Unit | Move | Wounds | Bravery | Save |
---|---|---|---|---|
Mangler Squigs | * | 10 | 10 | 5+ |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage |
---|---|---|---|---|---|---|---|
Massive Fangs | Melee | 2" | 6 | * | 3+ | -1 | 2 |
Balls and Chains | Melee | 2" | * | 4+ | 3+ | -2 | 3 |
Grots' Bashin' Sticks | Melee | 1" | 4 | 5+ | 5+ | - | 1 |
Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 |
---|---|---|---|---|
00-02 Wounds | 0-2 | 3D6" | 2+ | 2D6 |
Wounds Suffered | Move | Massive Fangs | Ball and Chains | |
05-06 Wounds | 5-6 | 2D6" | 4+ | D6 |
03-04 Wounds | 3-4 | 3D6" | 3+ | 2D6 |
9+ Wounds | 9+ | D6" | 6+ | D3 |
07-08 Wounds | 7-8 | 2D6" | 6+ | D6 |
Unit Abilities |
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Ker-splat!:
If you roll any doubles when rolling to determine the Mangler Squigs’ charge range, you can add 1 to the model’s hit rolls when it attacks with its Balls and Chains until the end of the turn. |
Watch Out!:
Mangler Squigs can cause mayhem even in their wildly bouncing death throes. If slain, roll a dice for each unit within 6" of the Mangler Squigs, friend or foe, before the model is removed from the battlefield. On a roll of 4 or more that unit suffers D3 mortal wounds. Remove the Mangler Squigs from the battlefield after resolving any damage. |