Many grots made a living by hunting the smaller creatures such as Squigs and other squigly beasts. After a while they become rather good at sneeking around and develop a frightingly acurate shot (for a grot).
Grots grow a variety of diferent fugi for food and FUN. Some types of fugi are so potent that they give the grot un-natural strenght and nums them from ordanary pain. Unfortunaly it also will fry the poor grots brain after a while and likely kill him.
The secret word is BILL

Grot 'unters

Points

WS

BS

S

T

W

I

A

Ld

Save

Grot 'unters

Sneaky Git

5

+3

2

3

3

3

3

3

2

3

1

1

2

3

1

2

5

7

-

-

Mob: The mob consists between five and twenty Grot 'unters

Weapons: Grot shootas.

Options: up to 5 can have 'Unting rifles for 4 points. May include up to 1 Grot bomaz.

Character: For an additional cost of +3 pts one of the Grot 'unters may be upgraded to a Sneaky Git.  The Sneaky Git may be given any equipment allowed from the Grot Armoury.

SPECIAL RULE

Special Deployment: May be deployed any were as long as they are in cover, as long as they are 18� from the enemy, or as normal in your deployment zone.

Sure footed: Grots are very agile and used to running through very roughed terrain after a while you get really good at it.  May roll an extra D6 when moving through difficult terrain

Shroomers

Points

WS

BS

S

T

W

I

A

Ld

Save

Shroomers

8

3

-

3

2

1

4

D6

10

-


Mob: The mob consists between five and ten shroomers

Weapons: Chopa

Options: up to five models in the mob can be armed with a Ball and Chain (counts as Power weapon) at 7 points each.

Character: May not be lead by any charters. No characters may join a squad of shroomers (they be too CRAZY!).

SPECIAL RULE

Fleet of Gork (and sometimes Mork): Dang, they sure can run fast if they want to. Sometimes, they run fast at the enemy!  Shruomers benefit from �fleet of foot�

Fearless: always pursue/move toward nearest enemy etc.

Fizzle: Some times they just stop functioning. At the start of every turn roll a D6 for each shroomer. On the role of a 1 some one collapse on the ground (dead or just exhausted) Grot players choise.

'ust a scratch: 4+ invulnerable save against shooting.

Squig Heard

Points

WS

BS

S

T

W

I

A

Ld

Save

Hearder

Squig

5

6

2

3

2

0

2

3

2

3

1

1

2

4

1

2

5

3

-

-

Mob:  The mob consists of between one and five slavers and between ten and thirty squigs.

Weapons: herders have zappa stikk, squigs have sharp teef (count as Chopas).

Options:  The mob may be equipped with nets at an additional cost of +2 pts per model.

SPECIAL  RULE

Go to ground: Squig herds who fail a morale check caused by enemy shooting or tank shock or which fail to regroup after falling back from close combat, scatter and hide. The squigs are removed and the herders are left in place to indicate their position. If no herders are left the squigs may not regroup and count as being destroyed.
A page about me(Doomfrog)
Groty Discutions of the best kind
Head Quarterz
the boyz
The Gitz
The Big 'Uff
The Fast stuff!
Linkz lotz ov 'em!!!
Speacial rules and wargear
Ohhh look at the pretty pictures
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