Grot Mob
A mass of grots that becomes brave by accident.
Threat File — Grot Mob
TR 2 · OrksMass of Small Bodies. The mob takes double damage from area effects and attacks that hit zones. Each time it loses a quarter of its Vitality, its Blasta Storm zone shrinks by 5 feet.
Runtherd Discipline. While a herder or ork leader is adjacent, the mob does not make Morale checks. Without one, it checks every time it takes damage.
Screen of Bodies. Ork units directly behind the mob gain Light Cover against ranged attacks.
Blasta Storm. The mob fires everything at a 15-foot zone within 60 feet. Each creature in the zone makes an Agility Save DC 11 or takes 2d6 ballistic damage, then makes a Willpower Save DC 11 or is Pinned until the start of the mob's next turn.
Panicked Surge. Only when broken: the mob stampedes its full Movement in a random direction. Each creature in its path makes an Agility Save DC 11 or takes 1d6 bludgeoning damage and falls Prone. It tramples friend and foe alike.
Morale: Breaks the instant supervision dies or a third of the mob falls; a breaking grot mob is an area hazard, not a retreat.
Tactics: Park the mob in front of the boyz and let it absorb the party's opening rounds. Its shooting is a zone hazard, not marksmanship; the real question it forces is whether the party spends killing power on chaff.
Loot / Evidence / Hooks: The scattered blastas are worthless, but the runtherd's whip-pole and grot-prod fetch a price from collectors of xenos curiosities.
Enemy Dossier
GM ReferenceA grot mob is cowardice at a volume that resembles courage: dozens of small guns firing in roughly the same direction because the runtherd's whip is behind them. It is dangerous the way weather is dangerous.
Use this enemy as a screening horde in front of ork lines, or an area-denial mass of bad shooting the party must clear or endure.
Threat Profile: Horde-pattern unit, weak massed ranged fire, negligible melee, morale entirely dependent on supervision, scatters spectacularly.
Volume of Fire. Its massed shooting threatens a zone rather than a target; Exposed creatures in the zone take hits by attrition.
Runtherd Discipline. While a herder or ork leader is adjacent, the mob does not check Morale; without one it checks every time it takes losses.
Screen of Bodies. Ork units behind the mob gain Light Cover against ranged attacks.
Blasta Storm. Suppresses a 15-foot zone with sheer noise and volume; failed Willpower Saves cause Pinned.
Panicked Surge. When broken, the mob stampedes in a random direction, trampling and disrupting friend and foe alike.
Morale: Breaks the instant supervision dies or a third of the mob falls; a breaking grot mob is an area hazard, not a retreat.
Tactics: Park the mob in front of the boyz and let it absorb the party's opening rounds. Its shooting is a zone hazard, not marksmanship. The real decision you are forcing: spend killing power on chaff, or let it keep suppressing while the boyz close.
Full Stat Block Priority: Low