Ein paar Hausregeln aus Ammiland
Name Type Stands Attacks Hits Armour Command Points Min/Max Special
The Squiggoth Monster 1 8+8/ 8 3 - 500 -/1 *
2 Bolt Throwers + 3 crew
Move: 15cm; Command by Shaman only; Non flank or rear; At=8 beast +8 crew / 2+p(BT) +3 crew; Squiggoth attacks +2 Ar; Ar=5 vs no Ar; Batter =
2A auto hit; Amuk; Terror; Badly Hurt: At=4+4/1+p +2, Ht=4
The Squiggoth is a unique creature that wandered out of the Chaos Wastes as a baby. It was captured and reared by a group of squig hunters. They sold it to the crazed goblin Shaman Wierdgit who fed it on mushrooms and snotlings until it reached its present massive size. It is a huge, highly bloodthirsty and somewhat irritable creature. It may only be commanded by Wierdgit, who rides the beast at all times. The Squiggoth moves after all other orc & goblin units have been moved but before characters are moved. It must always be given a separate order and cannot be brigaded with other units. Due to the psychic bond that Weirdgit has developed with the Squiggoth his base command to command the Squiggoth (only) is 8.If you attempt to give an order to the Squiggoth and fail then you must make a test to see what it does. Ignore potential blunders, these are taken into account by the Squiggoth Amuk chart.
The Squiggoth is ponderous and moves 15cm per move. The Squiggoth causes terror in its enemies.
The Squiggoth carries a crew of Orcs and Goblins and is armed with 2 Bolt Throwers and many Archers and Spears. In Shooting the Archers may fire in any direction, the Bolt Throwers can only fire forwards. In combat the Squiggoth has no flank or rear and due to the strength of the creature its attacks count armour values as two worse (4+ counts as 6+ etc). The crew attacks count normally, but they may not shoot and fight in a the same turn, although the Bolt Throwers may fire and the rest of the crew fight.
Due to the thick armour plate covering the beast, hits from artillery that would not normally allow an Armour Roll are saved on a 5+.
The Squiggoth may batter fortifications with its tusks and spiked tail, causing 2 automatic hits.
The Squiggoth has 8 hits, which are almost impossible to inflict during even a fairly lengthy combat engagement, especially considering its heavy armour. If the Squiggoth has accumulated 4-7 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly hurt.
Once The Squiggoth is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks (both beast & crew) are halved for the rest of the battle (to 4 Hits and 4+4/ 1 Bolt thrower + 2 crew attacks).
There is only ever 1 Squiggoth.
Squiggoth runs Amuk chart, roll 1d6.
D6 Result
1 The Squiggoth will neither move or fight this turn but simply paws the ground looking angry! The crew may shoot or fight.
2-4 The Squiggoth moves in a random direction at full pace, roll a scatter dice to determine which. If it reaches an enemy unit it will attack as normal. If there is a friendly unit is in its way, it will walk straight through the unit. A unit which is walked through instantly takes d6 hits and becomes confused.
5 The Squiggoth moves towards the nearest enemy unit that he can see as fast as it can. If it reaches the foe, it will attack as normal. If friends are in the way, it will walk through them causing damage and confusion as described above.
6 The Squiggoth gives a mighty bellow and rushes straight at the nearest enemy unit that it can see. Move the Squiggoth at double its normal full pace move. If it reaches an enemy unit, it fights furiously doubling its Attacks value (Squiggoth only) in the first round of combat. If friends are in the way, it will walk through them causing damage and confusion as described above.