Gretchin Mobz

Source: Codex: Orks, p. 13

Points/model WS BS S T W I A Ld Sv
Gretchin 3 2 2 2 2 1 2 1 5 –
Slaver 9 4 2 3 4 1 3 2 7 6+

Mob: The mob consists of one Slaver and between ten and thirty Gretchin. Weapons: The Gretchin are armed with grot blastas. Character: The Slaver may be given any equipment allowed from the Ork Armoury.

Special Rules

Living Shield: Orks are adept at using Grots to draw enemy fire. Any Ork mobs which are shot at 'through' a Grot mob can claim a 5+ cover saving throw. Each save made by the Orks means one of the Grots must be removed as a casualty.

Better Footing: Orks are also adept at using Grots to clear a path through difficult ground, sometimes by the simple expedient of stepping on them! If a Grot mob is in difficult ground any Ork mobs moving through the same difficult ground may re-roll the dice for how far they move. Mega armoured Orks may not use this benefit (the Grots would just go 'splutch').

Mine Clearance: Grots are sometimes charged across minefields to make the mines safe(!) before the Orks have to cross. If a Grot mob moves into a minefield take off 3D6 Grots as casualties and then remove the minefield marker. If there aren't enough Grots in the mob to satisfy the casualty quota the minefield remains in play and the Grot mob is wiped out.