known (aside of the Boss that is). Still, Wazzmakka hadnt seen it coming, and whatever it had been, it had left him in quite a mess. The boss had told him not to come back until it was only a head on a pole. He sniffed. There was the smell of blood about this place, something ominous, an acrid stench of dread. He couldnt take it anymore; he rushed over to a wall and clambered onto the roof... nothing. His mind was playing tricks with him. As his eyes scoped around he heard strange sounds coming from below; as he looked down from the roof, he saw a small pack of black-clad Gretchin cutting up his crew. He snarled and pointed his shoota in their general direction and pulled on the trigger, but nothing happened. He looked down at his shoota to see a bleeding stump where his hand had been. Then suddenly he felt a tightness of breath, and then he noticed the tip of a sharp choppa sticking out of his chest. Then he looked up to see the partly muffled face of a Grot upside down, hanging over him held up merely by the blade in his gut. As he slowly sank to his knees, and the strength drained out of him, he could only return the glance, vaguely aware that hed been lured to the roof; one assassin grot for each Ork. I fawt yad lik ta watsh whispered the Grot as my Grotz slizd up ya Boyz! Snabskul could only mumble; he had not the strength to say anything. My names Gulsnik, an I stikd ya stoopid git! Wud av been yer Boss if Id fownd im. Now yer bowf ded an it survs ya roit fer bein a Ork. At that he flew back, ripping the choppa away and disappearing into the darkness. The Orks later found Snabskuls lifeless body on the roof, with a small sign saying Gulsnik Wuz Ere. The only time any foe could ever be aware of his presence was if he wanted them to. Little is known of Gulsniks past; only that he was a Grot of great fortune and ability. He was one of those few Gretchin before the Revulushun to have no master. It is said, that he witnessed his Masters death at the hands of a jealous Nob, who murdered him to acquire the Nobs property. The legend goes that Gulsnik waited for an opportunity to get even, and eventually managed to sneak into the Nobs personal chamber, and run him through as he slept. Whether the story is true or not, the accounts of his survival amidst a scrap-heap, waiting until the cover of darkness to go looking for food and supplies, is telling of the post he acquired. It is also said that he learnt of the Rebellion, and followed them, ensuring that all signs of their trail vanished from sight, and that any Orks were swiftly dispatched. How he was introduced to his Rebel cohorts is unknown, but the popular tale is of him sneaking past all prepared security to visit one of the most powerful Kommittee members. It is certainly true that as if from nowhere, one Kommittee member rose quickly to a high position of power, before initiating a long-running guerrilla war against their former masters. The deed that prompted it was the assassination of the Warboss Gargrims second in command. WS BS S Gulsnik 6 3 3 T W 3 2 I 6 A Ld Sv 4 7 4+

Wargear: Gulsnik has Two Snikkas, Throwin Starz, and Smoke Bomms Special Rules Weedy, Hidden, Assassins, Hit & Run, Move Through Cover, Stealth, Acute Senses Master Assassin: Gulsnik is an extremely deadly assassin; he can kill enemies before they even notice he is there. He uses two snikkas, just like a Masta Assassin (see the Assassin rules). However he inflicts rending hits on a 5 or 6 to hit rather than just on a 6. Combat Master: Gulsnik is a deadly fighter; his martial skills allow him to run rings around his enemies, parrying blows and striking out at such speed that he can take on several enemies at once without suffering from a single blow. All models in base-to-base with Gulsnik lose an attack; this can prevent a model from attacking at all. Dodge: Gulsnik has acute senses and can dodge blows with lightning efficiency. Gulsnik has a 4+ invulnerable save. Without a Trace Gulsnik hunts only the most able enemies, and knows when to cut his losses. If Gulsnik kills an enemy independent character in combat, after the combat is fully resolved, he may immediately be removed from the board along with his unit. The unit cannot be returned to the battle, but they do not count as casualties and are not counted for kill/victory points; this applies to casualty totals for your opponent and also they cannot count as a surviving unit in missions where what is left on the board counts for victory points (their exit is not very morale boosting).

Gulsnik in action (and preferably the air)

FORCES OF THE REBEL GROTS

65

MANIK MORGOR, OUTRIDA CHAMPION


If Morgor is to be believed, he was once an ammo runt for Kaptin Badrukk. He even states that he was there when the Kaptin killed a Void Whale single-handedly. He states that his first experience of hunting in general was under the old Kaptins entourage, where they hunted many creatures, on countless worlds, often purely for sport, sometimes even letting the Grots take a few pot-shots (although most of them had the good sense to deliberately miss). Whatever the truth, it is certainly very likely that Morgor was an ammo runt for a band of Flash Gits. It would explain his fascination with dakka in general. Morgor was always an enthusiastic hunter. In the old days, he would wander the wastes with whatever weapons he could scavenge, lying in wait for his prey, before bring it back for his masters supper. As his aim and senses sharpened, he became far more aggressive and impatient in the hunt, yearning more and more for increasingly bigger guns. Eventually he borrowed his masters favourite Kustom Shoota, and lost it near sum waterin hole. Morgor was chased out of the Ork town for good, merely managing to take a mangled old blundabuss with him. There his life would have probably concluded, hunting in the wastes with a degraded blundabuss relegated to firing squig teeth and bits of tinder; if not for the Gretchin Rebellion. Morgor initially was part of the hunting party, who swiftly took to using various mounts to catch the swifter prey. Whilst out on his own one day, Morgor found a wounded Squig at the mercy of a Squiggoth. With his modified old blundabuss, now a large hunting rifle he dubbed Miffy; he shot the Squiggoth dead. The Squig recovered, and, constantly treated to meat by his new companion, it fattened up and never stopped drooling. Morgor named it Gargla, and has ridden him on hunting raids and to battle ever since. Morgor is obsessed with guns, and carries them all with him. Morgor is named Manik Morgor partly for his obsession with guns, his temper tantrums when he fails to kill something, but generally because he is seldom seen not chasing after something with at least one gun in his hands.

WS BS S Gulsnik 4 5 4

T W 4 2

I 3

A Ld Sv 3 7 5+

Wargear: Manik Morgor has Miffy, a Shokgun, a Huntin Gun, and Two Six-Shootas. He rides Gargla into battle. Special Rules Weedy, Aaargh!!, Cavalry, Saddleshots Armed To Da Teef: Morgor has lots of guns. These guns are held in various special holsters mounted on his squig, and his personal gun, Miffy, has a kustom strap, whilst his two six-shootas are in holsters on his belt. Morgor can only use one of his guns (or his two six-shootas together) each shooting phase, but he is free to use any of them. Morgor can only use his six-shootas in combat if he didnt use another gun during the shooting phase. Fillem Wif Led! Morgor is very gun-happy, and this enthusiasm is infectious upon any Outridas that follow him. If the unit does not run or assault, each of the unit may fire twice this shooting phase. Ead Em Off At Da Pazz: A natural born tracker, and generally preferring to be the first to fire in a firefight, Morgor likes to ambush his foe. Manik Morgor and his unit may outflank. Wargear Miffy: Miffy started out life as a tragic, old and rusty blundabuss. A Mekgrot created a device of Morgors devising. It became a large Huntin Gun designed to allow Morgor to hunt anything he wanted. Miffy is named, rather ironically, based around the idea that the scope is a little wonky, leading to Morgor missing an awful lot (or so he claims), but Morgor hasnt got the heart to get it fixed. Range 24 Str AP 7 4 Notes Assault 1, Rending, Droppa

If yer tired uv gunz, yer tired uv livin.


- Manik Morgor, replying to a comment about the amount of guns he was carrying

Morgor and Miffy in action

Droppa: Miffy has some serious kick to her, and those bullets it fires are enough to drop a Squiggoth. A wound inflicted by Miffy causes D3 wounds instead of 1. Gargla: Gargla is a rather large squig that Morgor once saved from a Squiggoth. Gargla is surprisingly loyal to Morgor, and accompanies him everywhere. Gargla drools a lot, thus Morgor often jokes that a swallowed foe is more likely to drown than be chewed to death. Gargla improves Morgors statline (bonuses included above), and gives Morgor the rending special rule in close combat.

FORCES OF THE REBEL GROTS

66

THE RED GOBBO, REVULUSHUNAREE FIGYER'EAD


The Kommittee members were standing at the viewpoint over the ravine, looking upon the Ork army marching towards the main Rebel Grot line. There was an endless furore of loud squabbling amongst them, as they ranted and raved at the impending doom awaiting them all. They were more or less unanimous about the idea of doing a runna; getting out while the gettin wuz gud. However one by one, the voices fell silent, as their faces turned to the new figure walking through them as if they werent there. The figure walked to the ravine, appeared to look down, and silently looked around, pausing merely to force eye contact to his cold, decisive eyes, or forced lesser Grot leaders to look away in shame. He turned around and looked at them. Resplendent in a long red trench coat, and a small, yet seemingly important staff, with an Orks Skull decorating its head; the Grots face bore a disgusting grimace: Watcha doin? Ya fink weer not gunna win diz? Git yer weedy facez ta da frunt line, ya snotz. It was the Red Gobbo, and his words filled their fearful ears with shame and pride. Without a word they began travelling back to the front line, more fearful of him than all the Orks in the universe. He smiled to himself and looked down the ravine at the Orks See ya soon ya gitz he grinned to himself and went to prepare for battle. The Orks had no idea what they were about to run into. The Red Gobbo is a grot, but despite having the loftiest position in Da Kommittee, he is faceless. The legend amongst the Gretchin populace is that he lives forever. The reality is that the post changes hands quite a lot, either because the Gobbo dies, or because a new Gobbo is elected. Still, there is a transformation that occurs when the selected Grot dons the garb of the Red Gobbo, in a long ritual that seems to have been passed down for generations, when the chances of that are unlikely. The Red Gobbo is a stern warrior of office; he serves the Revulushun, and only the Revulushun. Everyone is answerable to him, and none are free from his gaze. He sternly watches over every Grot in the Revulushun to make sure they are doing proppa dealins. His face on the battlefield fills every Grot with pride and fear; even if their enemies just think hes a daft grot in a trench coat. The Red Gobbo cares not, for he's far cunning than they could possibly imagine, and his trench coat is proppa.

WS BS S The Red Gobbo 4 3 3

T W 3 3

I 4

A Ld Sv 3 9 5+

Wargear: The Red Gobbo has a Kustom Slugga, Staff uv Offiss, and Garb uv da Gobbo. Wargear Kustom Slugga: The Red Gobbo, as head of Da Kommittee has access to the best equipment available. Each successive Gobbo will inherit the best equipment reserved for his position. Most Red Gobbos tend to lean towards a light and effective pistol. Range 12 Str AP 4 6 Notes Assault 2

Despite being an assault weapon, the Kustom Slugga counts as a pistol for the purposes of close combat. Staff uv Offiss: The Staff of Office of the Red Gobbo himself, the symbol of the Might uv Da Kommittee. It counts as a single-handed close combat weapon. In addition, once per game the Red Gobbo may raise it for all Gobbos to see. On the turn it is used, the unit the Red Gobbo is in is fearless. Garb uv da Gobbo: There is only one Red Gobbo, and every grot knows it. All Rebel Grot units within 12 of the Red Gobbo add +1 to their leadership value for any leadership tests they are required to take (but cannot be used for any re-rolls). Special Rules Independent Character, Weedy, Aaargh!!, Heroics, Pep Tawks, Wer Ya Goin Runtz? Proppa Dealins: The Red Gobbo is a stickler for efficiency, and he doesnt carry his elaborate symbols of office for nothing! He is a fearsome leader, and insists on discipline. Those around him are more than aware of his gaze and terrified of crossing him. Fleeing units within 12 of the Red Gobbo must attempt to regroup even if they are below 50% of their starting strength. In addition units that Aaargh within 12 of the Red Gobbo do not take morale checks for being below 50% of their starting strength and rally immediately.

The Red Gobbo might add a page introducing the Heroes Uv Da Revulushun to get a bigger picture.

FORCES OF THE REBEL GROTS

67

THE LIVIN' LEGEND, REVULUSHUNAREE HERO


In war there are always heroes. Most die without a name, or an attributed deed. The ones that survive either do so by luck, or by a mixture of cunning and audacity. For a Grot, ambition is a tough thing to master, but it is almost always applied through the medium of cunning. A Grot can achieve a great many things, but often not without a sufficient amount of sacrifice. Sacrifice is usually other Grots. Nevertheless, the Guerrilla endeavours generally form a few success stories. On occasion the odd Head Honcho becomes such a charismatic and enduring force upon the Revulushun that they are raised to a mythical status. A Livin Legend is the pinnacle of any Revulushunaree warrior, a point at which they can change the course of a battle simply by turning up. Livin Legends are invariably shrewd, the kind to know when to cut their losses, but when necessary have the valour of any other potent warrior. A legend of this sort is typically a hardened Guerrilla, who has earned a fearsome reputation for winning battles against insurmountable odds. The truth of any Legend, of course, is cutting through the exaggeration, and underneath is a shrewd warrior who trusts themselves and gets things done by understanding the odds and knowing when and where to push them. WS BS S The Livin' Legend 4 4 3 T W 3 3 I 5 A Ld Sv 3 9 4+

Wargear: The Livin Legend has a Grot Shoota, SixShoota, Relic Sword, Mush Armour, and a Speshul Gubbin. Wargear Relic Sword: From the spoils of war, the Relic Sword is a testament to the Legends martial prowess. The Relic Sword is a power weapon. Speshul Gubbin: Although not referred to as such by the Legend imself, the Speshul Gubbin is essentially something the Legend possesses that makes them recognisable, be it a piece of headwear, some sentimentally treasured weapon, or some item they are otherwise never seen without. The Speshul Gubbin shows to all that see it that they are in the presence of a legend. The Livin Legend and any unit he is with can re-roll any failed leadership test they are required to take. Special Rules Independent Character, Weedy, Aaargh!!, Move Through Cover. Dishona Befoar Deff! The Legend didnt get to his position by dying in a hopeless battle. The Livin Legend and any unit he is with can opt to re-roll any combat initiative and flee rolls. In addition, the Livin Legend can choose to leave any combat he is involved in at the start of any assault phase. He is placed 2D6 away from the combat, after which he can operate normally. The Livin Legend can only do this if there are other friendly units involved in the combat (whether he is joined to them or not) if he is on his own, he has no means of ducking out. Master Guerrilla: The Livin Legend has won countless Guerrilla battles in his time, and can ambush even the most able foes. The Livin Legend and any unit he is placed in can be left in reserve. When they arrive from reserve, they can be placed in any terrain feature on the board, even if there are enemies within 6 (but must still obey the rules regarding avoiding contact with enemy models). Once they arrive they can operate as normal. Revulushunaree Hero: The Livin Legend is naturally revered by all Rebels in the Revulushun as an epitome of a Revulushunaree Warrior; their presence urges them to increase their efforts. The Livin Legend and any unit he is with can re-roll any failed to hit rolls in combat. However should the Livin Legend be removed as a casualty, the unit will suffer a 1 modifier on their leadership value for the remainder of that game turn.

No cleva git eva won fer his cause by dyin fer it. Dey won it by gettin sum stoopid git ta die fer it.
- The Livin Legend, experienced, shrewd, and honest.

Livin' Legend

FORCES OF THE REBEL GROTS

68

THE KORSAIR KAPTIN, RAIDA OVERLORD


In many Rebel societies, there are those Raidas who rise quite beyond their station. These are Korsair Kaptins. The Korsair Kaptin is a ruthless and merciless Raida of some considerable experience. They are dangerous creatures to behold, because they are very unlike what a Grot usually is. Raidas are a particularly bloodthirsty lot, but a Korsair Kaptin represents the kind of Raida that truly thrives in all of the looting and pillaging. The path to being a Kaptin is a bridge of skulls. Those skulls are those of not just victims, but ones own crew. Power is an alluring concept, and to keep it, you have to be nastier and more ruthless than everyone else who wants it. The Korsair Kaptin is one who builds his reputation upon the ties of blood and plunder. No enemy is spared, no treasure unsought, no back unduly turned. Korsair Kaptins are dangerous creatures to have loose in the Revulushun, but far better used as powerful allies, than fearsome scourges. Korsair Raidas are happy to loot and pillage the enemies of the Revulushun, and their methods are particularly effective. One day they will prove themselves to be a nuisance that needs to be crushed, but the Kaptins are shrewd enough to know when theyre needed, and when its time to stick in their Kutlaz. WS BS S The Korsair Kaptin 4 3 3 T W 3 3 I 5 A Ld Sv 3 8 5+ Wargear: The Korsair Kaptin has The Trigit, a Cutlaz and Frig Armour. Wargear The Trigit: The Kaptin has a customised Musgit that has three barrels instead of one. It is a rather destructive weapon, or slightly more reliable than a standard musgit. Range 12 Str AP 5 5 Notes Pistol, Tri-Shot, Impel

Tri-Shot: The Trigit can either be used as an ordinary pistol (thus ignoring the Reload rule that usually comes with musgits) or used to fire three shots, but as per the Reload rule, cannot be used as an additional close combat weapon in the same turn. Impel: Impel is a special attack used in combat. If used, the Trigit counts as a special close combat weapon. When this attack is used, if a target in base-to-base with the Korsair Kaptin suffers a wound (but is not removed as a casualty), the target is moved D6 directly away from the Kaptin, adding a further D6 for each additional unsaved wound inflicted by the Kaptin with this attack. After moving this distance, the model suffers a further strength 5 hit. This special attack cannot be used if the Trigit was used in the shooting phase. Special Rules Independent Character, Weedy, Aaargh!!, Pilin On, Backstabbas, Ship-ta-Ship Combat. Masta an Kommanda: The Korsair Kaptin is a strict and gifted captain and naturally assumes control of any vessel under his influence. If the Korsair Kaptin is mounted in a vehicle, you may re-roll any failed Unpredictable Motion rolls, and in addition, if the vehicle has multiple shooting weapons, you may split the firepower of the unit to multiple different targets if you wish. If mounted in a vehicle part of a Squadron, you may instead split fire with that squadron. Korsair Raid: The Korsair Kaptin is a master at stalking an enemy and striking when they are least prepared. The Korsair Kaptin and any unit or horde he is in may outflank. Mutiny me will ya? The Kaptin is a ruthless leader, and a natural cut-throat. Any unit or horde led by the Korsair Kaptin is stubborn. If any unit under his command fails a leadership test, you must remove D3 models from the unit to re-roll the result. The Kaptin does not understand regular Rebels; he is a Korsair through and through. He can only ever lead Raida units.

Dere iz no X marks da spot ya lousy skabz, unless it markz da restin place uv yaz all, if ya dont dos wat I tellz ya
Ruthless and merciless, the Korsair Kaptin makes Raidas look like Snotlings.

The Korsair Kaptin standing on his deck

FORCES OF THE REBEL GROTS

69

THE SCRAPLORD, GRAND DODGA


Grots have a rather large affinity with the concept of scrap. Grots are great collectors, gatherers and thieves. Anything that is placed out of the mind of its former user will resonate in a Gretchin with a myriad of potential uses. Grots are always aware of the potential of things, whether they fully believe the value of that potential or not. Grot Rebellions often make their homes in the wastes; wherever there is the right mixture of isolation and materials. The Rebellion is always in need of unwanted items, old scrap, materials and devices beyond their technological abilities. From this demand rises a Gretchin enterprise, and from this enterprise rises the Scraplords. When a Revulushun sees the rise of Mekgrots into the Kommittee, it is likely that the Mekgrots have a mysterious benefactor. This mysterious benefactor is known as a Scraplord. They typically claim ownership over a massive expanse of land that is filled with scrap, unwanted items, and often a cordoned off area defended with rabid squigs that holds a myriad of advanced technology and kustom items. Nobody knows how the Scraplord acquires his items, and no one asks him. They merely ask him what he has. One thing he will most certainly not divulge is quite how many Gretchin Dodgas (Grot Entrepeneurs, thieves and merchants) he has in his employ. Scraplords control a massive network of Grots both inside and outside of the Rebellion, who make sure that their scrap stocks are always full of useful inventions. Should a Komrade (although to a Scraplord there is no difference between a Komrade and a Kustomer) require a particular item, the Scraplord will make sure they get one, no matter where it came from. Scraplords sometimes go to battle, partly to watch over their quislings, but also to oversee the acquisition of new scrap.

WS BS S The Scraplord 3 3 4

T W 4 3

I 3

A Ld Sv 2 8 4+

Wargear: The Scraplord has the Gizmo Rod, Zzap Gauntlet and an armoured frame (bonuses included above). Wargear Gizmo Rod: The Gizmo Rod is a curious device that protects the user, and also emits a powerful glow. The Gizmo Rod provides the user, and any unit he joins with a 4+ invulnerable save. When used in combat, it is a twohanded close combat weapon that inflicts instant death. Zzap Gauntlet: The Zzap Gauntlet is an item of curious origin, a strange mechanical gauntlet with built in servos, allowing the bearer to carry the weight of a built-in weapon without impeding the users hand. It houses a curious electrical weapon, similar to a Zzap Gun, which electrifies an area around the users outstretched hand. Range Template Str AP D6 X Notes Assault 1, Frazzle, Integral

Yoo ere ta talk abowt scrap? the Scraplord enquired routinely. Erm no, replied the Grot messenger; Itz Da Kommittee, dey want ya to go see em. The Scraplord squinted through his twitching mechanical monocle, So, it IZ scrap then Scraplords peddle scrap, not tact.
The Scraplord

Frazzle: The Zzap Gauntlet is unreliable, and its power darts about randomly. It usually depends on how brave the Scraplord is about keeping his finger down on the power generator. Roll a D6 for the strength of the weapon each time it is fired. The corresponding number is also its AP. On a 1, no shot is fired, and the Scraplord suffers a wound. Integral: The Zzap Gauntlet is, as is suggested by its name, a weapon designed to allow the Scraplord the use of a free hand. The use of the Gauntlet does not prevent him from using his Gizmo Rod. Special Rules Independent Character, Weedy, Aaargh!!, Move Through Cover. Boss uv da Skrap: The Scraplord ensures that any Rebel force he accompanies only has the best scrap and gubbinz. He also keeps his eye of the operators to make sure theyre looking after his equipment. Vehicles in a force including the Scraplord may re-roll any dice rolled during the movement phase.

FORCES OF THE REBEL GROTS

70

THE PROPHET OF ZORK, BLESSED OF ZORK


Every Cult Masta in every Revulushun dreams of becoming a Prophet of Zork. However they know, as any of their Brethren does, that the status of Prophet is not something you choose, but that chooses you. When a Cultist starts spouting words and writing things that not only seem odd for their usual intellect, but that also rip a pang of resonance throughout the Cults population, they have become a Prophet. WS BS S Prophet of Zork Wargear 4 3 3 T W 3 3 I 3 A Ld Sv 3 8 4+

Holy Smita: All Prophets arm themselves with elaborate weapons to show their office, ranging from maces and flails to choppas and pointed sticks. They tend to vary as to quite how many holes they have, but their general Many Rebel leaders claim to be a prophet, as it is an easy affect is to extrude the smoky odour of smoked fungus way of getting more supporters. However, internally within extract, a popular unguent for blessing the faithful and smiting infidels. It is said to bring the wrath of Zork upon a the Cult, a Prophet will only rise if they are convincing its foes. It adds D6 to the Prophets strength in combat. enough, as they dont have the power to command assassins (Cult Mastas do but it rarely works on Brethren) However on a 1 it attacks as normal, but the Prophet suffers a wound. or the charisma to pull it off successfully. Da Holy Zork Bomm: The Holiest weapon gifted to the Brethren of Zork is the Holy Zork Bomm. Carried by an A Prophet is said to be in accord with Zork himself, and attendant of the Prophet, he alone can justify the use of receives his blessings, which he duly gifts upon his such a valuable relic. When used, it will, usually, deliver Brethren. Often it is argued that they are the living the faithful from any danger they have foolishly placed embodiment (or avatar) of the god himself, but Zork isnt themselves in. Once per game, the Holy Zork Bomm can very trustworthy in that department, and has a habit of be used as the Prophets shooting attack (so he cant use denying it. Regardless, a Prophet is a ritualistic position his curse this turn). Place the small blast template on a held by a powerful fateful, often resplendent in elaborate target unit within 6 and roll to scatter as you would for garb and holy artefacts. He is also reputed to curse lyk a any blast weapon.Models under the blast suffer one badun. automatic wound, and may take saves as normal (but not invulnerable saves). If the save is failed, the model is automatically removed from play.

The Prophet, with his attendant and Holy Zork bomb

Special Rules Independent Character, Weedy, Aaargh!!, Pilin On, Rage Da Curse Uv Zork: In times of great need, a Prophet can curse the foe, bringing Zorks brief, but wrathful nature upon them. This is treated as a shooting attack. Upon passing a Leadership test, one enemy unit within 18 of the Prophet becomes cursed. The unit can either be forced to re-roll all 6s rolled when taking armour saves, or prevented from using the Feel No Pain universal special rule. This effect lasts until the start of the next Rebel Grot turn. Zorks Pet Git: Naturally a Prophet is a favoured devotee of Zork and benefits from his protection. The Prophet of Zork has a 4+ Invulnerable save (included above). Da Wrath Uv Zork: With every devotion to Zork comes great sacrifice. Whether or not Zork enacts it himself, or that the Prophets choose to dish it out personally, their cause relies on devotion beyond death. As long as the prophet is present on the battlefield, Brethren units may remove Brethren models as casualties from their own unit to add to the Rites of Violence rule, bringing their Leadership up to a maximum of 10.

Designa's Note: The Holy Zork Bomm is carried by an attendant. This should ideally be represented by a decorative model, and removed from the board to show when it is used.

Befoar Zork we iz all judged, befoar Zork we iz all blezzd. So lets bash doze gitz eads in and show em our godz best.
- Prophets are like most Cult Leaders, but their speeches are catchier.

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THE BLACK GOBBO, GDC SHARPSHOOTA


In dark corners, words are whispered (very quietly) of the Black Gobbo. He is the darkest secret, the grimmest tale, told to unwieldy Grots to focus their efforts. He could be hiding in the shadow of every corner, watching you, and should you mutter careless thoughts about how business was better under the Orks, or that the Revulushun has forgotten what it stood for, you could well disappear forever, unless the Black Gobbo wants you to be found. The Black Gobbo is the ultimate assassin, the sneakiest spy, and the darkest member of the GDC (Gretchin Disciplinary Committee). It is they who truly wield the power of the Revulushun. From the shadows, they seek out all enemies of the Revulushun, internally and externally. They watch everything, and they act swiftly. Most members of the GDC are controlled by the Warlord, Cult or Kommittee, but the GDC has a habit of being a power unto itself. WS BS S The Black Gobbo 4 5 3 T W 3 2 I 5 A Ld Sv 3 9 4+ Wargear: The Black Grot has a Supprezzor, Snikka, Poisons, Smoke Bomms, and Firebomms. Wargear Supprezzor: A popular choice of the sophisticated assassin, the Supprezzor is an elaborate construct put together by Mekgrots, that shoots poisonous darts a decent distance with incredible accuracy. Range 18 Str AP 3 5 Notes Assault 2, Poison (4+), Rending

Poisons: The Master Assassins often originate from the humble background of fungus scavengers and foragers. The reason for this is that any good Grot knows their flora The Black Gobbo is a symbolic head of the GDC. Much and fauna, and can tell the good cookers, condiments and like the Red Gobbo, the Black Gobbo leads his eaters, from the nasty ones. When their vocation Disciplinary Committee for the good of the Revulushun changes, they can use this knowledge for good or ill. The itself. Some things must be dealt by they, and they alone; Black Gobbo has a good collection of the rarest for the truth is merely a burden unnecessary of most of poisonous items. Each of these can be used once per the Revulushun. In battle, the Black Gobbo is ruthless and game in conjunction with either the Black Grots shooting cunning; assassinating dangerous foes and keeping a attack or close combat attacks: watchful eye over every Revulushunaree. Nightsnik: Nightsnik is a deadly fungus, feared by all Orkoids. Even the Doks wont touch the stuff. A single unsaved wound inflicted by Nightsnik inflicts an additional D3 wounds. Syringe Venom: Although strictly speaking an anaesthetic, the venom of the Syringe Squig can be suitably tweaked with a little Speckled Bloodshade Fungus into a dangerous emetic that causes the blood to boil, and unpleasant vomiting that can usually cause internal haemorrhaging. A model suffering an unsaved wound from Syringe Venom is removed from play if it fails to roll equal to or less than their toughness on a D6 (a roll of a 6 is always a fail). Arsnik: A deadly residue sometimes found among very old fungus patches, Arsnik is a deadly poison that is extremely effective. When using Arsnik, all attacks are poisoned, and always wound on a 2+. Special Rules Independent Character, Weedy, Aaargh!!, Move Through Cover, Stealth, Hidden, Marksman. Dodge: Like all good assassins, The Black Grot is deft and agile, with an uncanny knack for evading harm. He has a 4+ invulnerable save.

Da cleva Grot duz noffin ta attrakt da gaze uv da Black Gobbo


- Wise advice from clever Grots.

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THE GREAT SABOTEUR, THE PROPPA LORD OF CHAOS


Saboteurs do not have an easy life. They tangle with the greatest of danger, and risk, in order to suppress dangerous threats that could otherwise cause far too much damage to the interests of the Revulushun. A Saboteur needs a cool head, a fair bit of luck, and a lot of skill. Most Saboteurs find themselves meeting a messy end, as they are caught, captured, or destroyed by something they couldnt disable in time. The Great Saboteur is a Grot for whom the act of sabotage is a fine art. They strike quickly, silently, and possess the skill and knowledge to bring about the end of many weapons, vehicles and stockpiles. The Great Saboteur is deeply resourceful, and cunning, using guile and stealth to achieve ends where possible, and wherever else, blunt force if necessary. Special Rules Independent Character, Weedy, Aaargh!!, Move Through Cover, Saboteur, Scout Master Saboteur: The Great Saboteur becomes so great by being ahead of the competition. At the start of the battle, after deployment, but before rolling for the first turn, roll a D6 and consult the chart below, applying its affects immediately:
D6 Result 1 Disarray: The Great Saboteur has caused an awful lot of chaos to surprise the enemy and force them to take steps against it. The Rebel Grot player can re-deploy up to D3 of the enemys units. However, on a roll of a natural 1 when rolling the D3, the opponent may instead re-deploy D3 of the Rebel Grot players units. Revulushunaree Graffiti: The Great Saboteur is in a jovial mood. Either a Rebel Grot vehicle or an enemy vehicle may be given the Revulushunaree Graffiti upgrade. If given to an enemy vehicle, the effects are reversed; meaning enemy units within 12 are at 1 to their leadership. An enemy vehicle can remove this effect, but must sacrifice an entire turn to do so. Communication Breakdown: The Great Saboteur cuts off vital communication to enemy reinforcements. Whilst the Great Saboteur is alive, the enemy must deduct 1 from their reserve rolls. Decoy: The Great Saboteur creates havoc for enemy infiltrators and scouts. The enemy must wait until the Rebel Grot player has deployed their Infiltrators before deploying theirs. Enemy scouts must move as if they are moving through difficult terrain. In addition, if the enemy has any units outflanking, the Rebel Grot player may force the opposing player to re-roll the dice used to determine which board edge enemy units arrive from. Sabotage: The Great Saboteur meddles with something important before the battle. Select one target enemy unit on the board. Place the large blast template over the unit. It scatters D6 in a random direction. All models under the template suffer a single strength 8 AP 4 hit. If a vehicle is under the small hole of the template, roll 2D6 for armour penetration. Ambush: The Great Saboteur and any unit or horde he is with may be placed in reserve and when they become available from reserve, they may move on from any table edge.

The Saboteur looking dead sneaky or awesome etc

WS BS S Great Saboteur 4 4 3

T W 3 2

I 4

A Ld Sv 3 8 4+

Rebel Without A Clue: The Great Saboteur is devoted solely to causing absolute havoc, and has a great deal of problems dealing with authority. He and any unit or horde he is with are stubborn, but cannot be joined by any other independent characters. Deft and Daring: The Great Saboteur is extremely agile and resourceful. The Great Saboteur has a 4+ invulnerable save, to represent his innate abilities of avoiding harm.

Wargear: The Great Saboteur has a Smakhamma, Boomboms and Firebomms. Wargear Smakhamma: The Great Saboteur carries with him a hammer of curious origin. It is a two-handed close combat weapon that strikes at strength 8.

Diz ere tank iz dirty, an it dont work too.


- Graffiti found on a battle fortress in the middle of an Ork encampment

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REBEL GROT WARGEAR


This section of Codex: Rebel Grots lists the crazed weapons and equipment used by Rebel Forces, along with all of the details (of some of the entries) you'll need to use them. Note that weapons and equipment may be used by more than one type of model or unit are detailed here, well, apart from the Unique Wargear that finds itself on other units in most Codexes (such as Codex Orks, for instance) but are not listed here, and are instead listed under the rules for their primary owning unit. So, unique wargear unique to individual units are detailed in their own entries, and some of those are not totally unique and thus despite having their own entry may crop up in the options in the list section. Following it so far? No, neither am I, but this is how GW does it. 'Ere's da Wargear ya Skumbos!

WARGEAR
Bomm Stikkz See page 51 Bommsquig Chukka See page 59 Booma See page 60 Boombom See page 45 Burny Tool See page 48 Buzza Blowas See page 61 Buzzer-Gatla See page 59 Blundablasta See page 58 Blundabuss The Blundabuss is a popular kind of weapon to gretchin; simple, easy to find ammo for it, and causes lots of irritation and pain on the unsuspecting foe. Blundabuss Range Template Str AP 3 Notes Assault 1

GRPG See page 45 Harpoon Launcha See page 55 Huntin Gun See page 51 Injecta See page 40 Mega Blundablasta See page 58 Mega-Gatla See page 42 Muzgit See page 52 Nasty Tool See page 40 Shokgun The Shokgun is a primitive form of Shotgun, using large metal slugs for ammunition. Most models made by the Mekgrots are capable of firing fairly rapidly, often using a pump action reloader to prepare the next shot. Shokgun Range 12 Str AP 4 Notes Assault 2

Cannon Batteries See page 55 Cutlaz See page 52 Dagga Grots love using Daggas, especially on things with their backs to them. Daggas are usually knife-sized, but in the hands of a grot it could well look like a sword. A Dagga is a normal single-handed close combat weapon. Deff Klaw See page 42 Firebomms See page Frazzzappa See page 61 Grot-Gatla See page 61 Grot Shootas

Six Shootas: Made by Meks for young Orks and annoyingly insistent Grots, Six-Shootas are commonly disposed of when the previous owner moves on to bigger things. Six-Shootas have a fairly slow rate of fire, but theyre dependable in a scrap, and light enough for Grots to show off with. Six Shoota Range 12 Str AP 4 6 Notes Pistol, Gunfighter

Gunfighter: A Rebel equipped with two Six Shootas can fire them both in the same turn, or fire one and gain an additional attack in close combat. Smoke Blowas See page 61 Snikkaz See page 43 Snipa Rifulz See page 44 Snotbow See page 49

Rebel Grots are often armed with lightweight guns, Spear Chukka See page 53 although extremely simple and often bodged Grot Blastas, they are surprisingly light and although prone to jamming, Splattapult See page 54 they allow the Grots to hit effectively with a suitably fast firing gun. Supprezzor See page 72 Grot Shoota Range 18 Str AP 3 Notes Assault 2 Throwin Starz See page 43

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Uge Squigs See page 50 Venomlobba See page 60

Guard Squig A cunning Grot unit can use a trained Squig, (or more likely a jettisoned Face Eater) to attack the foe and cause a distraction. A unit that does not move can deploy any number of Guard Squigs. Place the guard squig models within 3 of the unit that deployed them. So long as the unit does not move, those guard squigs remain in place. Any enemy unit that moves within 6 of a Guard Squig suffers D6 strength 3 hits. If the enemy unit charges through a Guard Squig, any wounds it inflicts this turn count towards combat resolution. Guard Squigs are removed from play once the owning unit moves or is destroyed after placing those Guard Squigs. Ikon See page 48 Lukky Snot Snotlings that have the capacity for survival are often found as curiosities owned by Oddboyz (typically Weirdboyz and Meks), who take an interest in their hilarious longevity. They are typically the result of being fired through a Shokk Attack Gun, emerging often with a Daemon inside of them, or just some natural knack for doing it several times. Snotlings that survive such ordeals tend to be particularly unhinged, although their distorted nature makes them natural choices for mascots. A model with a Lukky Snot benefits from a 5+ Invulnerable Save. Nutballz See page 48 Rangefinda Rangefindaz are Gretchin scouts, who are sent ahead to observe the enemy and the local terrain, returning to their leaders with suggestions and ideas. Rangefindaz also advise units on how far the enemy is, utilising visiongubbinz to improve accuracy. Units with Rangefindaz may measure to see if they are in range before declaring a target. Scrippla

ARMOUR
Mush Armour Mush Armour is slightly tougher than Frig Armour, using mesh and heavy plates. Grots find it a slight burden to walk around in, but it is rather protective. It provides the wearer with a 4+ armour save. Frig Armour Frig Armour is pretty basic, made of strong materials woven into layers designed to stop shrapnel and small arms fire. It provides the wearer with a 5+ armour save. Frig is a mild Gretchin curse word. Mekka Armour See page 42

OTHER EQUIPMENT
Banna uv Da Revulushun See page 32 Banna Wava There can be many of these seen in a Rebel Grot hoard, carried by Gretchin specifically devoted and (hopefully) lucky grots. Waving the banner of the Revulushun lifts the Gretchin to a greater sense of pride and bravery in the name of the Revulushun. It is of course just a banner held by a grot, and you cant really tell whether or not any of them are any good at doing it, because another one will just pick it up anyway. Rebel Grot Unit with a Banna Wava will be able to test to rally or regroup even if the unit is below 50% of its starting strength. If a situation occurs where the Banna Wava model would be removed as a casualty, another Rebel Grot trooper from the same unit may be removed instead. This represents the fact that another Grot would simply pick up the Banna!

A Scrippla is a Gretchin word for a scribe or notary, tasked with recording the deeds of the Revulushun, from the Camo Stuff heroics of individuals, to contributing to the anti-Ork propaganda so often rife in Grot Rebellions. Grot Militia in particular are very conscious of their need Embellishment is common, as is Head Honchos telling to blend in with their surroundings. Suitably equipped, exaggerated tales or giving the Scripplas some insentiv with cloaks, gear and coverings that help conceal them, and looted camo paint from umies and Blood Axes; Rebel to give them a good write-up. When a Grot knows a Scrippla is watching, they will often go that extra length to Grots can make detection difficult for their foe. Rebel show their valour and determination for the Revulushun. A Grots equipped with Camo Stuff have the Stealth Rebel Grot unit that has a Scrippla (or is within 6 of one) universal special rule. can benefit from the Furious Charge, Counter-Attack or Dugrot Assistant See page 40 Fleet USR each turn. Fixin Toolz See page 38 Growla A Growla Squig is a popular pet of Orks, although Grot slaves generally spend more time cleaning up after them. Rebels use loyally trained Growlas to attack their foes, growling and biting ferociously. An enemy model in baseto-base contact with a Rebel armed with a Growla loses 1 attack, to a minimum of 1. Shouta The Shouta is a Grot that shouts Revulushunaree propaganda and orders from their leaders. Shoutas double the range of any Cadre, Kommittee or Warlord orders. The Shouta is a decorative model. See pages 32 and 37 for more details. Smoke Bomms See page 43

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REBEL GROT VEHICLE UPGRADES


Ard Cover Rebel Grots generally lack the resources of metal to fully cover vehicles, but some do warrant the additional protection. A vehicle with an Ard Cover no longer counts as Open-topped. Boardin Stuff Grappling hooks, boarding planks, yardarm ropes, or whatever else the Grots have to aid their efforts to bring down a vehicle, or attach themselves to it. A vehicle with Boardin Stuff allows a Raida unit to initiate Ship-ta-Ship combat on vehicles within 6. In addition, vehicles with Boarding stuff allows a single embarked Grot to make its close combat attacks against a vehicle within 2 of the vehicle, as if it had disembarked and charged. Crows Nest A common feature of Rebel Grot vehicles is the Crows Nest. It allows Rebel Grot crew to better coordinate their efforts with one Grot helpfully watching out. A vehicle with a Crows Nest can ignore its first failed Unpredictable Motion result. The Crows Nest contains a single Grot who can also fire in the shooting phase (he is armed with a grot shoota). The Crows Nest Gunner can also be replaced with a member from a squad being transported. When firing, direct LOS from the gunner model in the Crows Nest regardless of the firer. Extra Spikey See page 58 Floata Modificashun As most Rebel Vehicles have a tendency to follow the ship motif, Rebel Mekgrots often figure out how to actually make them float, on the odd occasions where there actually is water. Vehicles with this upgrade treat all water features as clear terrain when it moves. Grindaweelz See page 58 Oars an Stuff See page 53 Prow Ram Many Rebel vehicles are fitted with reinforced prows to give them a remote chance of surviving an impact. A vehicle with a Prow Rams can tank shock (and thus ram) and treats its front armour as one point higher when resolving tank shocks and rams. The vehicle can also reroll Dangerous Terrain tests.

Revulushunaree Graffiti Rebels are fans of slogans, especially ones embossed on buildings, vehicles or other large objects that tell the Orks exactly what they think of them. Such powerful and defiant statements have a positive affect on the morale of nearby Gretchin. Units within 12 of a vehicle with Revulushunaree Graffiti add +1 to their Leadership value. Rivets an Platez A particularly fortunate Big Lugga or Cutta crew will be able to salvage some metal and other hard materials to attach to their own vehicles. A Big Lugga or Cutta with Rivets an Platez has armour value 10 on all locations. Other vehicles with Improved Armour treat Crew Stunned results as Crew Shaken instead. Riggas One thing a Grot Rebellion is often not short of is Riggas. A great many Rebels have done a bit of rigging in their time, and this experience is rewarded in da Revulushun. Grot Rebel vehicles can be assigned Riggas if its tactical significance is great. An immobilized Rebel Grot vehicle with Riggas can attempt to negate its effects on a D6 roll of a 4+ at the beginning of a Rebel Turn. If successful the vehicle can be moved in that movement phase. Squigwheel The squigwheel is quite an inventive new power source often utilized by Rebel Grot forces. It is a potentially hazardous source, but it is renewable so long as there are enough Snots to feed the squig with and to entice it to go faster. Squigwheels can be equipped to any vehicle, although they are most useful to Cuttas, and Big Luggas. When equipped, the vehicle ignores the Unpredictable Motion and Rumbling Scrap rules. All tanks and vehicles given a Squigwheel can always opt to move 12 directly forward, even if the vehicle could not normally move (unless immobilised).

Some item of gubbinz or something...

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HQ
THE RED GOBBO
The Red Gobbo Unit Composition: 1 (Unique) Unit Type: Infantry 120 POINTS Wargear: WS BS S 4 3 3 T W 3 3 I 4 A Ld Sv 3 9 5+ Kustom Slugga Staff Uv Offiss Garb Uv Da Gobbo

PAGE 67
Special Rules: Independent Character Weedy Aaargh!! Heroics Wer Ya Goin Runtz? Proppa Dealin's

WARLORD TROTSKIN
WS BS
Trotskin

200 POINTS
S 5 T 5 W 4 I 1 A Ld Sv 4 8 2+

PAGE 62
Wargear: Deff-Shoota Behemoff Armour Special Rules: Independent Character Weedy Furious Charge Waaagh! Imposing Visage No Surrender

Unit Composition: 1 (Unique) Unit Type: Infantry

Mighty Warlord: Trotskin allows Squig Hordes to be taken as Troop Choices.

GITFIN DA BLACK GROT


WS BS
Gitfin

150 POINTS
S 4 T 3 W 3 I 3 A Ld Sv 3 8 5+

PAGE 63
Wargear: Platform Bearers Special Rules: Independent Character Weedy Aaargh!! Psychic Resonance Psyker Blessed of Zork Zork's Gift

Unit Composition: 1 (Unique) Unit Type: Infantry

ZODIMOK THE INSANE


WS BS
Zodimok The Creature

175 POINTS
S 3 6 T 3 6 W 3 4 I 4 1 A Ld Sv 3 4 8 6 5+ 4+

PAGE 64
Wargear: Da 'Speshul' Injecta Decapitator Fritz Special Rules: Iconoclast Itz a Monsta 50 Caskets Short of an Undertaker The Creature As Inevitable As a Magnet in a Minefield

4 4

3 3

Unit Composition: 2 (Unique) Unit Type: Infantry

Disciples of Lunacy: Zodimok can be accompanied by a Grot Doks unit as a retinue.

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HQ
WARLORD
50 POINTS
WS BS
Rebel Grot Warlord Mekka Warlord

PAGE 34
S 3 5 T 3 5 W 3 4 I 5 1 A Ld Sv 4 4 9 9 5+ 2+

5 4

3 2

Unit Composition: 1 Warlord Unit Type: Infantry

Wargear: Six-shoota or Grot Shoota Dagga Frig Armour Firebomms

Masta of Grutz: A Warlord allows one Cadre or Mekkagrutz unit to be taken as a troops choice.

Special Rules: Stubborn Independent Character Weedy Aaargh!! Move Through Cover Da Masta Plan For Da Revulushun! I'm Da Boss! Preferred Enemy - Orks

Options: Replace dagga with one of the following: - cutlaz . . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+10 points Replace six-shoota with one of the following: - blundabuss . . . . . . . . . . . . . . . . . . . . . . .+5 points - shokgun . . . . . . . . . . . . . . . . . . . . . . . . .+5 points Replace six-shoota and dagga with Mekka Armour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+40 points May take any of the following: - mush armour*. . . . . . . . . . . . . . . . . . . . . .+3 points - lukky snot . . . . . . . . . . . . . . . . . . . . . . . .+10 points - growla . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - camo stuff**. . . . . . . . . . . . . . . . . . . . . . .+5 points - shouta . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points *Obviously Mush Armour replaces Frig Armour, and neither armour is useful if a Warlord has Mekka Armour. **A Warlord cannot take Camo Stuff and Mekka Armour together. You try hiding a large mechanical suit behind a cloak...

PAGE 35
Options: May take any of the following: - lukky snot . . . . . . . . . . . . . . . . . . . . . . . .+7 points - growla . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points

WYRDGROTS
Wyrdgrot

40 POINTS
WS BS 2 3 S 3 T 3 W 2 I 3 A Ld Sv 2 7 6+

Unit Composition: 1 Wyrdgrot Unit Type: Infantry Weedy Wyrdgrotz: A Rebel Grot army can have 0-5 Wyrdgrots. Wyrdgrots don't take up Force organisation chart sections, but are otherwise treated as separate HQ units.

Wargear: Six-shoota Close-combat Weapon

Special Rules: Independent Character Weedy Aaargh!! Move Through Cover Pilin' On Psychic Resonance Psyker

HEAD HONCHOS
Head Honcho

40 POINTS
WS BS 4 3 S 3 T 3 W 2 I 4 A Ld Sv 3 8 5+

PAGE 36
Options: Replace dagga with one of the following: - cutlaz . . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+10 points Replace six-shoota with one of the following: - blundabuss . . . . . . . . . . . . . . . . . . . . . . .+5 points - shokgun . . . . . . . . . . . . . . . . . . . . . . . . .+5 points May take any of the following: - mush armour. . . . . . . . . . . . . . . . . . . . . . .+3 points - growla . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - camo stuff . . . . . . . . . . . . . . . . . . . . . . . .+5 points

Unit Composition: 1 Head Honcho Unit Type: Infantry Hordes uv Honchos: A Rebel Grot army can have 0-5 Head Honchos. Head Honchos don't take up Force organisation chart sections, but are otherwise treated as separate HQ units.

Wargear: Six Shoota or Grot Shoota Dagga Firebomms

Special Rules: Independent Character Weedy Aaargh!! Move Through Cover Guerrilla Fighter Heroics Pep Tawks Wer Ya Goin' Runtz?

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HQ
0-1 KOMMITTEE
Kommittee Member Kommittee Boss

10 POINTS PER MODEL


WS BS 4 4 3 3 S 3 3 T 3 3 W 1 3 I 4 4 A Ld Sv 2 3 7 7 5+ 5+

PAGE 32
Options: Any Member may replace their dagga with: - cutlaz . . . . . . . . . . . . . . . . . . . . . . . . . . . .+4 points - Snikka . . . . . . . . . . . . . . . . . . . . . . . . . . .+7 points Any Member may replace their Grot Shoota with: - shokgun . . . . . . . . . . . . . . . . . . . . . . . . .Free - blundabuss . . . . . . . . . . . . . . . . . . . . . . .+3 points One Member may be upgraded to carry: - banner uv da revulushun . . . . . . . . . . . . .+20 points One Member may be assigned any of the following: - shouta . . . . . . . . . . . . . . . . . . . . . . . . . . . .+20 points - scrippla . . . . . . . . . . . . . . . . . . . . . . . . . . .+15 points - rangefinda . . . . . . . . . . . . . . . . . . . . . . . .+10 points Replace two Members with a single Weapon Team armed with one of the following*: - buzza or smoke blowas . . . . . . . . . . . . . .+10 points - venomlobba or grot-gatla . . . . . . . . . . . .+15 points - booma or frazzappa . . . . . . . . . . . . . . . .+20 points The whole Kommittee (including any special Kommittee Members) may take any of the following: - mush armour*. . . . . . . . . . . . . . . . . . . . . .+6 points - growla . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - camo stuff . . . . . . . . . . . . . . . . . . . . . . . .+10 points - firebomms . . . . . . . . . . . . . . . . . . . . . . . .+6 points *See pages 60-61 and 108 for details.

Unit Composition: 5-10 Kommittee members Unit Type: Infantry Wargear: Grot Shoota (Boss has a Six-shoota instead) Dagga Frig Armour Medik replaces Grot Shoota and Dagga with Injecta and Six-shoota

Special Rules: Weedy Aaargh!! Move Through Cover Da Head Honchos Transport: The Kommittee may take a Cutta or Clippa as a dedicated transport. If the unit contains a Raida Kaptin, they may instead take a Galleon as a dedicated transport.

A Kommittee Symbol, perhaps a Star, embossed with images of the other 4 symbols.

Character: One Member may be upgraded to Boss. . .+20 points He may replace his dagga with: - cutlaz . . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - Snikka . . . . . . . . . . . . . . . . . . . . . . . . . . .+7 points - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+10 points He may take any of the following: - lukky snot . . . . . . . . . . . . . . . . . . . . . . . .+10 points - growla . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - camo stuff . . . . . . . . . . . . . . . . . . . . . . . .+3 points One Member may be upgraded to Medik . .+25 points Kommittee Members: Up to 4 Members may be upgraded to each* of the following: - Guerrilla Kommanda . . . . . . . . . . . . . . . . .+35 points - Raida Kaptin . . . . . . . . . . . . . . . . . . . . . . .+35 points - Masta Mek . . . . . . . . . . . . . . . . . . . . . . . .+35 points - Cult Masta . . . . . . . . . . . . . . . . . . . . . . . .+ 35 points *You may only have one of each Kommittee member.

WS BS
Guerrilla Kommanda Raida Kaptin Masta Mek Cult Masta

S 3 3 3 3

T 3 3 3 3

W 1 1 1 1

I 4 4 3 3

A Ld Sv 3 3 2 2 7 7 7 7 5+ 5+ 5+ 5+

4 4 3 3

3 3 3 3

GUERRILLA KOMMANDA
Wargear: Grot Shoota Dagga Frig Armour

Special Rules:
Da Hamma

MASTA MEK
Wargear: Burny Tool Fixin' Toolz Frig Armour

Special Rules: Da Spanna

RAIDA KAPTIN
Wargear: Musgit Cutlaz Frig Armour

Special Rules: Da Cutlaz

CULT MASTA
Wargear: Snikka Six-shootas Frig Armour

Special Rules: Da Sickel

FORCES OF THE REBEL GROTS

98

HQ
THE LIVIN' LEGEND
The Livin' Legend Unit Composition: 1 (Unique) Unit Type: Infantry 4

100 POINTS
Wargear: T W 3 3 I 5 A Ld Sv 3 9 4+ Grot Shoota Six-shoota Relic Sword Mush Armour Speshul Gubbin

PAGE 68 Special Rules: Independent Character Weedy Aaargh!! Move Through Cover Dishona Befoar Deff! Masta Guerrilla Revulushunaree Hero

WS BS S 4 3

Hamma uv da Orks: The Kommittee in your force may replace its Kommittee Boss with The Livin' Legend. In addition, having the Livin' Legend allows Guerrillas to be taken as Troop Choices.

THE KORSAIR KAPTIN


The Korsair Kaptin Unit Composition: 1 (Unique) Unit Type: Infantry 4 3

110 POINTS
T W 3 3 I 5 A Ld Sv 3 8 5+

PAGE 69 Wargear: The Trigit Cutlaz Frig Armour Special Rules: Independent Character Weedy Aaargh!! Pilin' On Backstabbas Ship-ta-Ship Combat Masta an' Kommanda Korsair Raid 'Mutiny me will ya?'

WS BS S 3

Cross-Cutlaz an' Skul: The Kommittee in your force may replace its Kommittee Boss with The Korsair Kaptin. In addition, having the Korsair Kaptin allows Raidas to be taken as Troop Choices.

THE SCRAPLORD
The Scraplord Unit Composition: 1 (Unique) Unit Type: Infantry 3

95 POINTS
T W 4 3 I 3 A Ld Sv 2 8 4+ Wargear: Gizmo Rod Zzap Gauntlet Armoured Frame

PAGE 70 Independent Character Weedy Aaargh!! Move Through Cover Boss uv da Scrap

WS BS S 3 4

Spannaz an' Scrap: The Kommittee in your force may replace its Kommittee Boss with The Scraplord. In addition, having the Scraplord allows Scrapgrindas to be taken as Troop Choices.

Special Rules:

THE PROPHET OF ZORK


WS BS S Prophet of Zork Unit Composition: 1 (Unique) Unit Type: Infantry 4 3 3

90 POINTS
Wargear: T W 3 3 I 3 A Ld Sv 3 8 4+ Holy Smita Da Holy Zork Bomb

PAGE 71 Special Rules: Independent Character Weedy Aaargh!! Pilin' On Rage Da Curse Uv Zork Zork's Pet Git Da Wrath Uv Zork

Da Cult, Da Sikel an' Da Damned: The Kommittee in your force may replace its Kommittee Boss with The Prophet of Zork. In addition, having the Prophet of Zork allows a single Assassins or Grot Doks unit to be taken as a Troop Choice.

FORCES OF THE REBEL GROTS

99

ELITES
GRUT CADRES
Cadre Grut

9 POINTS PER MODEL


WS BS 3 3 S 3 T 3 W 1 I 4 A Ld Sv 3 7 5+

PAGE 37
Options: Any Grut may replace their dagga with: - cutlaz . . . . . . . . . . . . . . . . . . . . . . . . . . . .+4 points - snikka . . . . . . . . . . . . . . . . . . . . . . . . . . .+7 points - deff klaw . . . . . . . . . . . . . . . . . . . . . . . . .+10 points Any Grut may replace their Six-shoota with: - grot shoota . . . . . . . . . . . . . . . . . . . . . . Free - shokgun . . . . . . . . . . . . . . . . . . . . . . . . .Free - blundabuss . . . . . . . . . . . . . . . . . . . . . . .+3 points One Grut may be assigned any of the following: - shouta . . . . . . . . . . . . . . . . . . . . . . . . . . . .+15 points - scrippla . . . . . . . . . . . . . . . . . . . . . . . . . . .+10 points - Rangefinda . . . . . . . . . . . . . . . . . . . . . . . .+5 points The whole Cadre may take any of the following: - mush armour. . . . . . . . . . . . . . . . . . . . . .+5 points - growla . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - camo stuff . . . . . . . . . . . . . . . . . . . . . . . .+5 points - firebomms . . . . . . . . . . . . . . . . . . . . . . . .+3 points Character: One Member may be upgraded to Medik . .+25 points

Unit Composition: 5-10 Cadre Gruts Unit Type: Infantry Wargear: Six-shoota Dagga Frig Armour Medik replaces Grot Shoota and Dagga with Injecta and Six-shoota

Special Rules: Weedy Aaargh!! Move Through Cover Inspirin' Transport: The Cadre may take a Cutta or Clippa as a dedicated transport.

MEKKAGRUTZ
Mekkagrut

35 POINTS PER MODEL


WS BS 4 2 S 4 T 4 W 1 I 1 A Ld Sv 3 7 2+

PAGE 42
Options: Up to two Mekkagruts may replace their Mega-Gatlas with: - buzza or smoke blowas . . . . . . . . . . . . .+10 points - venomlobba or grot-gatla . . . . . . . . . . . .+15 points - booma or frazzzappa . . . . . . . . . . . . . . .+20 points

Unit Composition: 5-10 Cadre Gruts Unit Type: Infantry Wargear: Mekka Armour

Special Rules: Weedy Aaargh!! Transport: The Cadre may take a Clippa as a dedicated transport if the unit numbers six or less.

MEKGROTS
Masta Mekgrot Mekgrots Mekkasquig Kontrapshun

9 POINTS PER MODEL


WS BS 3 2 2 3 3 2 3 S 3 2 3 T 3 2 3 6 W 2 1 1 4 I 3 3 2 A Ld Sv 2 1 1 8 7 5 5+ 5+ 5+ 4+

PAGE 38
Options: The Mekgrot unit may be accompanied by: - up to five mekkasquigs. . . . . . . . . . . . . . .+8 points - kontrapshun . . . . . . . . . . . . . . . . . . . . . .+30 points Any Mekkasquigs may replace their metal jaw with: - mega-gatla . . . . . . . . . . . . . . . . . . . . . . . .+10 points - frazzzappa . . . . . . . . . . . . . . . . . . . . . . . +15 points The whole Mekgrot unit may take any of the following: - mush armour. . . . . . . . . . . . . . . . . . . . . .+3 points - firebomms . . . . . . . . . . . . . . . . . . . . . . . .+3 points - up to 3 guard squigs . . . . . . . . . . . . . . . . +8 points Character: One Mekgrot may be upgraded to Masta Mekgrot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+25 points He may replace his close-combat weapon with: - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+10 points He may take any of the following: - lukky snot . . . . . . . . . . . . . . . . . . . . . . . .+10 points - growla . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points

Unit Composition: 5-8 Meks (0-5 Mekkasquigs) Unit Type: Infantry Wargear (Mekkasquigs): Metal Jaw (Deff Klaw)

Wargear (Mekgrots): Close-combat weapon Six-shoota Fixin' Toolz

Special Rules: Weedy Aaargh!!

FORCES OF THE REBEL GROTS

100

ELITES
GROT DOKS
Grot Dok Grotesk

35 POINTS PER MODEL


WS BS 4 4 3 2 S 3 5 T 3 5 W 2 3 I 4 1 A Ld Sv 3 4 7 6 5+ 4+

PAGE 40
Options: Any Grotesk may take: - grot shoota . . . . . . . . . . . . . . . . . . . . . . +3 points - shokgun . . . . . . . . . . . . . . . . . . . . . . . . .+3 points - blundabuss . . . . . . . . . . . . . . . . . . . . . . .+3 points - mega-gatla . . . . . . . . . . . . . . . . . . . . . . .+6 points Character: The unit must be led by a Grot Dok . . . . . .30 points He may take up to 3 of the following: - dugrot assistant . . . . . . . . . . . . . . . . . . .+5 points

Unit Composition: 1 Grot Dok, 2-6 Grotesks Unit Type: Infantry

Wargear (Doks): Injecta Nasty Tool

Special Rules: Weedy Relentless Iconoclast Itz a Monsta!

SNIPAZ
Snipa Masta Snipa

15 POINTS PER MODEL


PAGE 44
WS BS 2 2 4 5 S 2 2 T 2 2 W 1 1 I 4 4 A Ld Sv 1 2 6 7 5+ 5+

Options: The whole Snipa unit may take any of the following: - camo stuff . . . . . . . . . . . . . . . . . . . . . . . .+5 points - firebomms . . . . . . . . . . . . . . . . . . . . . . . .+3 points Character: One Snipa may be upgraded to Masta Snipa . . . . . . . . . . . . . . . . . . . . . . . . . . . . +30 points He may take one of the following: - rangefinda . . . . . . . . . . . . . . . . . . . . . . .+10 points

Unit Composition: 3-10 Snipaz Unit Type: Infantry Wargear: Snipa Rifulz Frig Armour

Special Rules: Weedy Move Through Cover Grot Hordes (2) Infiltrate Marksman (Masta Snipa Only)

SABOTEURS
Saboteur Grot Saboteur Grut

10 POINTS PER MODEL


WS BS 2 3 3 3 S 2 3 T 2 3 W 1 1 I 3 4 A Ld Sv 1 2 6 7 6+ 6+

PAGE 40
Options: Up to 5 Saboteurs may replace their Grot Shoota with: - GRPG. . . . . . . . . . . . .. . . . . . . . . . . . . . .+10 points The whole Saboteur unit may take any of the following: - boomboms . . . . . . . . . . . . . . . . . . . . . . .+3 points - mush armour. . . . . . . . . . . . . . . . . . . . . .+3 points - camo stuff . . . . . . . . . . . . . . . . . . . . . . . .+5 points Character: One Saboteur may be upgraded to Saboteur Grut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+10 points He may replace his dagga with: - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+10 points He may take one of the following: - rangefinda . . . . . . . . . . . . . . . . . . . . . . . .+10 points

Unit Composition: 5-15 Saboteurs Unit Type: Infantry Wargear: Grot Shoota Dagga Firebomms

Special Rules: Weedy Aaargh!! Move Through Cover Grot Hordes (2) Scout

FORCES OF THE REBEL GROTS

101

ELITES
GUERILLAS
Guerrilla Grot Guerrilla Grut

8 POINTS PER MODEL


WS BS 2 3 3 3 S 2 3 T 2 3 W 1 1 I 3 4 A Ld Sv 1 2 6 7 6+ 6+

PAGE 46
Options: Any Guerrrilla may replace their Grot Shoota with: - six-shoota . . . . . . . . . . . . . . . . . . . . . . . Free - shokgun . . . . . . . . . . . . . . . . . . . . . . . . .Free - blundabuss . . . . . . . . . . . . . . . . . . . . . . .+3 points The whole unit may take any of the following: - frig armour . . . . . . . . . . . . . . . . . . . . . . . +1 point - mush armour. . . . . . . . . . . . . . . . . . . . . .+3 points - camo stuff . . . . . . . . . . . . . . . . . . . . . . . .+3 points - up to 3 guard squigs . . . . . . . . . . . . . . . .+5 points Character: One Guerrilla may be upgraded to Guerrilla Grut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+8 points He may replace his dagga with: - snikka . . . . . . . . . . . . . . . . . . . . . . . . . . . .+7 points - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+10 points

Unit Composition: 5-15 Guerrillas Unit Type: Infantry Wargear: Grot Shoota Dagga Firebomms

Special Rules: Weedy Aaargh!! Pilin' On Move Through Cover Infiltrate Counter-Attack Grot Hordes (3) Trappers

ASSASSINS
Assassin Masta Assassin

15 POINTS PER MODEL


WS BS 4 5
6

PAGE 46
I 4 5
6

S 3 3
3

T 3 3
3

W 1 2
2

A Ld Sv 2 3
4

3 3
3

6 7
7

5+ 5+
4+

Options: The whole unit may take any of the following: - firebomms . . . . . . . . . . . . . . . . . . . . . . . +3 points - smoke bomms. . . . . . . . . . . . . . . . . . . . .+3 points Character: One Assassin may be upgraded to Masta Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+10 points He may replace his Throwin' Stars with: - an additional snikka . . . . . . . . . . . . . . . .+5 points - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+10 points Gulsnik Da Backstabba: Instead of a Masta Assassin, one Assassin unit may be led by: - Gulsnik Da Backstabba (see page 65) . . +95 points PAGE 72 Wargear: Special Rules: Independent Character Weedy Aaargh!! Move through Cover Stealth Hidden Marksman

Gulsnik Da Backstabba

Unit Composition: 5-10 Assassins Unit Type: Infantry Wargear: Snikka Throwin' Stars

Special Rules: Weedy Aaargh!! Move Through Cover Hit & Run Stealth Acute Senses Hidden Assassins

THE BLACK GOBBO


The Black Gobbo Unit Composition: 1 (Unique) Unit Type: Infantry 4

80 POINTS
T W 3 2 I 5 A Ld Sv 3 9 4+

WS BS S 5 3

The GDC: The Black Gobbo allows Assassin units to take Supprezzors instead of their Throwin' Stars for 8 points per model.

Supprezzor Snikka Poisons Smoke Bomms Firebomms

THE GREAT SABOTEUR


Great Saboteur Unit Composition: 1 (Unique) Unit Type: Infantry 4 4

95 POINTS
T W 3 2 I 4 A Ld Sv 3 8 4+

PAGE 73 Wargear: Smakhamma Boombomms Firebomms Aaargh!! Move through Cover Saboteur Scout Master Saboteur Rebel Without a Clue Deft and Daring

WS BS S 3

Special Rules: Independent Character Weedy

FORCES OF THE REBEL GROTS

102

TROOPS
MILITIA
Militia Grot Miltia Grut

4 POINTS PER MODEL


WS BS 2 3 3 3 S 2 3 T 2 3 W 1 1 I 3 4 A Ld Sv 1 2 5 6 6+

Unit Composition: 5-30 Militia Unit Type: Infantry Transport: The Militia may take a Cutta or Clippa as a dedicated transport vehicle, provided the unit does not exceed the vehicle's transport capacity.

Wargear: Six-shoota Dagga

Special Rules: Weedy Grot Horde (3) Pilin' On Move Through Cover Aaargh!!

PAGE 47 Options: Any Militia may replace their Six-shoota with: - grot shoota . . . . . . . . . . . . . . . . . . . . . . . +2 points - shokgun . . . . . . . . . . . . . . . . . . . . . . . . . .+2 points - blundabuss . . . . . . . . . . . . . . . . . . . . . . . .+3 points One Militia member may be upgraded to: - banner wava . . . . . . . . . . . . . . . . . . . . . .+5 points Replace two Militia with a single Weapon Team armed with one of the following*: - buzza or smoke blowas . . . . . . . . . . . . . .+10 points - venomlobba or grot-gatla . . . . . . . . . . . .+15 points - booma or frazzappa . . . . . . . . . . . . . . . .+20 points The whole Militia may take any of the following: - frig armour . . . . . . . . . . . . . . . . . . . . . . .+1 point - mush armour. . . . . . . . . . . . . . . . . . . . . .+3 points - camo stuff . . . . . . . . . . . . . . . . . . . . . . . .+5 points - firebomms . . . . . . . . . . . . . . . . . . . . . . . .+3 points *See pages 60-61 and 108 for details. Character: One Militia may be upgraded to Militia Grut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+8 points He may replace his dagga with: - cutlaz . . . . . . . . . . . . . . . . . . . . . . . . . . . .+4 points - Snikka . . . . . . . . . . . . . . . . . . . . . . . . . . .+6 points - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+8 points He may take any of the following: - growla . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - scrippla . . . . . . . . . . . . . . . . . . . . . . . . . .+10 points - rangefinda . . . . . . . . . . . . . . . . . . . . . . . .+5 points

Image filla

BRETHREN
Grot Bruvvas Munk Ikon

3 POINTS PER MODEL


WS BS 2 3 3 3 3 0 S 2 3 3 T 2 3 6 W 1 1 4 I 2 3 2 A Ld Sv 1 2 4 5 6 6 6+ 5+

Unit Composition: 5-30 Brethren Unit Type: Infantry

Wargear: Six-shoota Dagga

Special Rules: Weedy Grot Horde (3) Pilin' On Aaargh!! Rage

PAGE 48 Options: Any Militia may replace their Six-shoota with: - grot shoota . . . . . . . . . . . . . . . . . . . . . . . +2 points - shokgun . . . . . . . . . . . . . . . . . . . . . . . . . .+2 points - blundabuss . . . . . . . . . . . . . . . . . . . . . . . .+3 points One Brethren member may be upgraded to: - banner wava . . . . . . . . . . . . . . . . . . . . . .+5 points One Brethren unit may replace four Brethren with: - ikon . . . . . . . . . . . . . . . . . . . . . . . . . . . .+30 points The Brethren unit may be accompanied by: - up to 3 Nutballz . . . . . . . . . . . . . . . . . . . .+10 points The whole Brethren unit may take any of the following: - firebomms . . . . . . . . . . . . . . . . . . . . . . . .+3 points Characters: Up to 3 Brethren may be upgraded to Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+6 points Monks may replace their daggas with: - cutlaz . . . . . . . . . . . . . . . . . . . . . . . . . . . .+4 points - Snikka . . . . . . . . . . . . . . . . . . . . . . . . . . .+6 points - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+8 points Monks may take any of the following: - lukky snot . . . . . . . . . . . . . . . . . . . . . . . .+10 points - growla . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points

FORCES OF THE REBEL GROTS

103

TROOPS
SNOTLINGS
Snotlings Warp Snots

3 POINTS PER MODEL


WS BS 2 3 2 0 S 2 3 T 2 3 W 3 4 I 3 4 A Ld Sv 3 4 5 5 4+

PAGE 49 Options: The whole Snotling unit may replace their daggas with: - snotbow . . . . . . . . . . . . . . . . . . . . . . . . +1 points One Snotling unit may be upgraded to: - warp snots . . . . . . . . . . . . . . . . .+3 points per model

Unit Composition: 3-10 Snotling Bases Unit Type: Infantry

Wargear: Dagga

Special Rules: Aaargh!! Swarms Thicker Than Squiggoth Droppings Useless Little Gits A Snot's Life Warp Snots

DEDICATED TRANSPORT VEHICLES

PAGE 47

Many Rebel Grot units can choose a dedicated transport vehicle. These vehicles do not use up any force organisation chart selections, but otherwise function as separate units. See the Transport Vehicles section of the Warhammer 40,000 rulebook.

CUTTA

20 POINTS
Armour BS Front 9 Side 9 Wargear: None Rear 9

Transport Capacity: 8 models, however the weak structure means it cannot carry models with a toughness of 4 or more. Options: May take one of the following: - twin-linked grot shoota . . . . . .. . . . . . . . +5 points May take any of the following: - boardin' stuff . . . . . . . . . . . . . . . . . . . . . .+5 points - crow's nest . . . . . . . . . . . . . . . . . . . . . . .+3 points - floata modificashun . . . . . . . . . . . . . . . . .+3 points - prow ram . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - riggas . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - rivets an' platez . . . . . . . . . . . . . . . . . . . .+10 points - squigwheel . . . . . . . . . . . . . . . . . . . . . . . .+5 points

Cutta

Unit Composition: 1 Cutta Unit Type: Vehicle (Fast, Open-topped)

Special Rules: Weedy Construction Unpredictable Motion

More filla a cutta and desert panoramic?

FORCES OF THE REBEL GROTS 104

FAST ATTACK
SQUIG HORDES
Squig Grot Squig Rider Grut Squig Rider Grut 'Uge Squig Rider

3 POINTS PER MODEL


WS BS 3 4 4 5 0 2 2 2 S 3 3 4 5 T 3 4 4 5 W 1 1 1 3 I 3 3 3 1 A Ld Sv 1 2 3 4 5 6 7 7 6+ 6+ 5+

Unit Composition: 10-30 Squigs Unit Type: Infantry

Wargear: None

Special Rules: Furious Charge Fleet Pack Mentality Squigs Squig Rider

PAGE 50 Characters: For every 10 Squigs you must take one: - Squig Rider . . . . . . .. . . . . . . . . . . . . . . . +3 points The whole unit can be upgraded to Squig Riders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +3 points per model One Squig Rider may be upgraded to: - banner wava . . . . . . . . . . . . . . . . . . . . . .+10 points One Squig Rider may be upgraded to: - Grut Squig Rider . . . .. . . . . . . . . . . . . . . .+10 points He may be take one of the following: - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+15 points - 'Uge Squig . . . . . . . . . . . . . . . . . . . . . . . .+20 points A whole Squig Rider unit may take any of the following: - firebomms . . . . . . . . . . . . . . . . . . . . . . . .+3 points - frig armour .. . . . . . . . . . . . . . . . . . . . . . . +3 points - mush armour . . . . . . . . . . . . . . . . . . . . . . +5 points PAGE 51 Options: Any Outrida may replace their Bomm Stikks with: - grot shoota . . . . . . . . . . . . . . . . . . . . . . . +2 points - shokgun . . . . . . . . . . . . . . . . . . . . . . . . . .+2 points - blundabuss . . . . . . . . . . . . . . . . . . . . . . . .+3 points - huntin' gun . . . . . . . . . . . . . . . . . . . . . . . . +3 points One Outrida may be upgraded to: - banner wava . . . . . . . . . . . . . . . . . . . . . .+5 points Character: One Outrida may be upgraded to Grut Outrida . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points He may replace his dagga with: - cutlaz . . . . . . . . . . . . . . . . . . . . . . . . . . . .+4 points - deff klaw. . . . . . . . . . . . . . . . . . . . . . . . . .+8 points Manik Morgor: Instead of a Grut Outrida, one Outrida unit may be led by: - Manik Morgor (see page 66). . . . . . . . . +75 points

OUTRIDAZ
Outrida Grut Outrida

12 POINTS PER MODEL


WS BS 4 4 3 3 S 3 3 T 4 4 W 1 1 I 3 3 A Ld Sv 2 3 6 7 5+ 5+

Unit Composition: 5-10 Outridaz Unit Type: Cavalry

Wargear: Bomm Stikks Dagga or Six-shoota Frig Armour

Special Rules: Weedy Aaargh!! Saddleshots

RAIDAZ
Raida Skippa

7 POINTS PER MODEL


WS BS 3 4 3 3 S 2 3 T 2 3 W 1 1 I 3 4 A Ld Sv 1 2 6 7 -

Unit Composition: 5-20 Raidaz Unit Type: Infantry Wargear: Raida Dagga Six-shoota

Skippa Cutlaz Musgit

Special Rules: Weedy Aaargh!! Pilin' On Grot Hordes (3) Backstabbas Ship-ta-Ship Combat Transport: Raidaz may take a Cutta or Clippa as a dedicated transport vehicle, provided the unit does not exceed the vehicle's transport capacity.

PAGE 52 Options: Any Raida may replace their dagga with: - cutlaz . . . . . . . . . . . . . . . . . . . . . . . . . . . .+3 points Any Raida may replace their Six-shoota with: - musgit . . . . . . . . . . . . . . . . . . . . . . . . . .+1 point - grot shoota . . . . . . . . . . . . . . . . . . . . . . +2 points - shokgun . . . . . . . . . . . . . . . . . . . . . . . . .+2 points - blundabuss . . . . . . . . . . . . . . . . . . . . . . .+3 points The whole Raida unit may take any of the following: - frig armour. . . . . . . . . . . . . . . . . . . . . . . .+3 points - firebomms . . . . . . . . . . . . . . . . . . . . . . . .+3 points Character: One Raida may be upgraded to Skippa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +13 points

FORCES OF THE REBEL GROTS 105

FAST ATTACK
BIG LUGGAS
30 POINTS PER MODEL
Armour BS Big Lugga 3 Front 9 Side 9 Rear 9 PAGE 54 Options: Any Big Lugga may replace its Rock load with one of the following: - Blaza Bomms . . . . . . . . . . . . . . . . . . . . .+5 points - Buzza Pots . . . . . . . . .. . . . . . . . . . . . . .+5 points Any Big Lugga may replace its Splattapult with one of the following: - Spear Chukka . . . . . . . . . . . . . . . . . . . .+5 points - Booma . . . . . . . . . . . .. . . . . . . . . . . . . .+10 points May take any of the following: - boardin' stuff . . . . . . . . . . . . . . . . . . . . . .+3 points - crow's nest . . . . . . . . . . . . . . . . . . . . . . .+3 points - floata modificashun . . . . . . . . . . . . . . . . .+3 points - prow ram . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - riggas . . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - rivets an' platez . . . . . . . . . . . . . . . . . . . .+5 points - squigwheel . . . . . . . . . . . . . . . . . . . . . . . +10 points

Unit Composition: 1-3 Big Luggas Unit Type: Vehicle (Fast, Open-topped) Wargear: Splattapult (Rock)

Special Rules: Weedy Construction Unpredictable Motion Transport Capacity: 5 models, however the weak structure means it cannot carry models with a toughness of 4 or more.

CLIPPAZ

40 POINTS
Armour BS Front 12 Side 10 Rear 10

Clippa

Unit Composition: 1 Clippa Unit Type: Vehicle (Tank, Open-topped)

Special Rules: Weedy Construction Unpredictable Motion Transport Capacity: 12 models

PAGE 53 Options: May take one of the following: - Spear Chukka . . . . . . . . . . . . . . . . . . . .+5 points - Booma . . . . . . . . . . . .. . . . . . . . . . . . . .+10 points May take up to two of the following: - Mega-gatla . . . . . . . . . . . . . . . . . . . . . . .+5 points May take any of the following: - 'Ard Cover . . . . . . . . . . . . . . . . . . . . . . . .+10 points - boardin' stuff . . . . . . . . . . . . . . . . . . . . . .+5 points - crow's nest . . . . . . . . . . . . . . . . . . . . . . . +3 points - floata modificashun . . . . . . . . . . . . . . . . .+3 points - oars an' stuff . . . . . . . . . . . . . . . . . . . . . .+5 points - prow ram . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - riggas . . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - rivets an' platez . . . . . . . . . . . . . . . . . . . .+10 points - squigwheel . . . . . . . . . . . . . . . . . . . . . . . +10 points

Yet more filler. Piratical Goodness is tough to resist, isn't it?

FORCES OF THE REBEL GROTS

106

HEAVY SUPPORT
GALLEON
80 POINTS
Armour BS Galleon 3 Front 13 Side 12 Rear 10 PAGE 55 Options: May take one of the following: - spear chukka . . . . . . . . . . . . . . . . . . . .+5 points - harpoon launcha . . . . . . . . . . . . . . . . .+10 points - splattapult (all 3 loads) . . . . . . . . . . . . .+15 points May take one of the following: - cannon batteries . . . . . . . . . . . . . . . . . .+40 points May take any of the following: - boardin' stuff . . . . . . . . . . . . . . . . . . . . . .+5 points - crow's nest . . . . . . . . . . . . . . . . . . . . . . . +3 points - floata modificashun . . . . . . . . . . . . . . . . .+3 points - oars an' stuff . . . . . . . . . . . . . . . . . . . . . .+5 points - prow ram . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - revulushunaree graffiti . . . . . . . . . . . . . . +10 points - riggas . . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - rivets an' platez . . . . . . . . . . . . . . . . . . . .+10 points - squigwheel . . . . . . . . . . . . . . . . . . . . . . . +10 points

Unit Composition: 1 Galleon Unit Type: Vehicle (Fast, Tank, Open-topped)

Special Rules: Weedy Construction Unpredictable Motion Transport Capacity: 15 models.

BOTTLAZ

35 POINTS PER MODEL


Armour WS BS S I 3 2 1 A 2 2 1 Front 10 11 11 Side 10 11 11 Rear 10 10 10

PAGE 56 Options: Any Bottla may replace its Mega-gatla with: - spear chukka . . . . . . . . . . . . . . . . . . . .+5 points - blundablasta . . . . . . . . . . . . . . . . . . . . .+10 points - booma . . . . . . . . . . . . . . . . . . . . . . . . . .+15 points - grot-gatla . . . . . . . . . . . . . . . . . . . . . . . .+15 points - frazzzappa . . . . . . . . . . . . . . . . . . . . . . .+20 points - venomlobba. . . . . . . . . . . . . . . . . . . . . .+10 points May take any of the following: - riggas . . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - rivets an' platez . . . . . . . . . . . . . . . . . . . .+10 points

Bottla (Squiggier) Bottla (Kannier) Bottla (Buzzier)

2 2 1

3 3 3

5 5 5

Unit Composition: 1-3 Bottlaz Unit Type: Vehicle (Walker) Wargear: Squiggier Mega-gatla

Kannier Dreadnought close combat weapon Mega-gatla Buzzier 2 Mega-gatlas

SCRAPGRINDAZ 40 POINTS PER MODEL


Armour BS Grindaz Megagrindaz 3 3 Front 10 12 Side 10 12 Wargear: Grindaweelz Rear 10 10

Unit Composition: 1-3 Grindaz Unit Type: Vehicle (Tank)

Special Rules: Weedy Construction Rumbling Scrap Rollin' Deff

PAGE 57 Options: Any Scrapgrinda may take one: - spear chukka . . . . . . . . . . . . . . . . . . . .+5 points - blundablasta . . . . . . . . . . . . . . . . . . . . .+10 points - booma . . . . . . . . . . . . . . . . . . . . . . . . . .+15 points - grot-gatla . . . . . . . . . . . . . . . . . . . . . . . .+15 points - frazzzappa . . . . . . . . . . . . . . . . . . . . . . .+20 points - venomlobba. . . . . . . . . . . . . . . . . . . . . .+10 points Any Scrapgrinda can be upgraded to a Megagrinda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+40 points May take any of the following: - extra spikey . . . . . . . . . . . . . . . . . . . . . . +10 points - riggas . . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - rivets an' platez . . . . . . . . . . . . . . . . . . . .+10 points - squigwheel . . . . . . . . . . . . . . . . . . . . . . . +10 points

FORCES OF THE REBEL GROTS

107

HEAVY SUPPORT
FRIGITZ
60 POINTS
Armour BS Frigitz 3 Front 12 Side 11 Rear 10 PAGE 58 Options: Must take one of the following: - twin-linked blundablasta . . . . . . . . . . . .+15 points - Mega blundablasta . . . . . . . . . . . . . . . .+40 points May take up to two of the following: - blundablasta . . . . . . . . . . . . . . . . . . . . .+10 points May take any of the following: - floata modificashun . . . . . . . . . . . . . . . . .+3 points - prow ram . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - revulushunaree graffiti . . . . . . . . . . . . . . +10 points - riggas . . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - rivets an' platez . . . . . . . . . . . . . . . . . . . .+10 points - squigwheel . . . . . . . . . . . . . . . . . . . . . . . +10 points

Unit Composition: 1 Frigit Unit Type: Vehicle (Tank)

Special Rules: Weedy Construction Rumbling Scrap

JUNKZ

65 POINTS
Armour BS Front 12 Side 12 Rear 10

Junkz

Unit Composition: 1 Junk Unit Type: Vehicle (Tank)

Special Rules: Weedy Construction Rumbling Scrap

PAGE 59 Options: Must take one of the following: - Buzzer-gatla . . . . . . . . . . . . . . . . . . . . .+20 points - Mega blundablasta . . . . . . . . . . . . . . . .+40 points - Bombsquig Chukka . . . . . . . . . . . . . . . +30 points May take up to two of the following: - spear chukka . . . . . . . . . . . . . . . . . . . . .+5 points - blundablasta . . . . . . . . . . . . . . . . . . . . .+10 points - booma . . . . . . . . . . . . . . . . . . . . . . . . . .+15 points - grot-gatla . . . . . . . . . . . . . . . . . . . . . . . .+15 points May take any of the following: - floata modificashun . . . . . . . . . . . . . . . . .+3 points - prow ram . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - revulushunaree graffiti . . . . . . . . . . . . . . +10 points - riggas . . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - rivets an' platez . . . . . . . . . . . . . . . . . . . .+10 points - squigwheel . . . . . . . . . . . . . . . . . . . . . . . +10 points

WEAPON TEAMS
Weapon Teams

20 POINTS PER MODEL


S 2 T 3 W 2 I 2 A Ld Sv 2 6 5+

WS BS 2 3

Unit Composition: 1-5 Weapon Teams Unit Type: Infantry

Wargear: Buzza Blowas

Special Rules: Weedy Aaargh!! Grot Hordes (3) Relentless Vulnerable to Blast/Templates

PAGE 47 Options: Any Weapon Team may replace their Buzza Blowas with: - venomlobba or grot-gatla . . . . . . . . . . . .+10 points - booma or frazzappa . . . . . . . . . . . . . . . .+15 points One Weapon Team may replace their Buzza Blowas with: - smoke blowas . . . . . . . . . . . . . . . . . . . . .Free All the Weapon Teams may take have: - firebomms . . . . . . . . . . . . . . . . . . . . . . . .+3 points

FORCES OF THE REBEL GROTS

108

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