Squig & Snotling Games
While not out stompin' humies and smashin' pointy ears inna dust (or in my case, getting shot to pieces) Orcs 'n' Gobbos like to relax by watching various competitions and games put on by the Squigs and Snotlings in their tribe. Many games are so popular that, should two tribes meet, they hold great festivals where teams play against each other for a trophy, usually a Dwarf's beard cloak or trinkets from pillaged villages and towns.
The following games are the most popular amongst the Orc & Goblin tribes of the Old World.
Snotling 500
The Snotling 500 can be played by two or more players on a board of, at least, 6' by 2'. The board may be larger if you wish and you may place small obstructions (rocks, bushes, dead Dwarves) on the board to represent natural obstructions. One short end of the board should have a line 6" in from the side. This is the starting line. At the other end there should be a line 1' in from the side. This is the finish line.
Each player should take a Snotling Pump Wagon, you may take more if you want, and place it, or them, behind the starting line facing the far end of the board.
Starting with the player whose Pump Wagon is the furthest to the left and moving clockwise each player rolls 2D6 and moves their Pump Wagon that distance. Should the player roll a double the Pump Wagon moves in a random direction forward. Roll the Scatter die and move the Pump Wagon in that direction, re-roll the scatter die if the arrow points back towards the starting line. Should a player roll a double six the Pump Wagon moves in a random direction, as normal, but only 6" then stops, the Pump Wagon has had an accident and broken down. The Pump Wagon misses it's next turn while the pit crew run out and fix, it but moves normally after that. Should a player ram into the back of another player they count as having charged and the attacks from the ramming Pump Wagon and crew are worked out as detailed in Warhammer Armies Orcs & Goblins (Note: the other Pump Wagon Crew may not fight back). Should a Pump Wagon crash into a wall (the sides of the table) or any other obstacle it will take damage to the Wagon as detailed below:
Speed (2D6 roll) | Strength of hit |
2-3 | 1 |
4-5 | 2 |
6-7 | 3 |
8-9 | 4 |
10-11 | 5 |
Note: if a roll of 12 moves you into a wall you stop when you hit the wall and take no damage but still miss your next turn, as normal.
Play continues until one player crosses the finishing line. All the players to the right of the player crossing the finishing line may have their turn but the any others to the left of the player may not have an additional turn. After this has happened the player furthest past the finishing line is declared the winner and if two or more players are an equal distance past the finishing line then the race is declared a tie and you should play another race with the winners to find the overall winner. Should any Pump Wagons ram into each other past the finishing line hits are worked out as normal.
Squig-iators is most popular amongst the Night Goblins due to the large number of squigs that inhabit the caves in which the goblins live.
Squig-iators is played in a large square or circular pit. Each team drops one of their own squigs into the pit. The squigs then proceed to attack each other until only one is left alive. This squig is the winner.
This game should be played on a table of, at least, 3' by 3'. Each player may only take one squig model. All the squigs are placed equal distance apart on the edge of the table. Each player rolls a D6 and the highest score moves first. Play continues in a clockwise fashion with each player moving their squig 2D6" each turn. The player must move their squig towards the nearest squig unless they roll a double on the dice. When this happens the squig moves in a completely random direction, determined by rolling the scatter die. Sould a squig bounce into a wall if will bounce off again in a randon direction, but will sustain no damage.
Squig-iators have a different profile to normal squigs and it is shown below:
Profile | M | WS | BS | S | T | W | I | A | Ld |
Squig-iator | 2D6 | 3 | 0 | 5 | 4 | 3 | 4 | 2 | 3 |
Note: Leadership values are not used in the game but are given anyway.
There are two variations on the Squig-itors contest:
The first variation uses Squig Hoppers instead of normal squigs.
The squigs retain their Squig-iator profile but instead are ridden by a Goblin Big Boss.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Big Boss | 4 | 4 | 5 | 4 | 4 | 2 | 4 | 3 | 6 |
Squig-iator | 2D6 | 3 | 0 | 5 | 4 | 3 | 4 | 2 | 3 |
The second variation uses 1 Squig and 1 Goblin Big Boss.
The big boss is armed with a hand weapon and may also take either an additional hand weapon or a spear and shield.
The Bretonnians may be world famous for their jousting, but it was really the Orcs who started it all. While the Bretonnians joust for women and/or magic items the Orcs joust to see who's the best.
Joustin' is most often used when a Orc wants to advance his status in the tribe. He challenges the Orc directly above him and, if he wins, he and the other Orc swap rankings in the tribe.
The joust is conducted with the two Orcs riding Warboars and armed with spears, swords and light armour (see below). The opponents charge towards each other across a piece of flat land aiming their spears at each other. If one Orc is knocked from his boar the other Orc also leaps off and they both engage in hand-to-hand combat. Eventually one Orc emerges as the winner and is treated to a large jug of squiglet beer while the loser returns to his hut to lick his wounds and contemplate revenge. (Note: Goblins don't take part in joustin'. They much prefer a quick dagger in the back of their opponent.)
Each Orc uses it's own stat line (So a Savage Orc Boss will use a Savage Orc Bosses stat line etc...), the warboars play no fighting part so their stats are not needed. Each Orc is armed with a spear, sword and light armour.
The official method (or as official as Orcs can get) of combat is as
follows:
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