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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.
Cave Squigs
| will play for:gobbos(squigs would play for orcs, but orcs wouldn't take
them)
| #:0-4
| M:D6+2
| S:3+1(horns)
| A:3
| AV:7
| Skills:Frenzy,Dodge,Stunty,Horns,Fangs,Razor Sharp Fangs
| Cost:40,000gp |
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Special Rules
- 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)
- 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)
- The Ball: Squigs cannot carry the ball, if they enter the square with the
ball, the ball scatters once.
- 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)
- Fouls: Squigs may not foul
- Star Player Points: Squigs are never considered for MVPs therefore they
may only get SPPs for causing casualties
- 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.
- 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
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Title
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Cost
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MA
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ST
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AG
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AV
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Skills
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Updates
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0-3 |
Squigs
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50,000 |
d6 |
4 |
3 |
7 |
Razor Sharp Fangs, Frenzy, Thick
Skull
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General,Strength,Physical
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Added to the Goblin team list.
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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
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Effect
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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.
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2-3 |
They fail to find
any Squigs. Try again next match.
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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.
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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
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Effect
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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.
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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.
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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.
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Star Player -
Fuggit & Biter - Squig Hopper (Counts as one player)
Name
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Cost
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MA
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ST
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AG
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AV
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Skills
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Special
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Fuggit &
Biter
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100,000
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d6 |
4 |
3 |
7 |
Razor Sharp
Fangs, Thick Skull, Frenzy, Leap
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Penalty roll 8+
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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
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Effect
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1
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the Goblin has
fallen off and is automatically injured, make injury roll.
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2-6
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The Goblin was
able to hold on.
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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.
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