Grot
A small coward with a weapon and survival instincts.
Threat File — Grot
TR 1 · OrksProficiencies: Stealth +4, Guile +2
Professional Coward. The grot has Advantage on any check made to hide, flee, or surrender convincingly.
Living Shield. An ork adjacent to the grot may treat it as Light Cover against ranged attacks. The grot has opinions about this that no one asks for.
Grot Blasta. Ranged Attack: +3 to hit, range 30/90 ft., one target. Hit: 1d6 ballistic damage. Dangerous mostly to morale and paintwork, until it isn't.
Scurry. The grot moves its full Movement through any gap, hole, or crawlspace large enough for it, without provoking Reactive Fire.
Morale: Flees at the first credible danger unless something bigger and greener is watching; surrenders instantly and betrays everyone at the earliest chance.
Tactics: Spend grots the way orks do: to soak the first volley, trip the mines, and reveal the party's positions. A lone survivor makes an excellent, entirely untrustworthy informant.
Loot / Evidence / Hooks: Its pockets hold stolen ammunition, one grenade it forgot about, and a map of the ork camp scratched onto a ration tin.
Enemy Dossier
GM ReferenceA grot is a small, spiteful ork-kin creature armed with whatever its betters dropped and a flawless instinct for not being where the shooting is. Individually it is a nuisance; the archive lists it anyway because nuisances carry grenades.
Use this enemy as screening chaff, ammo-runners, trap-setters, and comic relief that occasionally rolls a critical.
Threat Profile: Minimal durability, minimal firepower, high cowardice, useful to ork forces as shields, spotters, and expendable labor.
Professional Coward. Gains Advantage on any check made to hide, flee, or surrender convincingly.
Living Shield. Adjacent orks may treat a grot as Light Cover; the grot has opinions about this that no one asks for.
Grot Blasta. Feeble ranged attack; dangerous mostly to morale and paintwork, until it isn't.
Scurry. Moves its full speed through any gap, hole, or crawlspace without provoking Reactive Fire.
Morale: Flees at the first credible danger unless something bigger and greener is watching; surrenders instantly and betrays everyone at the earliest chance.
Tactics: Spend grots the way orks do: to soak the first volley, trip the mines, and reveal the party's positions. They fight only when cornered or supervised. A lone surviving grot makes an excellent, entirely untrustworthy informant.
Full Stat Block Priority: Low