Ok so second attempt- Styro, outright stole most of your suggestions- hope you don't mind.
The names for the Squigs and Gobbos I got from here;
http://mythfolklore.net/india/encyclopedia/rakshasaThough goblin would probably work, and I liked Imp because of its demon-like associations I chose Rakshasas as it seemed like a generic term for goblin/evil spirit. Dandasukas just means 'biters' which seemed appropriate. I'm going to leave the Fanatic for now- as, between the wrath and the random mutations, the whole bloody mob seems like fanatics now.
Loved the idea for the spawn squigs- eating each other for advances, brilliant.
Asura Warbands
Throughout the Kingdoms of Ind, the word 'Asura' brings with it fear and dread. No one quite knows when the Asura came, but soon their tribes spread across the land, and with them violence and death. The Asura themselves, for the most part, resemble the creature known to the Old World, as Orcs, but unlike the green and rowdy Orcs, the Asura are generally black skinned, though sometimes red or blue, with larger tusk-like teeth. They are fierce and cunning, delighting in the carnage they inflict. Though their history or origin is unclear, ancient legends speak of a pact made between a group of evil gods and a tribe of green men, power in exchange for hardy vessels to bring the Dark Gods into the City of a Thousand Gods.
Max. size 20 models. Minimum 3.
Special Rules
Asura are affected by rules unique to their race.
Wrath of the Asura - Each turn, roll 1 D6.
1 - Seeing Red - The model makes a move equal to it's base move towards the nearest model. If this makes contact, they immediately fight each other. A Leader or shaman that rolls this result may reroll once, accepting the second result.
2-5 Normal
6 - Vengeful Wrath - Makes a free move equal to its base move towards the closest enemy model. If this brings it into base contact with an enemy, it counts as a charge. Ignore all psychology.
Boiling Blood - All Asura heroes start with a random Mutation from the Power of the Stones table. Every time the hero gains an advancement, roll again on the list, changing the mutation. Alternatively, an Asura that gains a skill roll may choose to spend the skill to "lock in" his current mutation. If so, the mutation permanently stays as it is and will not change. If an Asura Henchmen becomes a hero, they automatically gain the Boiling Blood special rule.
Heroes
1 Asura Warchief
80 Gold Crowns to Hire
Huge and powerful, an Asura Warchief must being the deadliest of all of the warrior in his tribe in order to maintain his position. Asura Warchief's often claim to be favoured by one of the dark gods they worship, and commonly possess some sort of mutation as proof of it.
M WS BS S T W I A LD
4 4 3 4 4 1 3 1 8
Weapons/Armour: May choose weapons, and armour from the Asura List.
Special Rules
Leader: Any models in the warband within 6" of the Warchief may use his Leadership instead of their own.
Wrath of the Asura- See Above
Boiling Blood- See Above
0-2 Asura Big Ones
40 Gold Crowns to Hire
Asura that have proven themslves in battle are known to grow bigger and stronger than those that fail or flee. Among the Asura size matters, whilst not big enough to challenge the Warchief, Big Ones make sure that they are above all those that are smaller than them.
M WS BS S T W I A LD
4 4 3 3 4 1 3 1 7
Weapons/Armour: May choose weapons, and armour from the Asura List.
Special Rules
Wrath of the Asura- See Above
Boiling Blood- See Above
0-1 Dark Priest
45 Gold Crowns to Hire
The Dark Priest of an Asura warband is often the most feared member of the group. Those that have fought them claim to hear the slickly whispers of the Dark Gods coming from the Priet's lips. With red eyes, the gaze of the Dark Priest of the Asura looks through into the darkest parts of your soul.
M WS BS S T W I A LD
4 3 3 3 4 1 3 1 7
Weapons/Armour: May choose weapons and armour from the Asura List.
Special Rules.
Wizard: An Asura Dark Priest is a wizard and uses Asura Magic. See Asura magic for his spell list.
Wrath of the Asura- See Above
Boiling Blood- See Above
Henchmen (In groups of 1-5)
Asuras
25 Gold Crowns to Hire
Asuras are savage and tough. Darker than their green-skinned cousins, they are wilder and more vicious. Men speak only of Asura in hushed tones, fearful that they may call their presence, and their fury.
M WS BS S T W I A LD
4 3 3 3 4 1 2 1 7
Weapons/Armour: May choose weapons, and armour from the Asura List.
Special Rules
Wrath of the Asura- See Above
Rakshasas
15 Gold Crowns to Hire
Rakshasas are annoying and malicious creatures. They find themselves attracted to travelling with Asura tribes, attacking when they can, but mainly waiting to scavenge once its all over. Less intelligent then the Goblins they seemingly resemble, they make up for it with their cruelty.
M WS BS S T W I A LD
4 2 3 3 3 1 3 1 5
Weapons/Armour: May choose weapons, armour, and from the Imp List.
Special Rules
Runts: Rakshasas may gain experience but if they happen to roll ‘That Lad’s got talent’ they are immediately killed by their Asura overlords for becoming too ‘mouthy’ (remove the Rakshasas from the roster).
Not Asura: Asuras don’t expect much from Imps, and are therefore not unsettled if Rakshasas or Dandasukas break or get cut down in battle. In fact, they expect as much from these weaklings! Therefore, when testing to see if an Asura Warband needs to take a Rout test, each Rakshasas Warrior or Dandasukas taken Out Of Action only counts as half a model..
0-5 Dandasukas
15 Gold Coins to Hire
Strange bouncing balls of teeth, claws and horns. Dandasukas are often found following Asura tribes, eating whatever they can catch. Asura find it amusing to watch. Occasionally a Dandasuka will start to mutate becoming bigger and more dangerous, when this happens, even other Asura must watch out.
M WS BS S T W I A LD
2D6 4 0 4 3 1 4 1 5
Weapons/Armour: Big gob and brutality! Dandasukas never use or need weapons or armor.
Special Rules:
Movement: Dandasukas do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Dandasukas, roll 2D6 for the distance they move. Dandasukas 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.
Minderz: Each Dandasukas must always remain within 6" of a Imp Warrior, who keeps the creature in line. If a Dandasukas finds itself without a Imp within 6" at the start of its Movement phase, it will go wild. From that point on, move the Dandasukas 2D6" in a random direction during each of its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. The Dandasukas is out of the Asura's player’s control until the end of the game.
Not Asura: See Rakshasas Warriors entry for rules.
Animals: Dandasukas are animals of a sort and so do not gain experience.
A Taste for Chaos: After each game, if you have more than one 1 Dandasukas, roll 1D6: on a roll of 1, one of them has been eaten by another. This new alpha becomes a separate henchman group and gains one henchman advance, (on a "The Lads Got Talent" roll the creatures gains a random mutation from the Power of the Stones table). From now on, only roll 1D6 for this creature... if there are no other Dandasukas to eat up, he eats a henchman of your choice but does not gain an advance. While you have one Alpha, another will not appear, nor will any other Dandasukas attempt to eat another.
Skill Lists
Combat Shooting Academic Strength Speed Special
Warchief x - - x x x
Big Ones x - - x - x
Dark Priest - - - x - x
Marks of the Gods*
*May only be bought by Asura Warchiefs, a Warchief may only have one Mark of the Gods
Mark of Mabrok : Cost: 35 Gold Crowns
The Asura is burned with the great mark of Mabrok, the three spheres, that weep foul pus constantly. It gains +1 Wound and is immune to all poisons.
Mark of Khakkekk: Cost: 35 gc
A Daemon lives within the Asura’s soul. This gives him a 4+ save against the effects of spells or prayers. Roll a leadership test at the beginning of the game, if passed the warrior is subject to frenzy.
Mark of Tzablekk: Cost: 35 gc
The Asura is watched over by the mysterious Tzablekk, changer of fate. Before the battle roll a D6, the result is the number of rerolls the Hero may make during the following game. If a 1 is rolled the Hero must miss the game.
Mark of Sla'ekk: Cost: 35 gc
The presence of Sla'ekk causes confusion in his opponents. In close combat with the Asura, reduce the enemy's attacks by -1, down to a minimum of 1. The Asura may decide which attack his opponent loses.
Mark of Gork and Mork: Cost 20 gc
The swirling blue markings that cover the Warchief seem to protect him from all manner of threats. The Warchief gains a 6+ invulnerable save against Spells and Prayers, as well as Ranged attacks, must be taken after any normal saves.
Asura Magic
1. Fire of Tzablekk: Twin bolts of green flame shoot from the Shaman’s nose to strike the nearest enemy model. Range 12". Each of the two bolts causes D3 S3 hits; the bolts can either be fired both at the closest enemy target or split between the two closest enemy targets. Difficulty: 8
2. Touch of Mabrok: The Dark Priest bestows the gift of pus-filled buboes upon his enemies. This spell has a range of 8" and affects a single enemy warrior. The warrior must pass a Toughness test or lose a Wound. No Armor saves are allowed. Difficulty 7
3. Gaze of Sla'ekk: Choose one enemy model within 12”. For the duration of the spell the model reduces it’s Ld by D3 +1 (to a minimum of 2) if it is not immune to psychology. The model must pass a Ld test at the beginning of it’s turn to end the spell. The spell breaks also when the Dark Priest loses a wound. The Gaze of Sla'ekk can only enchant one model at a time. Difficulty: 8
4. Knife of Khakkekk: A huge, red knife appears in the hand of the Dark Priest. The demonic blade counts as a normal sword with +2 Strength bonus and gives the Shaman +1 attack as well. This spell lasts until the Dark Priest suffers a wound. Difficulty: 7
5. Call of Gork: The Dark Priest’s howling invigorates the Asura to fight even harder for Gork. Any Asura within 4" of Dark Priest will automatically strike first in hand-to-hand combat regardless of other circumstances. The spell only lasts until the caster is Knocked Down, Stunned or taken Out Of Action. Difficulty: 9
6. Cunning of Mork: The Dark Priest disappears in a green mist, confusing his enemies. No enemy may charge the Dark Priest during their next turn. If the Dark Priest is engaged in hand-to-hand combat he may immediately move 4" away. Difficulty: 6
Asura Special Skills
- Mutant- The Hero may buy one extra random mutation. See the Power of the Stones table of the Asura on special rules. This skill may only be taken once, following the Boiling Blood rules, and may only be taken if a Heroes mutation has been locked in.
- Thick Skull: The warrior has a thick skull even for an Asura. He has a special 3+ save on a D6 to avoid being Stunned. If the save is made, treat a Stunned result as Knocked Down instead. If the Asura also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal helmet special rule).
- Asura fury: Asuras are aggressive creatures and some are experts at bulldozing charges. The warrior may add +D3" to his charge range.
- Thick hide: Such is the toughness of the Asura that he may add +1 to any armor saves.
- Headbasher: Asuras have massive physical strength and some of them even learn to aim their blows at the heads of their opponents, with obvious results. Any Knocked Down results which the Asura causes in hand-to-hand count as Stunned results instead.
- Horned One: The Asura has mighty horns, and can make an additional Attack with its basic Strength on a turn it charges.
- Fearless: Immune to Fear and All Alone tests.
Asura Equipment
Asura List
Melee Weapons
Dagger – first free/2 gc
Mace/Club – 3gc
Axe – 5gc
Sword – 10 gc
Spear – 10gc
Double Handed Wpn – 15gc
Flail – 15gc
Morning Star – 15gc
Range Weapons
Throwing Axe (Throwing Knife) – 15gc
Armour
Shield – 5gc
Light ar. – 20gc
Helmet – 10gc
Rakshasas List
Melee Weapons
Dagger – first free/2 gc
Mace/Hammer – 3gc
Spear – 10gc
Range Weapons
Short Bow – 5gc
Slings – 2gc
Armour
Shield – 5gc