Age of Sigmar/Tactics/Legends/Gitmob Grots
Warscrolls
The common keywords in these warscrolls are DESTRUCTION and GITMOB. Most units also have the GROT, keyword, except for Snotlings who have the SNOTLING keyword.
Hero
- Grot Shaman: Amusingly for a shaman that small, his melee attack is not even that bad (4+/4+/-1/D3), and can even get the Giant Wolf to give him more mobility and two more attacks. When he suffers a wound (mortal or not) on a 5+ can deviate it on a unit within 3", and his spell takes a GITMOB unit within 16" and gives it +1 to wound rolls and -1 to their Rend values. Kunnin', indeed.
- Goblin Warboss (Warscrolls Compendium - Orcs and Goblins[1]): Don't forget this git! Can take a Great Wolf and can actually be quite stabby. His command ability is great for keeping your green midgets in the fight and also giving them more attacks, and he has the same LoS!-type ability as the Shaman, allowing him to get stuck in with the lads easier. His Git Shield allows him to re-roll save rolls, and the Git-slicer is probably the closest thing you have to a specialist heavy infantry weapon in the Grot army. With two Git-cuttas, you're going for five attacks (plus your wolf's 2), rerolling 1's, which could then be buffed by a Shaman +1 to wound rolls and -1 rend to mulch low and mid-tier infantry.
Grot troops
- Grots: Can choose between spears and shields or bows and Slashas. Their shields give +1 to their saves, but they work only as long as there are at least 10 models in the unit. If the models are 20+, everyone gets +1 to hit, which becomes a +2 if they're 30+. Banner gives them +2 Bravery as long as there are no enemies within 3", while the Hornblower gives them +2 to running.
- Nasty Skulkers: Little assassin-like guys which can be hidden in any GITMOB GROT unit with at least 5 models and can be revealed at the beginning of any combat phase, and by doing so they can even attack first during your opponent's turn. Their attacks will miss very often, but every 6 to hit is a mortal wound scored.
- Grot Scuttlings: They actually have no GITMOB keyword whatsoever, but let's place them here for simplicity's sake. This four legged dudes come in the Silver Tower box and are able to have different weapon settings within the same unit (getting the box forces you to have two guys with a Stabba, two with two Stabbas, two with a Grot Spear and a Stabba and two with bows and Stabbas). They're basically regular Grots as above, except their regular abilities are replaced with the ability to reroll every 1 to wound and give -1 to enemy hit rolls in combat as long as there are at least 5 models in the unit.
- Grot Wolf Riders: As with regular Grots, they can choose between spears and shields or bows and Slittas. Their shields activate as long as there are 5+ models, they can pileup within 6" and the spears get +1 to wound rolls in the turn they charged. Charge them in after having used the Goblin Warboss' command ability for thirty wolf attacks and twenty spear attacks.
- Grot Wolf Chariots: The cheese of a wolf-based Grot army. Not only they have tons of attacks, but they can also run, shoot and charge in the same turn. Also, both them and every unit with wolves within 8" can reroll runs and charges.
Snotling troops
- Snotlings: Little annoying things whose attacks are not that useful, and they also get +1 to hit in melee if there are allied ORRUKS within 6".
War Machines
- Snotling Pump Wagons: Slightly more useful than regular Snotlings, but still have only 4 wounds each. If you roll a double when moving or charging, they get a +6 to the roll and their Ram Spikes and Scythed Wheels deal 2D6 attacks for this turn. They keep getting +1 to hit with the sticks if there is at least a friendly ORRUK within 6".
- Grot Spear Chukka: This is fun. Not only the attack is very good (4+/3+/-2/D3), but also get +1 to hit against any HERO and can reroll failed hits if there is at least another Spear Chukka within 3".
- Doom Diver Catapult: Another fun thing. If you fail the hit roll, on a 4+ you can choose another unit within 10" from the one you targeted and it counts as you landed the hit on that unit. Also, it can be aimed on units out of its line of sight and deals D6 damage instead of D3 if you have another Doom Diver Catapult within 3".
- Grot Rock Lobber: Last one. Most killy one (deals 3 damage with Rend -2), can shoot at units it can't see, gets +1 to hit against units with 10+ models and if you have another Rock Lobber within 3" you get an extra attack on every 6 to hit.