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: