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 Gretchin Revolushunairy Kommitte

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The ISH



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PostSubject: Gretchin Revolushunairy Kommitte   Tue May 25, 2010 10:22 am



Gretchin Revolushunairy Kommitte
study Counts As Imperial Renegades study



When the Ork Gods Gork and Mork reveal the proper "omenz" to the Weirdboyz, the Orks will gather and set of in a big Waaagh! across the galaxy. During these crusades, the Orks will drag their lesser knfolk, known as Gretchin, Grots, or Runts, along with them across the galaxy, a slave race to do the menial tasks which Orks consider themselves above.

Most Gretchin are happy enough in their role. They bear little resentment towards their superiors, for them Orks are just a fact of life. Individual Gretchin can enjoy a relatively comfortable existence by providing valuable services to their Ork masters. Most Grots are owned by Orks as personal servants, though some gather together into loose tribes that may even own functional weapons and equipment. The Gretchin have created an entire enterprise culture of their own within their Ork-dominated society. Many Gretchin operate their own black-market businesses on the side, such as selling fungus-beer, roasting squigs on sticks, coordinating the bets when a fight breaks out or looting corpses for fun and profit.

Orks use Grechin mobs in battle to do everything from minefield clearance to meat shield to living carpet. Some "lucky" Gretchin get to crew Orky artilary known as Big Gunz, and while they are not on the front llines of battle, crewing Big Gunz often come with hazards such as electrocution, dismemberment, and almost assuredly deafening of the crew. Other uses for Gretchin in battle includes their piloting of Killa Kanz, smaller, Gretchin-crewed Deff Dreads, into battle, and their use as turret gunners on vehicles and emplacements. They sometimes also accompany Ork Warlords and Flash Gits as ammo runts, follow Mekboys into the fray as oilers, and run around as orderlies to Painboys. A caste of Oddboyz known as Runtherds acompany the Gretchin into battle, and they are often needed to keep the Gretchin from fleeing the battle. These Orks ofen employ Squig-hounds and Grabba-Stiks to keep their charges in line

There is a faction known as Rebel Grots who had too much of their rough treatment and rebelled against their masters. Because of their organisation skills they could sometimes build and maintain war machines and artillery. The leaders of these rebel grots secrettly form themselves into Da Kommitte, a group of gretchin who led the rag-tag revolushun. They campaign for equal rights between Orks and grots, and they do this in the most traditional manner of greenskn socety: rampant violence; Attacking ork warbands, raiding and looting human settlements, stealing tek from Mekboyz, assassinating Nobs, and generally causing as much havoc as possible. Due to the odd quirks of greenskin evolution - where conflict and battle causes the creatures to grow tougher and stonger - many rebel grots become equivalent to a fully-grown adult human in terms of strength, constitution, and fighting spirit, making them a surprisingly tough opponent for the Ork Boyz who expect to deal with them as easily as any common runt. While many Orks regarded the very concept of a gretchin rebellion as hilarious, any number of Ork Nobz have led their Deff Squads off to fight and put down da revolushun... and they were never seen again.


Who are Da Gretchin Revolushunairy Kommitte?
Da Kommitte rules over the rebel grot squad, dictating what happens and planning raids and "kovert operatunz". A mysterious and possibly apochraphal gretchin known only as Da Red Gobbo is considered the true head of Da Intergalatik Revolushunairy Kommitte. Da Kommitte in a game of Death Squads represents a smaller, local uprising, and is led by a Head Honcho, the leader of the Rebel Grot squad, and a collection of aides and officers collectivly refered to as Da Kommitte. Next in the chain are those rebel grots who are "true believers" in the rebel cause known as Grot Militia, followed by whatever other grots the rebels were able to trick, bully, or pressgang into the fight along side them.

Why play Da Gretchin Revolushunairy Kommitte?
Rebel Grots are a great choice for a play who wants to play a greenskin force with a twist. Compared to the Ork Mobz rebel grots are weakier individually, consideribly closer to Imperial Guardsmen than proper Boyz. Their main advantage lies in the variety of weapons and their ability to advance, either in stats, ranks, and/or equipment as well as gubbinz, and their above average income potential. Their main disadvantage is their unreliability in combat, as the strength of belief in Da Revolushun of any given gretchin can frequently waiver when the first opportunity to run and hide appears.

A successful Squad can look forward to advancing the goals of Da Revolushun: Today, the warband; tomorrow, the Waaagh!

What is the concept behind Da Gretchin Revolushunairy Kommitte?
Rebel Grots are short, sadistic, and wacky pseudo-Marxist revolutionaries in spaaaace... what more do you need to know?


Choice of Units and Unit Equivalents
Da Gretchin Revolushunairy Kommitte starts a campaign with 700 Credits with which to requistion the troops and equipment needed. The Squad must contain a minimum of three models and may never exceed a maximum of fifteen (15) models. You may not have more than six (6) Officers.

  • Head Honcho Each squad must include one (1) Head Honcho (counts as Imperial Renegade Commander)
  • Der Kommisar The squad must include one (1) Kommisar (counts as Imperial Renegade Enforcer).
  • Propa Ghanderz The squad may include up to one (0-1) Propa Ghanderz (counts as Imperial Renegade Apostate Precher).
  • Revolushunairy Guard The squad may include up to two (0-2) Revolushunairy Guards (counts as Imperial Renegade Sergeants).
  • Grot Militia The squad may include any number (0+) of Grot Militia (counts as Imperial Renegade Militia).
  • `Eavy Weapuns The squad may include up to two (0-2) of `Eavy Weapuns (counts as Imperial Renegade Heavy Weapon Specialists).
  • Press Gang The squad may include up to five (0-5) Press Gang grots (counts as Imperial Renegade Workers).
  • Big Stompy Thing The squad may include only one (0-1) Big Stompy Thing (counts as Imperial Renegade Ogryn).



Squad Special Rules
Viva la Revolushun! Da Intergalatik Gretchin Revolushunairy Kommitte exists to fight for their goal of grot equality with Orks, and as such, rumors of its existence and tales of Da Red Gobbo spread everywhere that gretchins do; Gretchins, in turn, can be found everywhere that the Orks spread; The Orks, of course, go everywhere. Most Revolushun sympathizers can offer very little (most grots have very little, period) but from time to time, some of those allies can sneak additional resources from their Ork masters and funnel them to Da Kommittee. Some items are always accumulated before 'striking the first blow fer revolushun' and after every battle 'help is right `round da corner.'

This is treated exactly as the Always Finding Sympathizers speacial rule of the Imperial Renegade Squad.

Gubbinz Da Kommitte frequently experiments with some weird and wacky tools, even by Orkish standards, as part of their 'thinkin' outside da kan' approach to warfare and liberation. This is treated exactly as the Mutations speacial rule of the Imperial Renegade Squad, although instead of Chaos taint, the gretchin are experimenting with 'radical idearz' (discrete mutations) and 'ultimate sekret weaponz' (obvious mutations). It is not the stink of Chaose that will drive off the squad's recruits, but rather the individual grentchi's self-preservation instincts. As Da Kommitte's aresenal of gubbinz increases the liklihood of an all-out battle with the Orks increases exponentially... and many gretchin are no so devouted to the cause that they'll risk their necks. As the early scrums and scrapes give way to proper battles, many gretchin who are Poential Kounter-Revolushunairies may leave the squad (This is treated exactly as the Will Not Work for Chaos speacial rule of the Imperial Renegade Squad).

The names and descriptions, but not the effects, of the Imperial Renegade Squad's mutations are changed to the following gubbinz:

  • Suicide Belt when the Rebel Grot is injured the only option is martyrdom for the cause! (originally Blackblood).
  • Cybork Limb an extra hand allows the rebel grot to hold more dakka (originally Extra Arm).
  • Snippah Goggles telescopic lenses allow the Rebel Grot to assassinate enemies with ease (originally Bulging Eyes).
  • Iron Gob an obvious challenge to the Ork Nobs, this metal faceplate helps protect the Rebel Grot (originally Extra Head).
  • Tox Bomb a great dirty trick is to chuck a jar or bottle of... something... toxic in your enemy's face (originally Poisonus Spit).
  • Poisoned Pointy Stick the ultimate insult in a fight, attacking your enemy with something that will kill him latter because he isn't important enough to kill now... very un-orky! (originally Scorpion Tail).
  • Orky Evolushun - Bigga the evolution of greenskins is driven by conflict and battle, this Rebel Grot has grown larger and stronger (originally Deamonic Spirit).
  • Orky Evolushun - `Arder the evolution of greenskins is driven by conflict and battle, this Rebel Grot has become tougher and healthier (originally Mutated Hide).
  • Orky Evolushun - Badder the evolution of greenskins is driven by conflict and battle, this Rebel Grot has become a more cunning fighter (originally Cloud of Flies).
  • Grot Powa Armor a large mechanical suit of scratchbuilt power armor allows this Rebel Grot to stand toe-to-hobnail boot with Orks (originally Huge).
  • Orky Evolushun - Fasta the evolution of greenskins is driven by conflict and battle, this Rebel Grot has become quicker and more canny (originally Serpentine Tongue).



Special Note: None of the miniatures shown above are mine, although I wish they were, they were created by a guy on Deviant Art named Proiteus. Google him for some great pics of his work. [i]Viva la Revolushun! Viva Da Red Gobbo! Waaaagh!
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Mordheimer



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Tue May 25, 2010 11:00 am

Amazing! Trully amazing! The way that you worked the count as is perfect. Another master piece! In the future, we need to make a Gretchin Squad... obviously based on your work as some details (stats for example) could change a little, but I really (REALLY) like how you worked all the angles.

Your models are outstanding too! Thanks for sharing... we gotta do something about you! Wink Great work. Damn... another Squad to make! Just Kidding

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The ISH



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Tue May 25, 2010 11:32 am

None of the miniatures shown above are mine, although I wish they were, they were created by a guy on Deviant Art named Proiteus. Google him for some great pics of his work. I did sneak that disclaimer in, up above, but it is easy to miss...

I've long been of the opinion that "counts as..." are the greatest two words in the miniature games hobby, and with Death Squads its pretty easy to dream up ways that X can count as Y with minimal effort.

Imperial Renegades are a pack of near worthless recruits revolving around a few central knee-breakers and one charismatic leader. Perfect way to represent Da Revolushun.

The Head Honcho leads and does the plannin', his trusted Kommisar keeps an eye out for 'kounter revolushunairy behaviour' and whips the pressgangs into fighting shape, the Propa Ghanderz recruit more grots to the cause with his stirring speeches and his bombastic oratory can confuzzle anyone who trys to figure out just what he's talking about... Revolushunairy Guard just want to stomp some folk.

Grot Militia and `Eavy Weapons are a bit tougher than common Ork Squad Gretchin, but not by much, but this can esaily be explainned by these grots just being tougher and meaner. Grot Pressgangs are virtually interchangable with Ork Squad Gretchin...

Lastly, the Big Stompy Thing ought to cover any wacky converting hijinks players can dream up.

Viva la Revolushun!
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Da Bank



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Tue May 25, 2010 12:13 pm

ISH

Nice graphics.

Start playing some games and let us know how they go and let's see what we can do.
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Mordheimer



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Tue May 25, 2010 12:23 pm

My bad... I misread the disclaimer. I understood that the models were yours, but that the ones from Proiteus were better! Shocked

I'm 100% honest... when something is odd or breakable, I say it. When something is pure genius, I will SHOUT IT! Very Happy The thing that I envy about all of you guys is that you can see Death Squads with fresh eyes. You come with a true spirit of exploration and are willing to test and push concpt to the limit. In my case, I do have a vast knowledge of design and the internal workings (math, rules, comparatives, check & balances, etc)... but that comes at the price that I can't see other things. I wish I could tell you that I would have come up with a 'Count As' for the Gretchins... but that would be a lie. In my mind... completely different, and not in the good and awesome way that you presented it. I know that this concept (Gretchin Rebels) has been out there (I recall seeing a 40k Army long time ago), but I never put it together for Death Squads . Not that I was trying, but the fact that you brough it up is plain amazing. Honors to you... creative alternative thinking is what we like!





If I ever get a 40k tattoo... it will be Viva La Revolushun!

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The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

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edward



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Tue May 25, 2010 3:41 pm

wow Ish your gretchin rebels are awesome affraid

EDIT: but do they use grot weapons from the ork depot or cos they count as renegades do the use that depot?
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Lord GreyWolf



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Tue May 25, 2010 4:17 pm

dam!!!! DAM!!!! not another possible project for me to consider doing.....

aarrrgghhh!!!! got to much to do.....must resist the urge......

"Da resistance dis futile! you will join our revolution da grotz will rulz da world"

Cheers
LGW
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The ISH



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Tue May 25, 2010 8:31 pm

Edward, the Rebel Grot squad is mechanically a by-the-book standard Imperial Renegade List, the only thing that has changed is the models used and the fluff...

Both this Squad list and my Adeptus Mechanicus Explorators squad list (also in this forum) are essentially "downloadable skins" for Death Squads, just as you can make your copy of WinAmp look like a 1950's jukebox or a bridge panel from the USS Enterprise and it remains WinAmp "under the hood," the same thing applies here.

Every rule, ruling, tactic, and trick of the Imperial Renegade squad list is the same for the Rebel Grots...

Viva la Revolushun! Viva la Death Squads
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Da Bank



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Tue May 25, 2010 9:28 pm

Here is my intro:


Rebel Grots

The Gretchin Revolutionary Committee (GRC) is a reactionary body of Grots. It seems over the years they have been mistreated by the Orks and their voices never heard. The Grots considered this process unfair and have decided to make it known that they want their voices heard.

Despite slaving their guts out for the Orks, risking death, injury, time away from family and friends, Grots never got the final say in matters.

Understandably, this state of affairs seems extremely unjust for all the time and effort the Grots have put into their work. They tried talking to the Orks but it seemed Da Boss always wanted the final word.

There were a few loudmouth Grots who decried these oppressive Orkish actions. These Grots were quickly dealt with, but too late. Word spread and soon all the Grots began to begin thinking they were being oppressed. Grots use the latest technologies to get their word out there and that their way was the right and just way.

Some Grots even began to publish propaganda against the Orks and tried to lure more Grots and Orks away from their Warbosses. The GRC would put time and energy into an alternative radio program that was for the people!

Da Kommitte has been known on occasion to lose sight of the real fight and get distracted by itw own internal politics. When the position of Red Gobbo changes hands it is not unusual for the Rebel Grots’ tactics to change too as another school of thought starts to run the show. Even within Da Kommittee there is often division and Rebel Grots will be out fighting the good fight only to come back and find Da Kommitte has changed tactics and switched to another broadcast channel to other personal objectives. I an be a hard life working for Da Kommittee and its fickle members, but if you want a good excuse t blast few Orks off the face of the planet, there’s no better life.

Even though it seems the Grots are getting their way they ended starting up another hierarchy within their Revolution that required other Grots to prove their worth before they could join their ranks.
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Kiwi



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Wed May 26, 2010 12:08 am

Damn you! I have enough to paint as it, is now I'm sorely tempted to buy me a box of these:

Great work on adapting the renegades rules to grots. I'm sure I can expect to face a squad or two of these from Edward.
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Lord GreyWolf



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Wed May 26, 2010 12:17 am

Kiwi wrote:
Damn you! I have enough to paint as it, is now I'm sorely tempted to buy me a box of these:

Great work on adapting the renegades rules to grots. I'm sure I can expect to face a squad or two of these from Edward.

ditto....

Was looking at that box set recently to see if I could replace my budget ones....with some nicer versions.

though i might just buy some goblin/grotz bodies off ebay and get those soviet goblin heads from that conversion site. there are generals, officers, sergeants and grunts all with the soviet star on them....

very suitable.....

Cheers
LGW
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The ISH



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Wed May 26, 2010 7:42 am

Being one of the three dozen people in North America who played Gorkamorka, I used to have a sizeable crew of Rebel Grots, although a liberal use of WHFB Empire bits had allowed me to adopt a Colonial American / French Revolution theme... Sadly, Der Komitte o' Publik Safetee has been lost to the Warp for about ten years now.

Viva la 'Counts As'!
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Da Bank



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Wed May 26, 2010 7:44 am

That Grot box set is a nice set to start with and as ISH noted pull from goblins from Fantasy to be creative.
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The ISH



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Wed May 26, 2010 11:14 am

Many of the scuplts in that Grot Box began life as Grokamorka Rebel Grot models anyway, so it makes a good deal of karmic sense to return the little blighters to the vangard of da revolushun.

Viva la... eh, you know the rest...
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edward



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Wed May 26, 2010 11:55 pm

dude i'm sorely tempted to buy some gretchins now
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Kiwi



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Thu May 27, 2010 12:25 am

Quote :
I'm sure I can expect to face a squad or two of these from Edward.
What did I say? You better resist this temptation because they are mine! all mine...
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sultansean



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PostSubject: Re: Gretchin Revolushunairy Kommitte   Fri Oct 29, 2010 10:12 pm

I've seen this 40k army before and was very impressed, If you go on Librarium Online I think Proteus is currently redoing his army for the most recent Codex.

I would love to have Komrade Bony-Partz and some of these guys

http://www.perry-miniatures.com/index2.html

I don't think Adding Gretchin heads would work on them though, since they are more anatomically realistic than GW guardsmen.
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