Source: Warhammer: The Old World Online Rules Index

Squigs Go Wild
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A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins. Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom.

Should a Squig Herd ever Break and flees from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.

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