Grotmas

Common Abilities and Options

Available Equipment:
- Stikkbomb

  • Drum Mag
  • Choppa
  • Doubl' Burna Bottle
  • Improvied Scope
  • Kovert Git
  • Bosspole

Sneaky Zogger:
This operative cannot have an Engage order. Whenever this operative is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Terrain) except being within 2".

Throat Slittas:
Each friendly KOMMANDO operative can perform the Charge action while it has a conceal order.

Operatives

1. CORE
CORE
A 0
M 0"
S 1+
W 1/1
Abilities
WAAAAAAGH!
Options
DAKKA! DAKKA! DAKKA! (Strategy Ploy)JUST A SCRATCH (Tactical Ploy)FUEL RUPTCHA (Tactical Ploy)

WAAAAAAGH!: Whenever a friendly ORK or GROT operative is shooting, fighting, or retaliating, in the Roll Attack Dice step:

  • For each attack die result of 6 you retain, you gain one Waaagh point
  • You can spend up to 2 of your Waaagh points. For each point you spend this way, retain one of your fails as a normal success instead of discarding it
  • You can gain and spend Waaagh points during the same action and can do so in an order of your choice, unless you started the action with 6, in which case you can only spend them. If you start an action with 6 Wrecka points, you cannot gain any more during that action.

DAKKA! DAKKA! DAKKA! (Strategy Ploy): Friendly ORK or GROT operatives' ranged weapons have the Punishing weapon Rule. Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

JUST A SCRATCH (Tactical Ploy): Use this tactical ploy when an attack die inflicts Normal dmg on a friendly ORK or GROT operative. Ignore that inflicted damage.

FUEL RUPTCHA (Tactical Ploy): Use this tactical ploy when a ORK or GROT operative with either a Burna or a Skorcha weapon is incapacitated. All Operatives within 1” take d3+2 damage.

32
2. Head Honcho Grot [10R]
Head Honcho Grot [10R]
A 2
M 6"
S 4+
W 6/8
Weapons
ATK
HIT
DMG
Kustom Shoota (Rng 8", Seek(light), Severe,)
4
4+
3/4
Broken Chainsword (Stun, Brutal)
4
4+
3/5
Abilities
Available EquipmentFollo' My Lead (1 AP)For Da Revoloushun!!!!! (1 AP)
Options
GUERILLA TAKTEEK (Strategy Ploy)UN FO' ALL, ALL FO' UN (Strategy Ploy)BULKY GIT (Strategy Ploy)UNTIL DA LAS' OF UZ (Tactical Ploy)GROT R GOOD AT LOSIN (Tactical Ploy)SCRAM! (Tactical Ploy)
Notes

bosspole drum mag

Follo' My Lead (1 AP): select up to 2 other friendly ready GROT operative visible and within 8" of this operative. They must make a free dash action and must finish their action closer as possible of this operative.

For Da Revoloushun!!!!! (1 AP): - SUPPORT Select 1 other ready friendly GROT operative visible to and whitin 8" of this operative then choose one:

  • That operative can immediately perform a free charge action. or That operative can immediatly perform a free shoot action

  • This operative cannot perform this action while within control range of an enemy operative.

GUERILLA TAKTEEK (Strategy Ploy): Whenever a friendly GROT operative performs a dash action, you can change his order to conceal.

UN FO' ALL, ALL FO' UN (Strategy Ploy): Until the end of the turning point GROT operatives (excluding KILLA KAN) gain the Group Activation rule.

BULKY GIT (Strategy Ploy): Until the end of the turning point KILLA KAN operatives gain 3 APL

UNTIL DA LAS' OF UZ (Tactical Ploy): If a friendly HEAD HONCHO or a GRETCHIN with the keyword Leader operative is incapacitated and removed from the killzone, you can use this tactical ploy. If you do, until the end of the battle, this operative can use FOR DA REVOLOUSHAUN for 1 AP and add the keyword LEADER. You can only have one leader at the same time.

GROT R GOOD AT LOSIN (Tactical Ploy): Whenever a friendly GROT is incapacitated, you can use this ploy to gain a Waaagh Point.

SCRAM! (Tactical Ploy): Whenever a friendly GROT operative is selected as a valid target for a fight or ranged attack, you can use this Tactical ploy. Each other friendly GROT operative in the control range of that operative can perform a free dash action or a free fall back action(you cannot fall back more than 3"). It can’t move within control range of enemy operatives.

32GROT, SWARM, LEADER
3. Killa Kan [20R]
Killa Kan [20R]
A 2
M 4"
S 4+
W 0/12
32KILLA KAN, GROT, ELITE
4. Gretchin [5R]
Gretchin [5R]
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Gretchin Shoota (Rng 8'')
4
5+
2/3
Scrawny Fists
3
5+
2/3
Abilities
Available Equipment
Notes

Choppa [2R] Targetin' Fing [3R] Improvised Scope [2R]

32GROT, SWARM
5. Grot [7R]
Grot [7R]
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Grot Choppa
4
4+
3/4
Abilities
Sneaky ZoggerThroat SlittasAvailable Equipment
32KOMMANDO, GROT, SWARM
6. Gretchin [5R]
Gretchin [5R]
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Gretchin Shoota (Rng 8'')
4
5+
2/3
Scrawny Fists
3
5+
2/3
Abilities
Available Equipment
32GROT, SWARM
7. Gretchin [5R]
Gretchin [5R]
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Gretchin Shoota (Rng 8'')
4
5+
2/3
Scrawny Fists
3
5+
2/3
Abilities
Available Equipment
32GROT, SWARM
8. Gretchin [5R]
Gretchin [5R]
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Gretchin Shoota (Rng 8'')
4
5+
2/3
Scrawny Fists
3
5+
2/3
Abilities
Available Equipment
32GROT, SWARM
9. Grot [7R]
Grot [7R]
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Grot Choppa
4
4+
3/4
Abilities
Sneaky ZoggerThroat SlittasAvailable Equipment
32KOMMANDO, GROT, SWARM
10. Killa Kan [20R]
Killa Kan [20R]
A 2
M 6"
S 4+
W 7/12
Weapons
ATK
HIT
DMG
Skorcha
Melta (Dev3, Prc2, Rng 6'')
5
4+
3/3
Burna (Rng 6'', Sat, Tor 2'')
5
3+
3/3
Killa Saw (Rending)
4
3+
5/7
32KILLA KAN, GROT, ELITE
11. Killa Kan [20R]
Killa Kan [20R]
A 2
M 4"
S 4+
W 1/12
Weapons
ATK
HIT
DMG
Skorcha
Melta (Dev3, Prc2, Rng 6'')
5
5+
3/3
Burna (Rng 6'', Sat, Tor 2'')
5
4+
3/3
Killa Saw (Rending)
4
4+
5/7
32KILLA KAN, GROT, ELITE

Equipment

Stikkbomb [2R]

The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Stikkbomb43+2/4Lim, Sat, Blast 2'', Rng 6''
War Paint [3R]

Once per Turning Point, whenever this operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).

Choppa [2R]

The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Choppa33+4/5
Drum Mag [2R]

Select one shoota, kustom shoota or big shoota this operative is equipped with. That weapon gains the Ceaseless special rule for the battle.

Kovert Git [3R]

Roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly GROT operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.

Dynamite [4R]

The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Dynamite43+5/6Lim, Sat, Blast 2'', Rng 6'', Piercing 1, Unwieldy
Kommspack [2R]

The operative can perform the following action for the battle:

  • Listen In (1 AP): SUPPORT. Select one other friendly ORK operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.
Doubl' Burna Bottle [3R]

Doubl' Burna Bottle (1 AP): Select up to two valid targets. Shoot this weapon against both primary targets in an order of your choice, then against all remaining secondary targets in the same manner (roll each sequence separately).

NameATKHITDMGWR
Doubl' Burna Bottle54+2/2Sat, Blast 2''
Targetin' Fing [3R]

Select one ranged weapon this operative is equipped with (excluding a burna or a ranged weapon with the Kombi special rule). Improve that weapon’s Ballistic Skill characteristic by 1 for the battle (to a maximum of 4+).

Engine Oil [2R]

Once per turning point, when this operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative’s stats from being injured (including its weapons’ stats).

Beasthide Armour [3R]

Once per turning point, when an operative is shooting this operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.

Stun Grenade [2R]

The operative can perform the following action for the battle:

  • Stun Grenade (1 AP): Select one point on the battlefield within 6'' of this operative. Roll one D6 for each operative within 2'' of that point, subtracting 1 from the result if they are not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action if it is within the Engagement Range of an enemy operative.
Boss Pole [3R]

Add 1 to the operative’s APL for the battle.

Climbing Rope [1R]

The operative gains the following ability for the battle:

  • Climbing Rope:
  1. Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 6'' it travels are counted as 2'' for that climb.
  2. This operative only needs to be within 1'' horizontally of a terrain feature in order to climb it.
  3. Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  4. Each time this operative drops, it counts any vertical distance it travels as half for that drop.
Harpoon [3R]

The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Harpoon44+4/5Rng 6'', Stun
Sledgehammer [3R]

The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Sledgehammer43+4/4Stun
Throwing Knives [3R]

The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Throwing Knives43+2/5Range 6'', Silent, Lim 2
Improvised Scope [2R]

Whenever a friendly GROT operative perform a shoot action, the maximum of their weapon range is increase by 4". Atfer the action, roll D6. On a 4+ the improsived Scope can't be used again for that ranged weapon.

Drill Rokkits [2R]

Once per turning point, when this operative is performing the Shoot action and you select a rokkit launcha or ’eavy rokkit launcha, you can use this rule. If you do, until the end of that action, that weapon loses the Blast weapon rule but has the Piercing 1 weapon rule.

Purple Camo [2R]

Once per battle, this operative can perform a mission action for 1 less AP.

Extra Armour [2R]

Subtract 1" from the Move stat of this operative and improve their Save stat by 1.

'Eavy Armour [2R]

Change the operative’s Save characteristic to 4+ for the battle.

Smoke Grenade [3R]

The operative can perform the following action for the battle:

  • Smoke Grenade (1 AP): Place the centre of one Smoke token on a point within 6'' of this operative. That token creates an area of smoke with a 2'' radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
Dok'z Tools [3R]

The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:

  • Dok'z Tools (1 AP): Select one friendly ORK operative within 1'' of and Visible to this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.

Ploys

Tac Ops