Age of Sigmar/Tactics/Old/Destruction/Moonclan Grots
Warscrolls
Common keywords in these warscrolls are DESTRUCTION and MOONCLAN. Except for the Cave Squigs, they also have the GROT keyword.
Heroes
- Grot Warboss: Can choose between a Moon-cutta and a Git Shield (rerolls every failed save), two Moon-cuttas (rerolls every 1 to hit), a Moon-slicer (less attacks, but D3 damage and Rend -1) or a Moon-prodder and a Giant Cave Squig (read:
Skarsnik is dead and we needed an excuse to sell his model anywayshooting attacks and tons of more damage in melee, including 4 attacks dealing D3 wounds which become D6 if you roll a 6 to wound). In every case, he haves the ability to make every 6 rolled by your opponent against him to count as a 1, and he also haves the command ability that doubles the damage dealt by a MOONCLAN unit within 20". - Grot Warboss on Great Cave Squig: Can choose between the Moon-cutta and the Moonclan Stabba: the latter haves extra range but -1 to hit compared to the former. He can keep the shield in every case. If he rolls a double when charging, the Squig's attacks deal double damage. His command ability gives to every MOONCLAN unit within 20" +1 to their Move value and to their run rolls, except for Squig Hoppers who instead get to reroll move and run rolls.
- Grot Shaman: Nothing special. Before casting a spell you can give him a Madcap Mushroom: on a 2+ he gets a +2 to his casting, otherwise he can't use magic in this turn. His exclusive spell deals D3 mortal wounds on a unit with at least a model within 18" and every unit within 6" from the model you targeted also suffers D3 mortal wounds, this time only after a 4+ roll.
Troops
- Grots: Can choose between Stabbas or Pokin' Spears along with the shields (which give a +1 to their save as long as the unit haves 10+ models), or just take bows and Slittas. In both cases part of the unit can get the Barbed Nets, which are not only 3 melee attacks each but also give -1 to hit rolls to enemy models within 2". The unit gets +1 to wound rolls as long as there are 20+ models, which becomes a 2+ if they reach the 30+ goal. Gong Basher gives the unit +2 to their runs, while the Standard Bearer can choose between the Grot Flag (+2 Bravery as long as there are no enemies within 3") or the Bad Moon Icon (+1 Save against Missile Weapons).
- Grot Fanatics: The crazy dudes can begin the game hidden in any MOONCLAN GROT unit with at least 5 models, come out at the beginning of any charge phase, and istantly charge even in your opponent's turn. BTW, you lose a guy everytime you roll a double to determinate their movement.
- Grot Squig Hoppers: The squigs get extra attacks if you roll a double when charging. That's it.
- Grot Squig Herders: They can choose between Noisemakers and Squig Prodders: the former deal 2 attacks, but the latter haves a +2 on their wound rolls and extra range. People attacking them get -1 to hit rolls if there are Squigs within 5".
- Cave Squigs: When one of this guys runs away in Battleshock phase, they deal a mortal wound on a 4+ to every unit within 6" that is not a MOONCLAN before going away. Squig Herders being nearby allows them to reroll charges and get +1 to hit rolls, remember that.
- Mangler Squigs: The huge messy guys. 3D6" Move (it gets lower when it suffers wounds of course), tons of attacks, the Ball and Chains attacks get +1 to hit if you rolled a double to charge, and when they die every unit within 6" suffers D3 mortal wounds on a 4+.