Crankbutt's Mekshop WH40K:V3
      Squiggoth Rules!

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      Ork Heavy Selection:

      Ork Squiggoth
        Points
      WS BS S T W I A Ld Sv
      Ork Squiggoth 175
      4  2  5 6 4 2 2 7  +3
      Transporting Troops

      Since the squiggoth is not technically a vehicle, any transported troops riding in the squiggoth when it is reduced to 0 wounds will be wounded on a 4+. Normal armor saving throws apply. The squiggoth does not count as part of the squad.
      Type: Monstrous Walker.

      Crew: One Squigherder and three gretchin.

      Weapons: One hull-mounted bombast kannon (battlecannon) that may only be fired if the squiggoth does not move in its movement phase and three weapons from the following: big shoota at +8 pts; rokkit at +5 pts; scorcha at +10 points.

      Options: The squiggoth may be equipped with armor plates or a searchlight from the Ork vehicle upgrades in the Ork codex.

      Transport: The squiggoth can carry up to eleven models from the gretchin mobz troops selection. Troops use the same distance for embarking/disembarking as stated in the rule book for vehicles unless otherwise noted.

      Special Rules

      Monstrous Walker: Monstrous walkers can normally move 6" in the movement phase and move 6" in the assault phase as all other infantry. The squiggoth is not a vehicle, but sometimes acts like one. It can be immobilized. When immobilized, krak grenades and melta bombs can be used against it. Krak grenades hit once automatically with a S6 hit. Melta bombs hit once automatically with a S8 hit. When either is used against the squiggoth, it gets no armor save. At times, the squiggoth can tank shock units. If the unit passes it's morale check, then they may Death or Glory the squiggoth as usual using the above mentioned grenade rules. In these cases, the squiggoth is not counted as a crossfiring unit for that turn. Monstrous walkers are only effected by dense terrain on a D6 roll of 1 and moving through it will reduce the sum of movement by half. Monstrous walkers use the same rules as monstrous creatures.

      Squigpoker: Once during the game, the squigherder that has trained the squiggoth can use a massive prod that delivers an electrical jolt to the creature's rump. It can be used one of two ways: to ignore a 1 or 6 result on the stupidity chart and treat it as if it rolled a 2-5 (The squigpoker cannot be used otherwise in the same turn a 1 or 6 is rolled.) or at the end of one of the squiggoth's movement phases. If it is used this way, the squiggoth may not fire any weapons in the shooting phase, but immediately moves up to 6+D6". Embarked grot mobs MAY disembark after this special movement normally-- regardless of how far the squiggoth traveled in the movement phase. The squiggoth may assault normally in the assault phase as well. The grot poker may not be used if the squiggoth is immobilized.

      [Optional rule for Nick Tompkins: If a 6 is rolled on the D6, then it drops a "squig-poo" before taking the extra movement. Place a blast template anywhere at the base of the squiggoth model (the back end is best). If it covers any models fully or partially, then they take a wound on 4+, normal armor saving throws apply. Once damage is figured and models are removed, the template can be replaced by an appropriate "squig-poo" terrain piece that counts as hard cover. (The poo can be no wider than the template, and no more than 2" high.) All surviving models covered by the terrain piece are moved safely out of the way of it.]

      Grot Assistance: If there are embarked troops riding in the squiggoth when it is involved in an assault, they will lean over the side and fire off their blastas and drop rocks and other heavy objects on the enemy. This effectively raises the attacks characteristic of the squiggoth from 2 to 4 attacks. (Note, this is not an increase to the statline and should not be doubled when bezerk.) A squiggoth may not disembark troops until it has left HTH combat. Should the squiggoth die in an assault or by sweeping advance, then the troops are automatically destroyed as they are trapped in the wreckage.

      Squiggoth Stupidity: Squiggoths are enormously dumb and stubborn creatures. To represent this, at the beginning of each movement phase the squiggoth is not immobilized or involved in HTH combat, roll a D6 and consult the chart below:

      1Bezerk! The noise and confusion of battle has startled the stupid creature and sends it jerking 3D6" in a random direction. The shambling mass of hair is so frightful that it will tank shock any unit it comes in contact with (friend or foe) using the rules outlined above. It will ignore and move right through anything else (inclding vehicles) except the board edge, impassible terrain, super heavy tanks, or titans. If it's movement takes it into contact with any of these, then it has knocked itself cold on something larger than itself and is immobilized for the rest of the game. No weapons may fire this turn. If the squiggoth is in range, it may assault an enemy unit as normal in the assault phase, doubling its attacks for the first round of combat.
      2-5Take turn as normal.
      6Stubborn! The squiggoth has had enough of everything and kop's a squat on its haunches wherever it is. It may make no movement this turn, but the runtherd can coax it to turn in place to face a specific direction. Sitting blocks the access ladder for the embarked troops, so they may not disembark this turn. The upside is that this has created a perfectly stable weapons platform for the grot gunners! The squiggoth can fire all its weapons twice, but must do so from the same orientation. Also, because of the excitement and bustle of getting these shots off, there's no time to aim! Any bombast kannon shots automatically scatter 2D6" in a random direction.

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