BB_special units
Parent

 

Parent

Cave Squigs

Bloodbowl is a popular game amongst the Night Goblin Caves. Nothing makes a night goblin happier than seeing his opponent fall into a squig hole, get squashed by a falling rock, or run full speed into a stalagmite. These cave games are very brutal, but that's the fun of it.

Any gobbo knows that the more casualties caused the better a game it was and the more likely that the gobbos might win. To this end many gobbo teams take weapons onto the field, Ball and Chain fanatics, bomb throwing, or chainsaw wielding maniacs cause almost as much damage to their own team(or themselves) as they do to their opponents. Trolls are also popular at gobbo games but often will not fit in the night goblin caves. And this was the case for many years.

Then one game an unfortunate gobbo was pushed down a squig hole, the cheers of the crowd drowned out the squeals of the gobbo, but they in turn were silenced by the snorts and grunts coming from the squig hole. Seconds later a herd of vicious cave squigs burst from the cave's entrance. They ran around ripping into gobbos from both teams. Though the game was ended(due to both teams' inability to field even three players) the crowd loved it. Both coaches spent the next month herding squigs to play for their new teams and quickly rose to the top of the league. Cave squigs caught on like wild fire in the league and soon almost every team had a squig or two in their ranks.

The biggest problem with squigs was getting them to attack the right team as they would attack the nearest player including other squigs. But this did not bother the gobbos much as it's more fun to cause casualties than to win.

horizontal rule

Cave Squigs
bulletwill play for:gobbos(squigs would play for orcs, but orcs wouldn't take them)
bullet#:0-4
bulletM:D6+2
bulletS:3+1(horns)
bulletA:3
bulletAV:7
bulletSkills:Frenzy,Dodge,Stunty,Horns,Fangs,Razor Sharp Fangs
bulletCost:40,000gp

Special Rules

  1. Movement: Squigs have a random movement of D6+2 squares, and they must use all of their movement, they may never "go for it", also they do not declare blocks or blitzes and their "blitzes" do not count as their team's blitz for that turn. Squigs move towards the nearest model and if they have enough movement they will block/blitz and frenzy that model till it is down or they run out of movement, if they have movement left they will move towards the next nearest model. If multiple models are equally near randomly select which model it attacks(ie. a gobbo, an orc, and a halfling are each two squares away, roll a d6, 1-2 the gobbo, 3-4 the orc, 5-6 the halfling)
  2. Squigs must move after fanatics but before the rest of the team, or their team will suffer a turnover, as per fanatics (this means that no squig may be moved before a fanatic, and no squig may be moved after a non-squig/non-fanatic)
  3. The Ball: Squigs cannot carry the ball, if they enter the square with the ball, the ball scatters once.
  4. Razor Sharp Fangs/Fangs: these are in effect Razor Sharp Claws/Claw(ie. the squig gets +2 to armour rolls and +2 to injury rolls)
  5. Fouls: Squigs may not foul
  6. Star Player Points: Squigs are never considered for MVPs therefore they may only get SPPs for causing casualties
  7. Skills: Squigs may only take Block,Jump up, or Tackle, but only if they roll 7 or doubles. They may take Regeneration or Spikes if they roll double ones. They receive Movement(10), Agility(11), and Strength(12) increases as normal(ie. a Squig with a movement increase has a move of D6+3). All other rolls are wasted.
  8. Being Thrown: A Squig that is "stunned" may be picked up and thrown by a player with Throw Team-Mate, the Squig must make an Armour Roll upon landing, it will bounce once as a ball which is not caught does.
 

 

Citadel Journal #11 - Blood Bowl Squigs

 

Qty

Title

Cost

MA

ST

AG

AV

Skills

Updates

0-3

Squigs

50,000
d6
4
3
7

Razor Sharp Fangs, Frenzy, Thick Skull

General,Strength,Physical

Added to the Goblin team list.

In order to have squigs you must purchase Squig Hunters which belongs to the coaching staff. This means that allied teams can't hire Squigs.

You must first purchase Squig hunters. You can't start off with Squigs until the Squig hunters find them. Once per post match you may roll a d6:

Squig Hiring Table

D6

Effect

1

The Squig hunters were killed. Remove them from your roster. If you can't afford new Squig hunters then any Squigs you have on the team will leave.

2-3

They fail to find any Squigs. Try again next match.

4-6

They find you a Squig. You must pay 50k for the squig, add him to your roster. If you can't afford the squig then the Squig hunters leave along with all your other Squigs.

Squigs must move first unless you have a fanatic which always goes first. An illegal procedure can be called if the person moves another player before moving the Squigs. Roll a d6 to find the movement for the Squig each turn you move them. You use the throw in templete to move the Squig. You do this for every square of movement. Squigs don't have tackle zones and never have to make a dodge roll. Squigs can be blocked normally and if knocked over is injured as normal unlike fanatics. When a Squig moves into a square occupied by a player - friend or foe - he makes a block.This doesn't count as the teams blitz. The Squigs keep moving and blocking as many times in one turn as it has movements or until the Squig is knocked over. The Squig has Frenzy skill and follow ups and blocks as normal. Squigs can't assist blocks but others players may assist in the Squigs blocks. If a Squig moves into a square of a prone player (Friend or foe), he makes a foul. Squigs can be sent off normally when rolling doubles. Only 1 foul may be made a turn so should a Squig attempt to foul a prone player after the teams foul has been used, the prone player would just be pushed back 1 square away from the Squig. When a Squig is getting up after beng knocked over, you must roll a d6 first. On a roll of 1-2 the Squig can't get up. This doesn't count as a turnover. Squigs can't do anything with a ball. If they come in contact with the ball then roll a d6 to see what happens:

Squigs and the Football Table

D6

Effect

1-3

Squig eats the ball. Game must be restarted. The Squig is sent off for the rest of the game. The team which kickoff last must kickoff again.

3-4

Squig kicks the ball. Roll for random direction and a d6 for movement. If the ball passes through a players square they may attempt to catch with a -1 modifier. The ball will scatter once when it finally comes to a halt.

5-6

Squig picks up the ball in his mouth. He moves as normally (for Squigs) but can't block and can't use his RSFangs. Each turn roll a d6:

1 - The ball bursts. He is sent off and the game must be restarted just as if he ate the ball (Above).
2-5 Hold onto the ball and continues to run with it.
6 - Drops the ball and the ball will scatter once. This is the only way a Squig can score a TD.

Star Player - Fuggit & Biter - Squig Hopper (Counts as one player)

Name

Cost

MA

ST

AG

AV

Skills

Special

Fuggit & Biter

100,000

d6
4
3
7

Razor Sharp Fangs, Thick Skull, Frenzy, Leap

Penalty roll 8+

Fuggit & Biter move the same way Squigs do, with the template. Instead of blocking you can choose to leap if the square is empty. Use normal leap rules. You can go for it if you don't have enough movements left. If there is no empty square he must block the player. You can choose whether to block or leap. Every turn after the Squig hopper has moved roll a d6:

D6

Effect

1

the Goblin has fallen off and is automatically injured, make injury roll.

2-6

The Goblin was able to hold on.

If one player gets injured, they both count as injured.

If the ball ends up in the Squig hoppers square, the Goblin can attempt to see if he catches it. The Goblin doesn't get the +1 for attempting to pick up the ball. If the goblin drops the ball while still on the Squig then the Squig gets the ball and roll according to the rules for Squigs handling the ball.