Gretchin
WS BS S T Ag Int Per WP Fel
18 34 18 19 36 33 37 22 24

Movement: 2/4/6/12 Wounds: 7
Armour: None. Total TB: 2
Skills: Awareness (Per), Dodge (Ag), Stealth (Ag).
Talents: Heightened Senses (Hearing).
Traits: Mob Rule, Size (Weedy), Unnatural Toughness (1).
Weapons: Grot blasta (30m; S/–/–; 1d10+2 I; Pen 0; Clip 5; Reload 2 Full; Inaccurate, Unreliable), slugga (Pistol; 20m; S/3/–; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), sneaky boot knife (Melee; 1d5+1 R; Primitive).
Gear: Shiny bitz, Ork teeth (“teef ”).

Keep in mind that Size (Weedy) gives bonus +10 Stealth, making it Stealth (Ag) +10.

Talents and Traits

Description

Save for the stupid little Snotlings, Gretchin truly are the lowest form of life amongst the Ork hordes of the galaxy. Even the mindless eating machines known as Squigs receive more respect from their Orkish masters on account of their ferocity. Also known as Grots, Gretchin possess a cruel sense of mischief and a clever notion of self-preservation, collectively known as cunnin’, but these talents are entirely lost on their massive green-skinned cousins. Utter cowards, Grots never enter combat willingly, but they fight like cornered underhive rats when caught unawares or forced into battle. To this end, Orks will often gather the little blighters into huge mobs, kept in line by the lash of a skilled Runtherd. They are often sent into combat entirely unarmed, though the foraging skills possessed by the Gretchin are not a thing to be overlooked, and it is quite common for them to be armed with small slugthrowers and energy weapons. Individually these weapons are nearly harmless, but in numbers they can fill the air with enough projectiles to find chinks in even the finest suits of armour.

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