GorkaMorka!
Mektown!
GorkaMorka 2
Main    Squigz    Snotlingz    Boarz    Kanz
     Introduktion Makin Yer Mob  Mob Proffilez        Storiez  Houze Roolz         Scenarioz Noo Mob Typez    Noo Gubbinz  Noo Vehikles     Noo Boyz             Linkz    GorkaMorka Yahoogroup
Squigz
v1 by Jim from Grimtooth's GorkaMorka Page.
v2 by Grimskul from Grimskul's GorkaMorka Page.
v3 by Garbonk from Da Grot Bukkit.

Squigz v1
By Jim from Grimtooth's GorkaMorka Page.

Squigs
Cost to recuit: 4 teef


M WS BS S T W I A Ld
Squig d6 4 0 4 5 1 1 1 2


MOVMENT
Squigs are hard to control so whenmoving they will go in a random girection.If you own a slaver and you put him behind the squig(within 6inches) carryinga whip or a spear the squig will move in a more controlled maner. Use the blood bowl throwing chart to represent this:
Roll 1-2 3-4 5-6
result right forward right

If the slaver dies or goes down or you don't have one, the squig will go wild and move in any direction to represent this use the scater dice.

ATTACK

Squigs will attack anything that they come into contact with. Including members of there own mob!! Squigs dont have arms or the inteligence to use gunz. If a squig attacks a vehical he causes d3 damage (lots of teeth). When a squig attacks a down ork he will stop for a bite, the ork will be taken out of action and on a roll of 6 he will atomaticaly lose a arm or a leg (random). If so he still will sufer a normal injury, and the squig will stop for one turn to eat the arm or leg

TRANSPORT

To transport a squig safly you must by a squig cage 2 teef this is the only way you can put a squig on a truk or trakk.

SKILLS

Squigs don't get skills. But they can go up in stats, use the normal rules for a boy, but reroll any BS upgrades.

CATAPULT

If bound correctly squigs can be shot from a catapult. Only slavers can do this!
Binding2 teef (enough for three squigs)

Squig Catapult
Cost __8teef__
Range
Short | long
12" | 18"
To Hit
short | long
-1 | -2
Strength

2
Save Mod.

-
Damage

1
Ammo Roll

4+
Special:
Must be
mounted
on a vehicle or fort.

Squigz v2
By Grimskul from Grimskul's GorkaMorka Page.

Squigs are an extremely common site around Ork camps, they are the first Orkoid to appear and tend to act as a food supply for the larger species. This does not affect the fact that Squigs can be very useful, herd squigs are used to round up grots, face eater squigs are trained as pets and buzzer squigs, well the less talked about these the better. Various squigs are sometimes taken into battle by slavers and used against opposing mobs.

For every slaver in your gang you may include a herd of up to three squigs for 2 teef each. Squigs tend to work best amongst their own kind, so each squig herd must be made up of squigs of the same kind. Squigs cannot be injured, nor can they advance. They are assumed to be replaced after each game at no cost, the two teef is for training the Slaver, should the Slaver die or leave the mob then the Squigs are also lost. All squigs are imune to leadership tests, but should they begin a turn more than 12" from its Slaver then it must roll on the loose squig table:

D6 Loose Squig table

1The squig spots a hole and disapears down it for the rest of the game.

2-5The squig gets bored and does nothing.

6the sqig heads for the nearest Ork at full speed and will engage it in hand to hand combat if it can.

Buzzer Squigs
Buzzer squigs are small insectoid squigs which fly around in swarms, generally acting very hungry and angry. Slavers capture them (well get Grots to capture them, cos Slavers ave more sense) by finding a nest and encasing it in a metal pot. The exact tecniques used are kept a well guarded secret and Slavers are very proud of the reletively few grots stung to death in the capture.
These buzzer pots are then thrown like stikbombs and crack open releasing there contents. The squigs then move 2D6" per turn however if you roll a double the swarm will disapate and is removed. If a buzzer squig base, ends its turn within 4" of an Ork it has latch on to that Ork, if there is more than one Ork within 4" choose the nearest.
The buzzer squig base will then follow that Ork engaging it in hand to hand combat until it ends its turn more than 4" away from it.
As buzzer squigs fly they can move over terain with no move penalty, and fly up walls at a cost of 1" move per 1" up. No armour save is allowed against buzzer squigs.
profile M WS BS S T W I A Ld
buzzer 2D6 2 0 2 2 2 4 2 -

Face-Eater Squigs
Face eater squigs are real nasty critters who tend to bite a lot, however they are very loyal and can be put under the control of a slaver.
A face-eater squig can be controlled as normal however they can go into a state of waiting, using their camofague to hide and pounce on any unsuspecting Ork that walks by. Replace the face eater squig with a face eater counter, which may move up to 4" per turn without coming out of waiting. Any Ork coming within 4" of the counter may imidiately be charged, the opposing player must specify that he is avoiding the counter before he moves if he so wishes, as a rule of thumb, if he places an Ork and lets go of it before specifying its route, it is asumed to go the shortest way. On the flipside if the opponent begins to move another model or begins the next phase before you declare the squig is charging, the face eater squig is assumed to have fallen asleep and missed its chance.
You may be thinking that that is a bit crap really because your opponent knows where your squigs are but there are many things in a desert that resemble hiding squigs so you may place 1 fake waiting squig counter for every 2 square feet of table, these may be placed anywhere, and may move 4" per turn.
profile M WS BS S T W I A Ld
face eater 4 2 0 3 2 1 3 1 -

Herd Squigs
Herd squigs are used to round up stray Grots and Snots by Slavers. These skills come in very handy when fighting other mobs, particularly Gretchin Revolutionaries.
Herd squigs are treated as normal, however, they do have one very useful ability, that is the art of scaring the pants off Grots, Snots and even Orks. If a herd squig stops its move within 4" of an Ork Grot or Snot it may force it to move 1" imediately in whatever direction you like. Orks are rather unimpressed with this mostly and so only have to move if they first fail a Ld test. Please note, however, that you only take one Ld test no matter how many squigs are herding you.
profile M WS BS S T W I A Ld
herd 4 1 0 3 2 1 4 2 -

To use these hidden squig counters simply right click them and save. You may then print out as many as you require and then stick them to some card and use them in your games.


Squigz v3
By Garbonk from Da Grot Bukkit.

Squigs come in all sorts - attack squigs, cave squigs, and desert squigs (a common new breed). They may be bought for your mob as long as you have a slaver to keep relative control over them. Squigs have the following profile:
M WS BS S T W I A Ld
Squig 2d6 3 0 4 4 1 2 2 6 (3)
Squigs cannot run or charge, and may not gain experience or be given any additional equipment. A squig always needs a slaver to control it. If a squig is not within 8" of a slaver, then the squig will attempt to bounce as fast as it can 3D6" in a random direction.

Squig-hopppas
Squig hoppas are similar to normal squigs, except that they have been specially trained to carry a grot. Orks may never use squig hoppas, as they would simply crush it! You will still need a slaver to keep the squigs under control, and they follow all of the normal rules for bouncing away as normal squigs (above). Use the rules for squigs as normal, except that there is a grot on them. When in combat, they fight seperately as two different opponents, gaining extra attack dice as normal. Squig hoppas do not need to be mounted on to a vehicle at the beginning of the battle.

Squig Hound
Squig Hounds help keep control of grots and squigs to lend a hand to the slaver. If you have a squig hound, other squigs will only leap away from the slaver if they are more than 16" away, rather than the normal 8". In addition, the squig hound will keep control of squigs, even if the slaver is down. If both the squighound and the slaver are down or out of action, then the squigs or squighoppas will immediately leap away 3D6" as normal.