SQUIG HERDER TRIALS
Note: Listed here are the Two-player rules. Notes on Multiplayer variants are
posted at the bottom of the document.
Amongst the Night Goblins, there is an event known as the Squig Herder trials…
this generally occurs when a Goblin does something wrong, and is given a chance
to prove himself through trial by squig herding! (C'mon, no would jump in a
room with a squig unless there was a knife to their throat! Some sneaky bosses
will even convince other groups- such as forest goblins or Halflings to
The goal is a simple: get the squig off the field on the other side. Do that,
and you'll be rewarded. Fail, and you'll make your mother cry.
The playing area should be about 1-2 feet in width, and 3 feet long. If you have
one, a Blood Bowl board is ideal! For this game, do NOT place any terrain or
Each player chooses up to three heroes or henchmen to field this game. (Note:
Exploration will NOT require heroes at all this game, so you're allowed to field
all henchmen.) The field will be split in half along the width- so, for
example, on a field 18" wide, each player will set up his models on his 9".
They may be within 12" of an opposing model, but cannot be more than 8" into the
field. Along with the 1-3 warriors, each player places 3 squigs, which that
player will be herding. A player that owns a squig may substitute his own (see
Substituting below.) Both players will be on the same side of the board, rather
than facing opposite to each other.
STARTING THE GAME
Both players roll 1D6. The higher player will go first.
Non-combatant: the rules forbid the herders themselves from fighting each other-
all warriors are unable to shoot, charge, or cast a spell/prayer against an
opposing squig or warrior. Likewise, the restriction of being able to run is
lifted slightly – you may run if there is no enemy model within 4" of your
model. Note: an exception to this rule is that SQUIGS are allowed to charge and
attack warriors or other squigs… herding your squigs into an opposing herder's
face is a time honored tradition!
Wild Squigs: The three squigs brought in follow the rules below:
15 gold crowns to hire
In the darkest caves, goblins will often find the deadly Wild Squigs. These
creatures are a curious blend of animal and fungus, and are composed mostly of
teeth, horns, and a nasty temperament.
Profile M WS BS S T W I A LD
Wild Squig 2d6 4 0 4 3 1 4 1 5
Weapons and Armour: Big gob and brutality! Wild Squigs never use or need weapons
Movement: Wild Squigs do not have a set Movement characteristic but move with an
ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for
the distance they move. Squigs never run and never declare charges. Instead,
they are allowed to contact enemy models with their normal 2D6" movement. If
this happens, they count as charging for the following round of close combat,
just as if they had declared a charge.
Outta control: Wild Squigs are the hardest to break in. Each turn, will move
2D6" in a random direction. The exception is that if a warrior on your warband
is within 6", he may attempt to steer the squig's movement. Roll 1D6 on the
1- The Squig moves in a direction of a random opponent's choice!
2- The squig goes in a random direction
3- The squig goes 90 degrees left
4- The squig goes 90 degrees right
5- The squig goes directly forward
6- The squig goes in the direction of your choice
Any warrior that is a night goblin, holding a spear, or holding a squig prodder
gains +1 to Outta Control dice rolls… these bonuses do NOT stack! Also, a night
goblin with a squig prodder may herd any squig within 12", rather than 6".
Hit and Run: If a Squig bounces into another model (squig, warrior, etc.), the
squig makes its full number of attacks and then bounces off, before his opponent
has any chance to fight back. It will bounce another 2D6" in the same direction
it was travelling in, stopping when it hits solid ground.
Substituting: A Goblin player may choose to replace one or more of the Wild
squigs with a Cave Squig or Trained Squig from his or her warband. If so, it
still suffers the "Outta Control" and "Hit and Run" rules (no doubt the other
Wild Squigs are serving as bad role models!)
The Arena: the area you are in has high walls on three sides- behind you, and
the two sides of the field. It is impossible for a warrior to move off of any
of these three sides. If a squig bounces into one, we'll immediately bounce
another 2D6" off the wall in a random direction, moving back on to the field.
The fourth side is the goal, to which you are trying to herd your squigs off of.
Once a squig has bounced off that side, he is removed from the board (which is a
good thing.) Keep track of which squigs jumped off in which order.
ENDING THE GAME
The game all of the squigs on the pitch belong to only one player (either due to
an opponent scoring all of his squigs, or taking all of yours out of action).
There are no rout tests taken this game. Then winner of the game is the player
who won the most Exploration dice.
Note: because very few warriors are fielded this game, do not use Underdog
bonuses for players.
+2 Experience for each surviving Herder – any warrior that survived the game
gets +2 experience, whether it's a hero or henchmen. In the case of a Henchmen,
all members of the group gain the experience.
+1 for the Winning Leader – the leader of the winning warband gains +1
experience, even if he didn't take part in this game!
+1 for Substituted Cave Squigs & Trained Squigs – Any Cave Squigs or Trained
squigs that participated in this game gain +1 experience each. This is an
exception to the rule that animals cannot gain experience.
+2D6 "Spy" Experience – While the three herders were working hard, the rest of
the warband used the time to spy on the opposing teams. You may distribute 2D6
Experience amongst any of the members of your warband that did NOT take part in
this game. However, you must spread the experience as evenly as possible – so,
not model may get 2 experience until all other warriors have gained +1. Also,
if a henchmen group already gained experience because one of the members of the
group was a herder, they may not gain Spy experience as well- they already
gained +2 experience already!
WINNING/ EXPLORATION DICE
The players do not gain exploration dice in the normal fashion, but through the
order that the squigs crossed the finish line. Each squig grants his owner dice
equal to the following:
1st Place: 3 Exploration Dice + 1D6 gold
2nd Place: 2 Exploration Dice + 1D6 gold
3rd Place: 1 Exploration Dice + 1D6 gold
Runners Up: 1 Exploration Dice each
If a player has all of his squigs eliminated, he still receives 1 exploration
dice. Tough luck, old chum.
Also, any greenskin warband may add a single Cave Squig to their warband roster, size permitting.
If playing with more than 2 players, it is recommended that each player has the
following number of squigs each. Also, the number of exploration dice changes
based on players:
2 squigs & 2 herders each
1st Place: 4 Exploration Dice, 2nd Place: 3 Exploration Dice, 3rd Place: 2
Exploration Dice, Runners Up: 1 Exploration Dice each
FOUR OR MORE PLAYERS
1 squig & 1 herder each
1st Place: 5 Exploration Dice, 2nd Place: 4 Exploration Dice, 3rd Place: 3
Exploration Dice, Runners Up: 2 Exploration Dice each
Scenario: Round-up at the Mootland Corral
From the Round-up at the Mordheim Corral scenario. (Not sure of the author.
Giovanni, a luckless merchant who had descended from a long line of hapless
merchants, came to the Moot with the goal of selling his fine livestock. Rather
than something dangerous, he wisely picked an animal that was smaller than he
was… pigs! Now, a pig can be a terrible thing when angered, but his beasts were
of the kindest disposition, and nothing would rile them…
Until Giovanni's herding party took them past a Night Goblin camp site. The
wounded goblins scurried away without a fight, but left behind a dangerous
substance in their haste- a rare experimental crossbreed of mushroom, known as
Before Giovanni could stop them, the pigs started nibbling at the psychedelic
mushrooms…and then started everything in sight, including Giovani's collection
of Gold Medals! The full effect of the mushrooms will kick in any moment, but
a brave soul can try to get medals- before they go mental!
Each player takes it in turn to place a piece of terrain, either a building,
tower, or other similar item. We suggest that the terrain is set up within an
area roughly 4' x 4'. The centre of the area should be empty to represent a pen
or open area for the Piggies to run off in a random direction.
All players roll a D6 and whoever rolls highest chooses which warband sets up
first. If more than two warbands, please use Mordheim Annual 2002 page 27
Starting the Game
Roll a D6. The player rolling highest has the first turn, and order of play
proceeds clockwise around the table (based on where players placed their
Once you have placed the terrain, place D3 + 1 Piggies for each warband involved
in the game. All Piggies start in the middle of the table. The Piggies will go
first. In this scenario, Piggies move in one of two ways. If there is a
non-Piggy model within 7" then they will charge the nearest one they can reach.
Otherwise, use a Scatter dice and 2D6 to
determine direction and distance of the movement of each Piggy. If a Piggy moves
into a non-Piggy model anyway, then it counts as a charge.
While pigs are a great source of food, they are still large, ferocious and
M WS BS S T W I A Ld
Piggy 5 4 0 3 4 1 3 1 4
Extracting the Medals
Each Piggy carries a 1D3 Gold Medals in his stomach, and they can be retrieved
one of two ways:
The Easy Way: A hero (heroes only) may attempt to induce vomiting in the pig…
not a pretty job, but it can be done! If the hero successfully rolls 10+ on
2D6, the pig vomits out 1D3 Gold Medals. Each Pig will only do this once,
obviously! This is done during combat phase in lieu of an attack, and can only
be done once per turn with a pig in base contact. While you may not be attacking
the pig, remember: it will still attack you! Luckily, use a pig vomis, it loses
all "Pig Frenzy" rules, and will not be affected by the mushrooms (which are no
longer in his stomach.)
The Hard Way: You can also choose to kill the pig, searching it after its dead.
Once the pig is killed, the warrior must roll a D6 to search for Medals. On a
1-3 the warrior cannot locate the stomach of the Piggy and must wait next turn
to try again (yuck!). On a 4-6 the warrior has located the stomach or intestines
of the Piggy. He then rolls a D3 to determine how many Golden Medals he's found.
If more than one model is in contact with a dead Piggy the second (and
subsequent) may try to find the Medals if the first fails.
Golden Medals can't be transferred to another warrior. Animals cannot carry
Golden Medals, but can cause a kill. If a warrior carrying Golden Medals is
killed, stunned or knocked down then place Golden Medals counters beside it to
represent the dropped items. These may be picked up by anyone who's allowed to
On the beginning of the Piggies' second turn they may begin to hallocinate due
to the Madshade Mushroom they have swallowed. Roll a D6 per Piggy. On a 5+ they
hallucinate that turn. Once a Piggy starts hallucinating it will continue to
suffer the effects, the entire game, and will not hallucinate further. Roll on
the table below to see how each Piggy is effected:
1 Amorous: The Piggy is in the mood for love… and isn't too picky about who or
what his partner is! It will advance to the nearest model (pig or warrior) and
cuddle up next to it, doubling its move if necessary to reach it. While in base
contact with its "love", that model has its attacks reduced to 1 each turn. If
the "lover" breaks away or is taken out of action, it will cuddle with the next
closest model during its next movement phase. The Amorous pig will not fight
back in combat… it's a lover, not a fighter.
2-3 Frenzied: The pig is frenzied by the Madshade, and will suffer all of the
rules as normal. Unlike normal, however, the pig will never LEAVE its frenzied
state, and will suffer it for the length of the game.
4 Painless: The Piggy has his nervous system dulled by the Madshade. From now
on, it will treat all rolls of "Stunned" as "Knocked Down", as if it had the
ability "No Pain".
5 Sluggish: Each turn, roll 1D6 for the Pig… on a 1-3, it does nothing at all,
and will not even attack in hand to hand combat. On a roll of 4-6, the Piggy
acts, moves, and attacks as normal. Roll at the start of each Piggy's turn; the
effects apply until the start of the next pig turn.
6 Rampaging: Each movement phase, the Piggy will move 2D6" in a random
direction. If this takes the pig out of combat, it leaves without penalty or
before the combatant gets a chance to strike back. If this causes the pig to
run into a model (pig or warrior), it counts as a charge. Also, while charging,
the Pig gets +1 Strength for the first round of combat.
Ending the Game
The game ends when all warbands but one have failed their Rout test. If two
warbands are left they may ally together to end the game. This should be agreed
before game begins. Routing can only happen by losing 25% of your troops. Any
player that voluntarily routs drops his Madshade counters
+1 Survives. If a Hero or Henchman group survives the battle they gain +1
+1 Winning Leader. The leader of the winning warband(s) gains +1 Experience.
+1 Per Enemy Out of Action. Any Hero or Henchman group earns +1 Experience for
each enemy he puts out of action. This includes Piggies put out of action.
+1 per Gold Medal retrieved. If a Hero or Henchman group is carrying a Gold
Medal at the end of the battle, he receives +1 Experience.
Each Golden Medals picked up may be added to your stash or sold as normal.