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=== Heavy Support === *'''[[Squiggoth]]''': A beasty with three possible profiles, depending on how big the actual model you use is, but all're more than capable of bringing the hurt. All have WS/BS2 and I1, and can take a single turret howdah with a Twin-Linked Rokkit Launcha, Twin-Linked Big Shoota, or Lobba. **'''[[Squiggoth#Big_Squiggoths|Standard Size]]''': For models 6" long or less. S6 T5 W3 A3 Sv6+. No transport capacity. **'''[[Squiggoth#Gargantuan_Squiggoth|Big Size]]''': For models between 6" and 9". S7 T6 W4 A3 Sv5+. Transport capacity of ten models. **'''[[Squiggoth#Orkeosaurus|Massive Size]]''': For models 9" or more. S7 T7 W5 A4 Sv4+. Transport capacity of twenty models. **'''Fearless''': You run away from Squiggoth, Squiggoth doesn't run away from you. Ignore Morale and Pinning tests. **'''Crew''': Each Squiggoth's manned by a crew of three Huntas. **'''Monstrous Creature''': A Squiggoth's a big lad, and thus rolls 2D6 for Armour Penetration, and ignores Armour Saves in melee. **'''Transport''': Sguiggoths carrying passengers count as an '''Open-Topped''' vehicle for the purposes of embarking, disembarking, and passenger shooting only. Enemy models can only target the Squiggoth, not the passengers, and template, '''Blast''', and '''Ordnance''' weapons gain no bonuses. And finally, if a Squiggoth carrying passengers's killed, each passenger'll suffer a wound on a 4+ with saving throw allowed. *'''[[Squig_Catapult|Lobba Battery]]''': Limited to a maximum of three gun carriages, each coming with two Gretchin Krew be default, but up to three additional Krew can be purchased for each gun, both to use as living shields to protect the artillery, and ensure that if the guns backfire and kill off the odd one or two, they'll still be some kicking around to man the damn things. **All the carriages in a battery must be armed with the same type of gun, in this case only Lobbas. The battery may also be accompanied by a Slaver but not a Mek, to keep the Krew working. **'''Hits on the Battery''': During the chaos of battle, with Krew swarming all over the guns clearing and reloading them, shots aimed at the artillery can sometimes hit the Krew instead, and this is represented by this Special Rule, where you roll 1D6 for each successful hit on the unit with a shooting attack, with it hitting the Grots on a 1-4, and the guns on a 5 or 6. The gunz don't have a statline as such, just counting as having AV10 and all it takes is a single glancing or penetrating hit to destroy one.
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