Codex Rebel Grots

 

By Robert Kaye

This codex is designed to represent an army of rebel grots, as first mentioned in the 1st edition rulebook and later available as a warband in Gorkamorka. Such armies can be formed by grots rebelling, a large army of orks and gretchin being wiped out leaving only the survivors that hid or ran away ot pick up the pieces, or due to grots killing the orks before they have finished forming. The army ought to operate in a manner similar to the imperial guard, only with a lot less discipline and a lot more numbers. Since this army is so unusual no guarantees can be made as to its success rate, but from the people I've met who want such an army this is less important than the idea of playing as the ultimate underdog army.

Big bosses can be represented with either da red grot, a banna wava or a converted grot with shiny gubbins.

Bomb squigs could be modelled as grots with bombs tied to them for personal amusement.

 

Special Rules: Dey's All Big Guns: All weapons listed as Assault (apart from grot blastas) become Heavy, and all weapons listed as Pistol become Assault 1.

Pile On!: Grots and squigs only use up half a transport slot each.

Run Fer It!: When a unit attempts to assault a squad of grots, the grots may choose to automatically fail a morale check and flee. The charging unit must still try to assault the grots with its remaining assault movement, wiping it out if it manages to catch them while their morale is broken.

 

Wargear:

'Big' Choppa: Close combat weapon that adds +2 Strength.

Looted Armour: Has a 4+ save.

Nasty Knife: Poisoned weapon that wounds on a 4+.

Shaman Stikk: Counts as a witchblade.

 

HQ

HQ: Da Big Boss 25 Points

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

Wargear: knife and grot blasta.

Options:
May replace the knife with a nasty knife or 'big' choppa for +10pts.
May replace the grot blasta with a slugga or shoota for +5pts.
May wear looted armour for +5pts.

Slippery: The big boss may not be targetted in close combat when attached to a squad and is treated like any other squad member. In addition he has the Hit & Run rule which he may use even if he was attached to a squad during combat, although only he benefits from it.

Inspirational: All grots within 12" may use the big boss' Ld.

Independent Character

 

HQ: Loony 20 Points

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

Wargear: knife and grot blasta.

Options:
May replace the knife with a shaman stikk for +20pts.
May replace the grot blasta with a slugga or shoota for +5pts.
May wear looted armour for +5pts.

Slippery: The loony may not be targetted in close combat when attached to a squad and is treated like any other squad member. In addition he has the Hit & Run rule which he may use even if he was attached to a squad during combat, although only he benefits from it.

Battle Frenzy: All grot units within 6" gain the Stubborn and Furious Charge rules.

Independent Character

 

ELITES

Elites: Mega-Grotz 6 Points/model

Same as gretchin from codex orks (p100) except that:

The squad size is 10-20 mega-grotz.

Each model has either a nasty knife or 'big' choppa, looted armour, a slugga or shoota, and Ld 6.

May purchase a trukk as a transport.

May not have runtherds.

 

Elites: Sneakas 4 Points/model

Same as gretchin from codex orks (p100) except that:

The squad size is 10-20 sneakas.

Each model has a nasty knife and grot blasta.

The unit has Stealth, Infiltrate and Scout.

May include up to 3 bomb squigz for +5pts per squig.

Any model may replace the grot blasta with a slugga for +1pt.

May not have runtherds.

 

Elites: Snipas 5 Points/model

Same as gretchin from codex orks (p100) except that:

The squad size is 10-20 snipas.

Each model has a sniper rifle instead of a grot blasta.

The unit has Stealth, Infiltrate and Scout.

May not have runtherds.

 

Elites: Lucky Gitz 5 Points/model

Same as gretchin from codex orks (p100) except that:

The squad size is 10-20 lucky gitz.

Each model has a 3+ invulnerable save and Ld 6.

Any model may replace its grot blasta with either a slugga or a shoota for +2pts.

For every 10 grots in the mob 1 grot may replace his grot blasta with either a big shoota for +5pts or a rokkit launcha for +10pts.

May not have runtherds.

 

TROOPS

Troops: Grots

Same as gretchin from codex orks (p100) except that:

Any model may replace its grot blasta with either a slugga or a shoota for +2pts.

For every 10 grots in the mob 1 grot may replace his grot blasta with either a big shoota for +5pts or a rokkit launcha for +10pts.

May not have runtherds.

 

Troops: Big Gunz

Does not use up a Troops slot. Up to one Big Gunz unit may be taken per Grots unit.

Same as big gunz from codex orks (p103) except that:

Any model may replace its grot blasta with either a slugga or a shoota for +2pts.

All artillery pieces in the unit count as destroyed if the unit opts to 'run fer it!'.

May not have a runtherd.

 

FAST ATTACK

Fast Attack: Trukkas

Same as gretchin from codex orks (p100) except that:

The squad size is 10-24 gretchin.

Must purchase a trukk as a transport.

Any model may replace its grot blasta with either a nasty knife or a 'big' choppa for +2pts.

For every 10 grots in the mob 1 grot may be replaced by a bomb squig.

May not have runtherds.

 

Fast Attack: Warbuggies

Same as warbuggies from codex orks (p101) except that:

They have BS 3.

They cost 35pts each.

It only costs +5pts to upgrade to a skorcha.

 

HEAVY SUPPORT

Heavy Support: Battlewagon

Same as battlewagon from codex orks (p102) except that:

It has BS 3.

It costs 95pts.

 

Heavy Support: Deff Dread

Same as deff dread from codex orks (p102) except that:

It has WS 2, BS 3 and A 2.

It costs 70pts.

 

Heavy Support: Killa Kans

Same as killa kans from codex orks (p102)

 

Heavy Support: Looted Wagon

Same as looted wagon from codex orks (p103) except that:

It has BS 3.

It costs 40pts.

It only costs +10pts to take a skorcha.

 

TRANSPORT

Dedicated Transport Vehicle: Trukk

Same as codex orks (p96) except that:

Costs 40pts.

Has BS 3.

 

 

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