Hey! You ever wondered where all the Gretchin get all their 'motivation' in a battlefield from? You ever wonder how a Grot is able to take pot shots from locations too strategic and complex for their shallow little minds? Look no further than an Ork with a prod stick and you get yourself a Runtherd (Or Slaverz).
Runtherds are Ork Oddboyz who have the patience to take care of Gretchin and Snotlings. Far from detesting their jobs, Runtherds often take pride in their jobs and like any farmer we know today; would try to breed the fiercest Grots and Snots they can. Also, they take full credit for any brew of fungus beer crafted by Gretchin and their rabble.
Their characteristic weapons are whips, Grabba Stikks and Grot-prods, tazer-like weapons created by meks and employed by progressive Runtherds. Since Grots are marginally useful, they are often seen leading Gretchin mobs into the fray or ordering around the Gretchin crews of Big Gunz. They often make use of Squig-hounds to eat errant or fleeing Grots in battle to "increase" the morale of their Gretchin mob.
For the little Snots, Runtherd usually goad them into the maw of a Shokk Attack Gun so that the Mekboyz can use them as living ammunition. If the availability of a Mek is not around, than the Runtherd would 'convince' the Snotlings to attack the nearest enemy with whatever they have via pain of death. Usually the Snotlings fail to even tickle the enemy and end up mulched whilst the Runtherd laughs his greeny ass off.
As you should already know, Runtherd are armed with three distinct and useful tools/weapons. The first is the Grotwhip, which is basically a barbed lash several metres long used by Runtherds to keep Grotz in line. The second is the Grabba Stikk which are the traditional tool used for throttling anything in arm's reach. Consisting of a sturdy metal pole, a deceptively simple pulley system, and an articulated barbed claw, Grabba Stikks are used to capture and restrain potential slaves. In battle, Runtherds often use them to throttle enemies within the weapon's reach. The third and final one is the Grot-Prod constructed in a deal with the local Meks to deliver a short, sharp shock to an errant Grot's vulnerable parts. These electric prods can also made into a formidable close combat weapons by increasing the voltage to lethal levels.