Mangler Squigs

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: 0ab6-093e-e331-1579
Hidden: false
Costs: 100 pts
Rules (7)
Watch Out!
Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forests, Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, Impassable Terrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.
Ker-splat!
If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than stopping. If the Mangler Squigs' move would end within a unit, then they automatically bounce through it – place the Mangler Squigs 1" beyond the unit, in the direction in which they were moving.

When Mangler Squigs move through a unit (friend or foe) they inflict 2D6 S 6 hits.
Gone Crazy!
Mangler Squigs that make a Ker-Splat! attack Go Crazy. Once Mangler Squigs have Gone Crazy they will move in a random direction when they move in the Compulsory Moves sub-phase.
Force of Total Destruction
Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves into contact with Mangler Squigs takes 2D6 S 6 hits for moving into the Squigs and a further D6 S 6 hits. The Mangler Squig model is then removed, and the unit may carry on with its move.
Completely Out of Control
Mangler Squigs are removed as a casualty when:
• They contact other Mangler Squigs (both Mangler Squigs are removed as casualties).
• They have gone crazy and rolled a triple for movement. This represents the Great Squigs ripping themselves to pieces or some other comic, yet fatal mishap.
• Any unit moves into contact with the Mangler Squigs – see the Force of Total Destruction rule.
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test). However, they may never choose Flee! as a charge reaction (except when using Feigned Flight or Fire & Flee, unless they also have Frenzy).
Random Movement (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.

Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then move the model after rolling the specific dice. No other pivots can be made.

There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.

If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.

If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.

Profiles:

Model MWSBSSTWIALDType
Mangler Squigs

6

4

6

3

3

Monstrous Beast (Night Goblin)