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Codex Grots 8th Ed Home Brew
Codex Grots 8th Ed Home Brew
Codex Grots 8th Ed Home Brew
Welcome to Codex Grots! A collection of Houserules, to field an army of the allmighty Grot
rebels of the 41st Millenia – completely without Ork units! I mean, who need these uncivilized
barbarians?
Please note: This Codex is a hobby project for my wonderful wife, who loves Grots and
Goblins. Don’t take it too serious, but if you have questions, constructive criticism or just some
feedback, fell free to comment!
At the moment, we can only offer power levels, but point values will hopefully follow soon!
After all, these rules are designed to make Grots a viable army in the darkness of the grim future
Grot abilities
o Dakka! Dakka! Dakka!
o Battle Frenzy
o Countless headz
o Surprisingly Dangerous in Large Numbers
Let’s take a look at the overall rules and abilities of the common Grot rebels and even
their Squiggy friends.
KEYWORDS
Throughout the sections you will come across a keyword that is within angular brackets,
specifically <MOVEMENT>. This is shorthand for a keyword of your own choosing, as
described below.
<MOVEMENT>
All Grots belong to a movement, a rebel group of likeminded greenskins that share a
propensity for a certain kind of warfare. Some datasheets specify what movement the unit is
drawn from (e.g. … has the RED REICH keyword, so is from the Red Reich movement). If
a Grot datasheet does not specify which movement it is drawn from, it will have the
<MOVEMENT> keyword. When you include such a unit in your army, you must nominate
which movement that unit is from. You then simply replace the <MOVEMENT> keyword in
every instance on that unit’s datasheet with the name of your chosen movement.
For example, if you were to include a Grot General in your army, and you decided he was
from the Green Guerillas movement, his <MOVEMENT> Faction keyword is changed to
GREEN GUERILLAS.
Tank-General
Rumble in the galaxy …
Models
Grot Officer
He got you back …
Models
Pirate Captain
Arrrrr you ready to rumble ….
Shamans
Mork is in the air tonight …
Elite
o Grot Monkeys
o Para Grots
o Trophy Grots
o Assassins
o Sniper
o Pirate Commandos
Grot Monkeys
The best of the best when it comes to make trash into a deadly weapon …
Para Grots
Even a grot sometimes bleeds …
Trophy Grots
Never forget what you’re eventually dying for …
Grot Assassins
I am the shadow …
Grot Sniper
The further away, the better …
Pirate Commandos
A flag, a horn and a barrel of rum …
Troops
o Grot Soldiers
o Grot Pirates
o Flamer Teams
o Tank Hunter
o Squigs
Grot Soldiers
The backbone of every grot army …
Grot Pirates
The scourge of the 7 Sub-sectors …
Flamer Teams
It’s getting hot in here …
Tank Hunter
Pop goes the tank …
Squigs
Time for teeth and stommacks …
Fast Attack
o Squig Rider
o Fanatics
o Mangler Squigs
Squig Rider
They see me riding, they hatin’ …
Models
Grot Fanatics
Insane in the brain …
Mangler Squigs
Big balls of death …
Heavy Support
o Deff Tanks
o Storm Tanks
o Howitzer
o Mek Gunz
o Killa Kans
Deff Tanks
Deff to all who oppose us …
Storm Tanks
Chaaaaarge …
Howitzer
They never see it coming …
Mek Gunz
The Terror of Technology …
Killa Kans
They’re Kans, and they’re Killas …
Dedicated Transport
Trukk
o Flyer
o Lord of War
Grot Trukks
The safest way to close combat … or to the next exit point!
Movements – Warlords – Artifacts
Posted by taerus on 8. Nov 2018
Grot movements are the kulturs or chapters of the army and therefor give a variety of abilities,
making your army special and feeling different.
In the Codex, there are 3 movements represented and maybe we will add more in the future. For
now, feel free to join the revolutionary work of
The Red Reich
The Crimson Corsairs
The Green Guerillas
General Traits and Artifacts
Movement Tactic
Quick reflexes – Units with this trait always fight first in the Fight phase even if they didn’t
charge. If the enemy has units that have charged, or that have a similar ability, then alternate
choosing units to fight with, starting with the player whose turn is taking place.
Warlord Trait
‘Ard as a Pirate – Roll a dice each time your Warlord suffers a wound or mortal wound. On a 5+,
the wound is ignored. If your Warlord has the VEHICLE keyword, the wound is ignored on a
roll of a 6+ instead.
Grot Artifacts
The Crimson Hat – Psyker only – You can add 1 to Psychic tests taken by the bearer when
manifesting a psychic power from the Power of Gork and Mork discipline.
We are Legion
Warpcharge value: 7
Targets a <Grot> unit. Until the next psychic phase, the unit gets a 6+ invulnerable save. Add 1
for every participating shaman.
Tickle tickle
Warpcharge value: 7
Target an enemy <Character>. This Character must pass a morale test, aggravated by x. If the
character fails the test, it cannot shoot and/or fight in the next phase.
Morkish Roulette
Warpcharge value: 8
If manifested, the closest visible enemy unit within 18″ of the psykers suffers x mortal wounds.
If the Psychic test fails, the shamans suffer x mortal wounds. Deny the Witch tests against this
psychic power, are aggravated by x
Clouded Brainz
Warpcharge value: 6
Choose an enemy unit within 18″ of the psykers – your opponent must subtract x from all hit
rolls made for that unit in the shooting phase until your next psychic phase.