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Grot Mob
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==='''Squigs'''=== '''Cost to Recruit''': 15 Creds Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament. M WS BS S T W I A Ld 2D6 4 0 4 3 1 4 1 5 '''Special Rules''' *Movement - Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6" movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge. *'''Minderz''': Each Squig must always remain within 6" of its nominated Grot minder, who keeps the creature in line. If a Squig finds itself outside 6" of its minder at the start of its Movement phase, it will go wild. A will squig will move 2D6" in a random direction during its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. To gain control a minder must move with 6β and make a successful Ld test. *'''Animals''': Cave Squigs are animals of a sort and may not have equipment and do not gain experience.
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