Forest Goblin Squig Flyers - or the fart of death Goblins are mad. This is a very well known, long established fact. There is almost nothing that the little buggers won't get up to, except perhaps for holding their ground in battle. Lob themselves hundreds of metres into the air with a gigantic catapult held together by old shoelaces and rust, supported only by the flimsiest of paper and matchstick wings - the doom diver gets more volunteers than are needed in each battle. Chase a bunch of ravenous blobs with teeth, which are only too happy to eat them, around the place, no problem. Bounce the same toothy blobs into battle, risking life, limb, and indigestion, no worries... And so, Forest Goblins being no saner than any other Goblin, out of the woods and forests of the Old World come... the Forest Goblin Squig Flyers. What are they, you ask in stunned disbelief? Squigs that can fly, that's what. Equipped with tiny wings and a Forest Goblin pilot, armed with teeth sometimes bigger than the rest of the squig, and powered by raw flatulence, the squig flyers are destined to take the world by storm (or at least by fart...). Forest Goblin Squig Flyers . . . . . . . . . . . 30 points per model Your army may include up to 5 Squig Flyers for each mob of Forest Goblins (including Spider Riders) in your army. They operate as individual models, and never have champions, standards, or musicians. Profle M WS BS S T W I A LD Goblin Pilot 4 2 3 3 3 1 2 1 5 Flying Squig 2d6 4 0 5 3 1 5 2 2 Equipment: None, apart from the squig's enormous teeth. Save: 6+ Special Rules: Movement - Flying squigs, being powered as they are by extremely vicious, loud, smelly, and prolific farts, move a random distance each turn, being determined by 2d6. The Forest Goblin pilot, by pulling on the squig's tail or horns, or just by belting the hell out of it, can, to a certain extent, control the direction of the squig. Before rolling the dice for movement, declare which direction the squig will travel. If you roll a double, then the squig ignores its pilot, and moves in a completely random direction, as determined by the scatter dice. No charges are made by Flying Squigs - if they move into or across a unit, they simply attack. If a squig flyer ends its move inside a unit, it will float off again, towards another unit, after attacking. Thus a swarm of flying squigs could fart its way down a battle line, striking each time it passes over a target. Combat - Flying squigs do not charge into combat, they simply float over a unit, biting as they go. Thus, any unit over which the squigs move will be attacked. More than one unit can be attacked if you are lucky enough with the dice. When attacked in this way, the victims' unit cannot attack back - the shock and fumes have a somewhat deleterious effect. If a squig rolls a 6 to wound, then it has bitten off the head of its victim - no wound is inflicted, the model is killed outright, and no saving throw of any sort can be made. The Forest Goblin pilots are too busy steering and holding their noses to fight in combat. An important note - ANY unit crossed by flying squigs will be attacked, including your own. This can make them very dangerous indeed, especially when you roll a double for their movement. Charging Squig Flyers - Enemy units can charge the flying squigs, who will be pulled down to the ground and set upon. Only if they charge can a unit strike squig flyers. Squigs grounded in this fashion cannot float off again until the combat is over, the enemy being dead or having fled. Casualties - Flying squigs don't just drop dead, oh no, it's worse than that. These squigs are powered by farting - their wings just flap madly to keep them up in the air. As such, they tend to be explosive when killed... If a squig is killed, then one of two things will happen, as determined by a d6: 1-3 the squig explodes on the spot. If it was killed in close combat, then the killer suffers 1 S3 hit, followed by another S2 hit from the plummetting Forest Goblin, who was thrown up into the air by the blast and is now on his way back down... 4-6 the squig blasts off like a spiked balloon. The goblin is hurled off, and lands on the killer (if killed in combat) for a S2 hit. The squig, after it has deflated, will come to rest 2d6 inches away in a random direction (determined by the scatter dice), and will inflict 1 S2 hit on anyone it lands on. Shooting - squig flyers are single models, even if they are found in a clump. All shots are worked out as is usual for cavalry. Psychology - Squigs of all sorts are permanently infuriated, and ignore all psychology. Flying squigs are no different. Their pilots have little influence over them apart from steering them to their next meal. Squig Flyers are immune to psychology, and cannot be broken in combat. With thanks to Versif for the idea which spawned this lunacy... To anyone at GW, please feel free to use this idea for the next Orc and Goblin book - I won't complain, in fact I will congratulate you.