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 Squirrel Warband WIP

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Eliazar
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PostSubject: Squirrel Warband WIP   Wed 8 Oct 2008 - 8:24

Well, it's still a WIP, there is no pirate mod, no fluff, no spell or equipment list and no special skill list, yet, but I thought I already share so you can give some input;)

Squirrel Warband

Maximum warband size: 40
Starting XP: Chief Knucker 8 XP
Nut Hoarders 4 XP
Young Tails & Henchsquirrels 0 XP

Special Rules:
Tiny: - All enemies are at -1 to hit in Close Combat and at -2 in Ranged Combat.
- A squirrel only adds 3 points to the warband rating (+ XP, of course).
- They always count as on warband size smaller when selling wyrdstone.

M WS BS S T W I A LD
6 4 4 2 2 1 7 3 8

Herosquirrels

1 Chief knucker 25 gc

M WS BS S T W I A LD
6 3 3 2 1 1 6 1 7

Equipment: The Chief Knucker may

Special Rules:
Leader: All squirrels within 6” of the Chief Knucker may use his leadership instead of their own.


0-2 Nut Hoarder 10 gc

M WS BS S T W I A LD
6 2 3 1 1 1 5 1 6

Equipment: Nut Hoarders may choose equipment from the Squirrel equipment list.


0-1 Squirrel Mage 15 gc

M WS BS S T W I A LD
Mage 6 1 2 1 1 1 5 1 6

Equipment: The Mage may choose equipment from the Squirrel equipment list.

Special rules:
Mage: The Squirrel Mage is a magician and uses Squirrel magic.


0-2 Young Tails 5 gc

M WS BS S T W I A LD
6 1 1 1 1 1 5 1 5

Equipment: Young Tails may choose equipment from the Squirrel equipment list.


Henchsquirrels

Bushytails 10gc

M WS BS S T W I A LD
Bushy 6 2 2 1 1 1 5 1 5

Equipment: Bushytails may choose equipment from the Squirrel equipment list.


0-5 Knuckers 15 gc

M WS BS S T W I A LD
6 2 1 2 1 1 5 1 6

Equipment: Knuckers may choose equipment from the Squirrel equipment list.


Squirrel Ogre 100gc

M WS BS S T W I A LD
6 3 1 3 3 2 4 2 5

Equipment: Raw force!

Special rules:
Not tiny: A Squirrel Ogre does not profit from the tiny special rule and adds 15 points to the warband rating.
Stupidity: Squirrel Ogres suffer from stupidity.
Fear: A Squirrel Ogre causes fear.
Animal: A Squirrel Ogre is a dumb animal (and not a clever one like the squirrels) and does not gain Experience.
Hungry: A Squirrel Ogre needs to be fed a huge amount of nuts, thus you have to pay 5gc upkeep each round.


0-2 Hawks 35 gc

M WS BS S T W I A LD
12 4 0 3 3 1 5 1 6

Equipment: Sharp talons and an even sharper beak!

Special rules:
Mounts: A squirrel hero may be mounted on a Hawk.
Animals: As mindless birds, Hawks don’t get Experience.
Flying: A always flies during Movement phase.

Special Equipment:

Stick
As dagger

Branch 5gc

Range: CC Strength: As user +1 Special Rules: Double-pawed

Double-pawed: A squirrel needs both paws to attack with a branch and may not use any other weapon.

Throwing Nuts 5gc
Range: 8” S: as Squirrel Special Rules: Armour Save, Throw Twice

Armour Save: Nuts don’t really grow to penetrate anything, thus, a model hit by a nut gets +1 AS
Throw Twice: Squirrels are used to pelting foes with loads of nuts, thus they may throw two nuts a turn without any penalties.


Explosive Nuts 15gc, Rare 8, lasts D3 battles
Range: 8” S: special Special Rules: Explosive

Explosive: Whenever an Explosive Nut hits an enemy, it explodes, causing an automatic S3 hit to the model hit and further S2 hits on any model within 2” of the original target on a D6 roll of 4+.

Birch Armour 5gc

6+AS, S modifier from S3

Oak Armour 15gc

5+AS, S modifier from S3

Bark Shield 5gc

+1 AS, S modifier from S3

Nut helmet 5gc

As helmet.

Despite this being a nonsense warband it still is Mordheim related ... in a way ... I guess. So it belongs in the Rules forum.
--cianty
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 9:01

its perfect Cianty, you just don't understand the potential Razz

I'm going to throw up a copy too Eliazar using your base.

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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 10:17

NOW on to the Band of Bunnies AND the MiceMen of Mordheim.cheers Suspect
I used to have a bunch of minis for the Mice AND a Bunny with a Blunderbus; they were made by Peter Guilder's Heritage minis.
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 11:58

Speaking as an older person in this forum... I'd replace the Squirrel Ogre with a Moose... Using the same rules.

Strangely enough, I'm waiting for the Squirrel Magic list... because this is kooky enough to make me want to filed this band... but I'm a little insane... Very Happy
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 12:08

I'm anxious to see what we come up with, too...
Very Happy

I will certainly field it when it's finished, I just need to get like 20 squirrels... So I better start looking for them, or improve my sculpting skills drastically... Or Boring Tom #2 will be Squirrel Sculpting and I'll be the judge, needing all the squirrels send to me.
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 12:56

my versions in the works, hoping to get a good portion posted up tomorrow for your giggles. Fluff included!

Theres no way they can deny making this warband official.

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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 12:58

Not if they don't want to get a shower of nuts some autumn morning Wink
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 13:50

Squirrel Warband. (Max size 24)

Special rules:
Nimble: all squirrels are extremely small targets, so to represent this they gain a +2 Vs ranged attacks and a +1 in Close combat to be hit.
Agile creature: Since squirrels are used to climbing trees and such they gain a +1 to all climbing / falling checks
Hoarders: Being that squirrels can seek out nuts lying on the floor over a large distance they gain +1 dice to the exploration phase.

Heroes:

0-1 Broadtail - 50g
These squirrels form the leadership of the group, leading the pack through the twisted streets of mordheim dodging the undead, humans and other sick ville creatures hellbent on chasing the squirrels with long sticks and making unhumanily noises of glee.
They are ever watchful and are some of the bravest squirrels that can ever be seen in the cursed city.

0-2 Knucker - 30g
Slightly bigger these squirrels help with the heavier lifting roles for the pack, they are stronger than their smaller bretheren, but just as fluffy. After the Hoarder they ge the best pick of the nuts.

0-1 Young Tail - 15g
Young squirrels who may have been orphaned through natural or evil actions, some loose their family as chased through the wilderness by evil addicts who long to poke their tails with glee... some just set off from the nest to seek bigger and better nuts to nibble.

0-1 Berry nibbler - 25g
These squirrels nibbled a few too many shards of Wyrdstone mutating their minds slightly to give powers of nature, nuts... and fluffy destruction. A Berry nibbler may choose spells from the Knuck magic tree


---------
Knuck magic:
Fluffball - small fireball type attack

Rain of nuts - aoe falling nuts

Bears fury - extra attack

natures guardian - trees help squirrels

skippy tail - speed increase

Head knucker - mind blasting attack to all enemy models within d6 inches
---------


Henchsquirrels:

Fluffer - 20g
The workhorse of the pack's gathering and building activities, they work together on jobs which require the nuck of more than one squirrel, fierce and loyal towards the packs territory they swarm te enemies squeaking and nibbling at them cutely.

Bushy Tail - 25g


Nibbler - 20g


War Badger
Other races use horses, or mighty wolves as mounts, but not the squirrels, as they rules the air directly above the ground, their mounts rule the land diretly below the ground.

Mighty proud badgers lend aid to their fluffy tailed allies who help through the winter by sharing their stores of nuts, berries and jaffa cakes.

Rhionix
Those that think the mighty Rhionix's are only tamable by ogres should beware. The proud and fluffy squirrels are a common friend of these giant creatures, and thus a Squirrel warband may call upon their aid during hard times.

A pack may include a single Rhionix which can carry 4 squirrels on its back, who may leap off at any time, either to find cover, or onto a mean chaser of their tails.

Traits (Buyable instead of weapons)
Bite
Squeak
Nibble
Paws of doom
Fluffy tail - The enemy in close combat must make a save (unsure which type yet) or they spend the round trying to poke the squirrel's tail which it cheekily wiggles towards them.


Weapons:
Nuts
Berries
twigs


fluff arriving tomorrow

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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 14:09

Looks good so far! You certainly are going to be the one inventing the names Very Happy

What do you think of the characteristics I made for the little buggers? And of the weapon list?

The spell list is really cool. Some ideas of mine (eg the one with the nuts) went in the exact same direction. Further, the idea of giving them traits (perhaps heroes only?) to make up for the lack of equipment is very cool.

However, I think we should give them a different large creature and not a Rhinox, as I don't think it fits well with the wood theme. A bear, perhaps? Oh, and I would increase the maximum warband size as well. But eventually it depends on the squirrels' stats.
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 14:23

a dragon then?

ohh or a treeman!!!

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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 14:24

hm, yeah, perhaps a treekin or a dryad?
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 14:32

also random idea,

like orcs eat madcap mushrooms

squirrels could eat nuts/berries for increases per game or to allow them frenzy etc

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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 14:36

yep, this would be cool. Perhaps you could have the berry nibbler mage squirrel search for berries instead of wyrdstone in the post game sequence (as I suppose squirrels won't need that much money, with little equipment and cheap henchies), and finding D3 of each berry on a roll of whatever on a D6?
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 14:41

Ooh... Treeman... which would allow the squirrels to Ride it, and make attacks from it...

Perhaps Attacks on a Treeman with squrrels be randomized (like against a warmachine)? 1-4 hits the Treeman, 5-6 hits a squirrel...
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 14:44

2 points,

they forage for food instead of wyrdstone, cost per unit for food so they don't use money for expanding but food supplies,

each member costs say 1 food some 2, means 24 food on max warband meaning in exploration you need to search with the classes which have forage (heroes or henchmen which come in limits maybe)

roll dice for total, winning adds dice loosing means minus figure depending, so some may starve, adds a random factor which orcs and goblins have

For the treeman squirrels could take shelter in his branches and use for transport, and they could throw nuts which grow on him at enemies. like a walking battletank adding protection etc.

0-2 i'd say to even their poor stats.

having treemen adds rolls on food sources also,


this is coming along and is actually quite a fun thing to ponder over.Razz


---

haha you had same idea as me exact same time.

also i'm not lurking but painting imperial guard and pondering

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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 14:45

The idea of the squirrel riding on the treekin is really cool! and fluffy!

Oldcastle wrote:
Perhaps Attacks on a Treeman with squrrels be randomized (like against a warmachine)? 1-4 hits the Treeman, 5-6 hits a squirrel...

this could be a bit difficult, as the treeman would be at +1 to hit and the squirrels at -2.

On the food thing... it sounds quite cool, but there is the problem of the squirrels still having to buy some equipment etc., so they'd need some other income as well. or they sell excess supplies.
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 15:17

last idea for tonight.

To even the fact squirrels alone are increadibly weak maybe adding a gangup skill or group assaut would work.. say if each squirrel counted as 1 Str, meaning to mob a unit they must have more than his str. Example:

3 squirrels mob one enemy who is alone in closecombat, if they choose to, they may deliver a take down attack instea dof rolling to attack normally. The characters Str si 2 (say a weak goblin)

meaning they score a Str factor of 3 vs his 2 they drag him to the floor counting as knocked down, next turn the assault ihm taking him auto ooa unless a friend can come to his rescue (into melee combat)

also since squirrels are so small they may double up (2 at each side of an enemy) for attacking / charges

edited as clearer method came into head.

means takes 5 squirrels to take down ogres, 4 for orcs, 3 for humans.

unless the Str of the enemy is swapped tou toughness to show how tough they are compaed to the attack.

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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 15:20

I'll have a look at the mob rules from the snotling warbands tomorrow:)
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PostSubject: Re: Squirrel Warband WIP   Wed 8 Oct 2008 - 17:40

I still think the silly sausage warband was better Razz

Will have a better look tonight and comment on some of the stuff Smile
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PostSubject: Re: Squirrel Warband WIP   Thu 9 Oct 2008 - 5:59

Version 2:

Squirrel Warband. (Max size 24)

Special rules:
Agile creature: Since squirrels are used to climbing trees and such they gain a +1 to all climbing / falling checks

Hoarders: Being that squirrels can seek out nuts lying on the floor over a large distance they gain +1 dice to the exploration phase.

Pack animals: Squirrels are a team creature and may work together in fights. If you attack an enemy with a number of squirrels equal to his toughness then he is dragged to the floor under a fluffy mass of death.

In the next turn if no enemy teammates come to his rescue (Get into base contact) the squirrels hold him down while one tickles him with his tail putting the enemy out of action automatically.

Heroes:
As crazy as it may seem to suggest, squirrel packs do indeed have a command structure, they are led by the older and fluffier squirrels who know what pains and evils await the bushy tailed creatures in the world.

0-1 Broadtail - 35g
These squirrels form the leadership of the group, leading the pack through the twisted streets of mordheim dodging the undead, humans and other sick ville creatures hellbent on chasing the squirrels with long sticks and making inhumanely noises of glee. They are ever watchful and are some of the bravest squirrels that can ever be seen in the cursed city.

0-2 Knucker - 25g
slightly bigger these squirrels help with the heavier lifting roles for the pack, they are stronger than their smaller brethren, but just as fluffy. After the Hoarder they ge the best pick of the nuts.

0-2 Young Tail - 15g
Young squirrels who may have been orphaned through natural or evil actions, some lose their family as chased through the wilderness by evil addicts who long to poke their tails with glee... some just set off from the nest to seek bigger and better nuts to nibble. They are the workhorse of the pack's gathering and building activities, they work together on jobs which require the nuck of more than one squirrel, fierce and loyal towards the packs territory they swarm the enemies squeaking and nibbling at them cutely.

0-1 Berry nibbler - 20g
These squirrels nibbled a few too many shards of Wyrdstone mutating their minds slightly to give powers of nature, nuts... and fluffy destruction. A Berry nibbler may choose spells from the Knuck magic tree.


Hench squirrels:
Squirrel warbands only have one basic troop type which is the Squirrel, along with the mighty treemen. Once bought the player may upgrade certain aspects of the squirrel to represent the variety in breeds, sizes and such.

0+ Squirrel – 10g
Pick any 2 traits for hench squirrels

0-3 Treeman – 70g
The mighty trees lend aid to their small fluffy friends through their powerful attacks and ability to carry squirrels into battle protected in their branches.

Special rule: A treeman may hold 4 squirrels in its branches who may throw the nuts/berries grown on the tree.

These have a 10 inch range are are strength 3 hits which must be thrown at the closest target.


Traits:
Fluffier
The squirrel’s body is fluffier than normal; this softens attacks against its body. All attacks which are not more than double the squirrel’s toughness give the squirrel a 6+ saving throw which cannot be altered.
Cost: 15g

Bushy Tail
when being charged the squirrel wiggles its tail and attempts to hop back 1inch, if this takes it out of charge range the charge goes ahead but stops short of the new position, if the charge takes the enemy still into contact then combat is worked out. (May not be taken with Fluffytail)
Cost: 10g

Vicious Bite
This removes the 6+ save caused by the squirrels attacks (same as Daggers)
Cost: 20g

Squeak (Only useable by Broadtail)
Increases the Leadership of the Broadtail by 6 inches
Cost: 10g

Nibble
Extra Bite attack at S3, useable first round of each encounter combat only.
Cost: 15g

Skippy
The squirrel is a nimble little guy and adds D6-2 to a minimum of 0 extra inches to its movement. May not be used for charging.
Cost: 15g

Nimble
Squirrels are extremely small targets, so to represent this they gain a +2 Vs ranged attacks and a +1 in Close combat to be hit.
Cost: 25g

Paws
Grants the squirrel the ability to attack with both paws in combat (Same as if a character with two weapons).
Cost: 15g

Fluffy tail
When charged in close combat, the enemy model must make a save against their leadership or they spend the round trying to poke the squirrel's tail which it cheekily wiggles towards them instead of attacking. (May not be taken with bushy Tail)
Cost: 15g


Mounts:

War Badger
Other races use horses, or mighty wolves as mounts, but not the squirrels, as they rules the air directly above the ground, their mounts rule the land directly below the ground. Mighty proud badgers lend aid to their fluffy tailed allies who help through the winter by sharing their stores of nuts, berries and jaffa cakes.
Cost: Rare (same as normal mounts in game)


Knuck magic:

Fluffball
Strength 3, 1 hit, 12inch range missile made of fluff

Rain of Nuts
1inch wide, 5 inches long hail of nuts which shoots form the squirrel’s paw. Deals 4 S3 hits divided equally between targets hit.


Bears Fury
The berry nibbler’s next attacks are 1 strength higher than normal and +1 to total attacks

Natures Guardian
Cast on a model which when it suffers the first wound after may ignore the damage.

Skippy Tail
Any squirrel within 2 inches of the Berry Nibbler when cast adds 3 inches to their movement for the next turn. May not be added to charge ranges.

Head Knucker
mind blasting attack to all enemy models within d6 inches S4 attack


Squirrel rare’s:

Nuts
Berries
twigs

(These will give a bonus when eaten, or a side effect of either making squirrel sick and unable to move/ attack)


Notes:

Squirrels have no need for Wyrdstone so for each shard of it they find they convert its value into berries/nuts etc which are of more use (Gold values are considered to be the squirrel’s currency). Exploration phases work the same way and any item recovered are worth half their value in berries. Lucky charms may still be worn by squirrels.

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PostSubject: Re: Squirrel Warband WIP   Thu 9 Oct 2008 - 6:05

The only thing I think people would dislike is the amount of time it would take to make your turn. But other then that, it seems preaty good for "Teh Lulz" factor.
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PostSubject: Re: Squirrel Warband WIP   Thu 9 Oct 2008 - 6:18

The traits look good so far... but I would make nimble a general special rule, as all the squirrels are hard to hit.
Do you suggest not giving them any equipment (apart from consumables, of course)?

As for the treemen, we have to work out a system of randomized hits, right? And I would reduce their number to 2, as it should be a squirrel warband with lots of squirrels all over the place and not 3 treemen with 12 squirrels hidden in their branches walking around the board. And I would rather base them on the Wood Elf Treekin than on the actual Treeman, as the latter might be a little overpowered.

On the pack attack: I like the idea so far, however, I think it should take the number of squirrels equal to the T of the foe to take him down the first round and another to attack him, following the rules for attacking knocked down models and not taking them ooa automatically. And with the possibility to free himself with a strength check (perhaps modified by the number of squirrels?) Otherwise I think this would be somewhat extreme... imagine 12 squirrels jumping on a group of 3 humans and taking them out at an instant... Well, it would be a fluffy horde of death Very Happy

Edit: As for the time, I think it will be alright if you have half your warband mounted on the treemen. And concerning mounted models... should we allow two squirrel to ride one badger? And what do you think of the Hawks?
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PostSubject: Re: Squirrel Warband WIP   Thu 9 Oct 2008 - 7:20

you may be right, 2-3 squirrels per tree should be fine. otherwise its 4 shots per tree on a enemy.

as for the squirrels on the treeman i'd suggest if hes charged whilst their on him they either can't fight or only get one attack, something to make them only use treemen to advance on enemies not live in them. maybe 1-5 = treeman 6 = fluke chance on squirrel and then work out the saving throw as normal to compensate that theres branches around it blocking some movement.

a few extra traits to buy would also help, maybe the 2handed twig could be included as knucky strength or such.

24 models shouldn't take long to move consdering the squirrels work out about 30g each so there won't be a massive load of them comapred to orcs who can have 20 as max.

You may be right on the pack but i'm wondering if allowing same turn kill would be too much, least with being taken down by an auto hit. next turn allows help to come. though as said squirrels themselves are easier to kill if hit so might even out. plus 12 squirrels is half the warband if maxed out, vs 15 humans if those 3 get caught by 12 squirrels then its sill of them not to have got more friends closer by

the treemen maybe 2-3 depending on how easy squirrels themselves can be killed off.

maybe as you said badgers could have 1-2 squirrels. maybe work in the twig like a lance.

hawks might be iffy but would make for great diving charges, especially as their fliers, if we can ponder ti though that would rock. ohh, maybe use them as a special knuck magic skill to airlift the squirrels and reposition them.

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PostSubject: Re: Squirrel Warband WIP   Thu 9 Oct 2008 - 17:42

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maybe 1-5 = treeman 6 = fluke chance on squirrel and then work out the saving throw as normal to compensate that theres branches around it blocking some movement.

I hope you mean a negative compensation as the squirrel is already protected by a 1 in 6 chance of a randomizer!.
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PostSubject: Re: Squirrel Warband WIP   Fri 10 Oct 2008 - 4:02

well I meant you make an ranged attack vs the treeman, roll dice first.

1-5 = treeman
6 = squirrel

if treeman work out the ranged hit as normal
if squirrel work out the ranged hit as if shooting against a squirrel normally

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PostSubject: Re: Squirrel Warband WIP   Today at 10:28

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