plasmoid mentioned the old squig rules in another thread.
To me, they definitely seem like something that the goblins would bring onto the Blood bowl pitch. However, the old rules were fairly devastating - when I played a goblin team with them everyone of them got casualties each game - not to mention what happened after they rolled doubles and got the claw/rsc combo...
What to do with them?
At first, the stats need to be toned down - Either Claw or ST4 has to be removed, I'd perhaps drop ST4. Just say that they can't keep the strongest and biggest squigs under control. Otherwise use the old rules (I don't have them here, but I'll post them later when I find them if no-one else manages to do that before me).
Then, how are they included:
As secret weapons combined with the Secret weapon rules that I have suggested earlier (http://www.talkbloodbowl.com/phpBB/view ... 66&start=0). Pay a freeboot price for a squig, and then let one of your players to ride it!!! Lots of fun!
Squigs
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- GalakStarscraper
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Okay, Mestari ... try these ... these are the rules that the MBBL2 has used for Squigs for almost 2 years. Never had any complaints from anyone playing against any Night Goblin teams that have had Squigs:
0-4 Squigs
Cost: 50,000
D6 4 3 7
Razor Sharp Fangs, Frenzy, Thick Skull, Squig Rules, Wild Animal, MA D6, Nonball Handler, No GFI
General, Strength, Special/Squig Hopper
It should also be mentioned that the Night Goblin team with the 0-4 Squigs only is allowed ONE Troll.
Squig rules:
1) A Squig must be moved before anything else on the Goblins' team and an illegal procedure is called if another player is moved first, unless there is a Fanatic with ball and chain. In this case move the Fanatic first and then the Squigs. Squigs move using the throw-in template just like the Goblin Fanatic with Ball and Chain. Roll a D6 to see how far the Squig moves first and then position the template in the direction you want him to go in and roll a dice. Do this for every square of movement the Squig has.
2) Just like the fanatic, the Squig never has to make a dodge roll to leave a square adjacent to an opponent because nobody would be stupid enough to try and stop a rampaging Squig. A Squig can however, be blocked by an opposing player if any would be so insane to do so. A Squig is injured as normal and unlike the fanatic the Squig has a tackle zone and does not always injure himself when he falls over.
3) When a Squig moves into a square which is occupied, friendly or enemy - Squigs do not care, then he will make a block. To move into the same square as a player the Squig must first be adjacent to him and when he rolls to move the template must indicate that he will move into the opposing players square. This does NOT count as the team's blitz action. The Squig can keep moving and blocking as many times in one turn as it has movement or until he is knocked over. Note that a Squig has the Frenzy skill and follows up and Blocks again as per normal for Frenzy.
4) If a Squig moves into a square occupied by a prone player then the Squig will foul them, friendly or otherwise. This foul will not move the IGMEOY counter and even if the team has the IGEMOY marker, the Squig will only be ejected on a Referee Roll of 6. Squigs may still make a foul even if the foul action was already used this turn.
5) When a Squig is getting up from being knocked down you must roll for how many squares the Squig will move first. If there is insufficient movement to stand up as normal, then he'll need to roll a 4+ to stand up. (No, it does not count as a turnover if he fails the standing roll.)
6) A Squig cannot do anything with a football. This includes throwing, catching, handing off or anything! So if the ball ends up in a square with a Squig occupying it, it scatters one square.
Advance:
On doubles, a Squig may not gain ANY skill its wants. Instead it may gain one of the following:
1) Foul Appearance
2) Horns
3) Hypnotic Gaze
4) Null Field
5) Regeneration
6) Spikes
7) Very Long Legs
8) Become a Squig Hopper
Squig Hopper Rules:
1) The Squig becomes very attached to its Night Goblin trainer and as such will allow the Night Goblin to ride it. However, due to the rule against riding animals during Blood Bowl matches (see Blood Bowl Magazine #1 at the end of the Amazon team article), a Squig Hopper might be ejected by the referee at the end of any drive that he participated in on a 10+ roll by the opposing coach.
2) A Squig Hopper moves and blocks in exactly the same way as a normal Squig almost. The first difference is that because of the rider's guidance the Squig's movement is changed from D6 to 6 permanently and the player may now GFI. The other difference is that instead of blocking the Squig Hopper can attempt to leap over the player and continue the move on the other side of the opponent (this includes any block that would be required from Wild Animal). This can be done when the template indicates the Squig Hopper is about to move into/block an opposing player. Make an agility roll as normal and if successful, the Squig Hopper lands in the square on the other side of the opponent. This takes up two squares of the Squig's movement and if the Squig does not have enough movement left to make the leap then he will have to block the player in his way. If there is no empty square on the opposite side of the player then he will just have to block the player in his way. You can choose whether to block or to leap when the template indicated you are going to collide with another player whether it's a friend or foe.
3) A Squig Hopper loses the trait Nonball Handler, instead if the ball ever ends up in the Squig Hopper's square then the Goblin can make a roll to see whether he picks up or catches the ball or not as usual. Because this is a dangerous stunt, the catch or pickup attempt is made with a -1 penalty.
Also we ONLY allow Squigs on the Night Goblin team. Full rules of that team are here:
http://www.midgardbb.com/MBBLTeams/NightGoblin.html
Like I said these work well for us to date.
Galak
0-4 Squigs
Cost: 50,000
D6 4 3 7
Razor Sharp Fangs, Frenzy, Thick Skull, Squig Rules, Wild Animal, MA D6, Nonball Handler, No GFI
General, Strength, Special/Squig Hopper
It should also be mentioned that the Night Goblin team with the 0-4 Squigs only is allowed ONE Troll.
Squig rules:
1) A Squig must be moved before anything else on the Goblins' team and an illegal procedure is called if another player is moved first, unless there is a Fanatic with ball and chain. In this case move the Fanatic first and then the Squigs. Squigs move using the throw-in template just like the Goblin Fanatic with Ball and Chain. Roll a D6 to see how far the Squig moves first and then position the template in the direction you want him to go in and roll a dice. Do this for every square of movement the Squig has.
2) Just like the fanatic, the Squig never has to make a dodge roll to leave a square adjacent to an opponent because nobody would be stupid enough to try and stop a rampaging Squig. A Squig can however, be blocked by an opposing player if any would be so insane to do so. A Squig is injured as normal and unlike the fanatic the Squig has a tackle zone and does not always injure himself when he falls over.
3) When a Squig moves into a square which is occupied, friendly or enemy - Squigs do not care, then he will make a block. To move into the same square as a player the Squig must first be adjacent to him and when he rolls to move the template must indicate that he will move into the opposing players square. This does NOT count as the team's blitz action. The Squig can keep moving and blocking as many times in one turn as it has movement or until he is knocked over. Note that a Squig has the Frenzy skill and follows up and Blocks again as per normal for Frenzy.
4) If a Squig moves into a square occupied by a prone player then the Squig will foul them, friendly or otherwise. This foul will not move the IGMEOY counter and even if the team has the IGEMOY marker, the Squig will only be ejected on a Referee Roll of 6. Squigs may still make a foul even if the foul action was already used this turn.
5) When a Squig is getting up from being knocked down you must roll for how many squares the Squig will move first. If there is insufficient movement to stand up as normal, then he'll need to roll a 4+ to stand up. (No, it does not count as a turnover if he fails the standing roll.)
6) A Squig cannot do anything with a football. This includes throwing, catching, handing off or anything! So if the ball ends up in a square with a Squig occupying it, it scatters one square.
Advance:
On doubles, a Squig may not gain ANY skill its wants. Instead it may gain one of the following:
1) Foul Appearance
2) Horns
3) Hypnotic Gaze
4) Null Field
5) Regeneration
6) Spikes
7) Very Long Legs
8) Become a Squig Hopper
Squig Hopper Rules:
1) The Squig becomes very attached to its Night Goblin trainer and as such will allow the Night Goblin to ride it. However, due to the rule against riding animals during Blood Bowl matches (see Blood Bowl Magazine #1 at the end of the Amazon team article), a Squig Hopper might be ejected by the referee at the end of any drive that he participated in on a 10+ roll by the opposing coach.
2) A Squig Hopper moves and blocks in exactly the same way as a normal Squig almost. The first difference is that because of the rider's guidance the Squig's movement is changed from D6 to 6 permanently and the player may now GFI. The other difference is that instead of blocking the Squig Hopper can attempt to leap over the player and continue the move on the other side of the opponent (this includes any block that would be required from Wild Animal). This can be done when the template indicates the Squig Hopper is about to move into/block an opposing player. Make an agility roll as normal and if successful, the Squig Hopper lands in the square on the other side of the opponent. This takes up two squares of the Squig's movement and if the Squig does not have enough movement left to make the leap then he will have to block the player in his way. If there is no empty square on the opposite side of the player then he will just have to block the player in his way. You can choose whether to block or to leap when the template indicated you are going to collide with another player whether it's a friend or foe.
3) A Squig Hopper loses the trait Nonball Handler, instead if the ball ever ends up in the Squig Hopper's square then the Goblin can make a roll to see whether he picks up or catches the ball or not as usual. Because this is a dangerous stunt, the catch or pickup attempt is made with a -1 penalty.
Also we ONLY allow Squigs on the Night Goblin team. Full rules of that team are here:
http://www.midgardbb.com/MBBLTeams/NightGoblin.html
Like I said these work well for us to date.
Galak
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Hi all,
I once played a goblin team for 75 matches, using 2 squigs with the CJ rules. They are very very good. I'm a good gobbo coach, but still, they played no small part in my getting 2 first prizes and 1 second prize in our annual tournaments - as well as winning the championship!
[Brag mode off
]
Well,
either way - I for one think that 3 whole pages of rules (the CJ version), or for that matter the huge ammount of rules that Galak posted, is just way too much stuff to add just to have 1 position player on 1 team.
It makes the head spin.
In my league, the gobbo team is allowed to have 0-2 squig hoppers, and these are treated almost like normal players. They're based on the CJ squigs, but without all the text, and without easy access to piling on + fang.
---------
the squig rules:
0-2 squig hoppers 100K, d6+2 4 2 7 thick skull, frenzy ST,AG
special rules: immediately after declaring an action with a squig, roll a die to determine it's MA for the action.
----------
How's that for simplicity
The hoppers have ag2, but could have ag3 with -1 to catch, pick up and pass.
The hoppers don't have G skills because they are hard to control.
The stats are an amalgam of gobbo and squig.
They have d6+2 MA because this gives them a decent average, and at the same time removes the need for describing MA1/2 stand up rules.
Martin
I once played a goblin team for 75 matches, using 2 squigs with the CJ rules. They are very very good. I'm a good gobbo coach, but still, they played no small part in my getting 2 first prizes and 1 second prize in our annual tournaments - as well as winning the championship!
[Brag mode off

Well,
either way - I for one think that 3 whole pages of rules (the CJ version), or for that matter the huge ammount of rules that Galak posted, is just way too much stuff to add just to have 1 position player on 1 team.
It makes the head spin.
In my league, the gobbo team is allowed to have 0-2 squig hoppers, and these are treated almost like normal players. They're based on the CJ squigs, but without all the text, and without easy access to piling on + fang.
---------
the squig rules:
0-2 squig hoppers 100K, d6+2 4 2 7 thick skull, frenzy ST,AG
special rules: immediately after declaring an action with a squig, roll a die to determine it's MA for the action.
----------
How's that for simplicity

The hoppers have ag2, but could have ag3 with -1 to catch, pick up and pass.
The hoppers don't have G skills because they are hard to control.
The stats are an amalgam of gobbo and squig.
They have d6+2 MA because this gives them a decent average, and at the same time removes the need for describing MA1/2 stand up rules.
Martin

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Yep, the CJ Squigs are awesome... I'll never forget my first game with them - the casualty record stands even today - and the squigs can be given a big part of the credit 

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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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