PDA

View Full Version : Grunts



The_Hrud
02-03-2007, 16:42
a friend of mine uses grunts as sort of addon characters, like bond russians or the crazy 88. i use oger models wiht poor stats. anyone else?

precinctomega
02-03-2007, 19:50
You can find rules for Grunts/NPCs/Extras in Part One of the Architecture of Hate campaign.

I have Team Six, who are my favourite generic Grunts, acting up as skitarii, PDF, guard, Inquisitorial Storm Troopers or SSA, depending on the requirements.

Here they are:

http://img.photobucket.com/albums/v77/precinctomega/Inquisitor/ssa9.jpg
http://img.photobucket.com/albums/v77/precinctomega/Inquisitor/ssa0.jpg

R.

The_Hrud
03-03-2007, 20:18
whaen i play with my brother and his friend, we find that the grunts are so innefective that they dont even have stats, we just use gm discretion. when they shoot, whe victim just takes a nerve test. if they fail: +d3 to injury total. we dont even bother to roll to hit.

The_Hrud
03-03-2007, 20:20
those grunts are so cool omega! whats the conversion? i can see the guns are lasgun/bolter combos, but what about the rest?

precinctomega
03-03-2007, 20:35
Ask and ye shall receive...

http://img.photobucket.com/albums/v77/precinctomega/Inquisitor/ssa2.jpg
http://img.photobucket.com/albums/v77/precinctomega/Inquisitor/ssa7.jpg
http://img.photobucket.com/albums/v77/precinctomega/Inquisitor/ssa8.jpg

I acquired a fistful of guard characters from an old friend (and an INQ-scale Rhino, but that's another story) and thought I should do them justice. I've since improved their paintjobs quite a bit.

R.

Charax
03-03-2007, 21:02
During the Witch Hunter (http://witchhunter.proboards7.com/index.cgi) testing, I used a Necromancer and his zombie horde. Often, I faced a large mob of Empire citizens in the form of various mobs, so I'm fairly intimately acquainted with how to speed things up for mobs:

1) All hits are taken against the Chest
5 hits and they're down, and stops you having to do all the location bookkeeping.
- Optionally, all placed shots are resolved against the head. This makes grunts a hell of a lot easier to hurt than the PCs, which is perfectly in keeping with Inquisitor's Heroic system
2) Group activation
A group of grunts within a distance of 4 yards of another member (allowing "daisy-chaining" of units) may activate as a single entity. This entity has a number of actions equal to the highest Speed in the group -1 and counts as Initiative (highest-20) for working about when actions are taken.
- This speeds up the process of rolling for actions a LOT, but the actions must be non-risky and identical ("they all run forward 6 yards" or "They all move towards here" or "They all shoot at him")
Works well for groups of 2-5, may even work as a general rule. If used too much this may end up making things seem like Kill Team 54, but used sparingly it can help take out some of the more tedious parts of some scenarios.

The_Hrud
04-03-2007, 16:17
omega, i cam see you use what lokks like 40k heavy bolters. an =][= scale rhino?! those rules are a good way of making things simple, charax.