Grot Mine – not a step back in Only War

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Not yielding an inch to RPGaDay!

Applying the same Orky know-wots of smart weaponry that guide the fearsome Pulsa Rokkit unerringly unto its target – namely, strapping a hapless gretchin to it to do manual steering – to the area of more – or less – permanent area denial, the grot mine is in fact nothing but a grot who has been chained, nailed, or cemented in place (or who has been simply kneecapped for lack of time, though no self-respecting Mekaniak would admit to such shoddy workmanship in the production of what are, after all, certified genius weapon systems) and handed a healthy amount of ammunition and a stikkbomb or two to act as a smart mine, preferably one in an entire minefield of smart mines – with a few good old oldfashioned mines thrown in for good measure.

A proper grot mine has a Movement of 0 and Armour 3-6 on their Legs (due to them being buried in soil, encased in concrete, or clamped down in massive oversized manacles attached to equally massive oversized balls of scrap), as well as some stikkbombz as additional weapons.

A shoddy grot mine might or might not have stikkbombz and will not have any additional Armour. They still have a Movement of 0, though.


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