vizn3r/warhammer40k-lore huggingface dataset:
Squad Command (Video Game) - Multiplayer: The multi-player function can support up to nine players on local wireless connection or globally via Wi-Fi.The mode has nine different maps and players choose between three Space Marine Chapters (Ultramarines, Imperial Fists and the Salamanders) or three Chaos Space Marine Legions (Word Bearers, Warriors of Mayhem and the Black Legion) to side with and battle against.Squad command on the Nintendo DS also allows for a limited (1 vs. 1) DS download play option, featuring 4 different Space Marine Chapters to choose from.
Squad Command (Video Game) - Gameplay Features: Squad Command uses a unique turn-based gameplay system to mimic the play of the tabletop wargame.It features fully destructible 3D environments and over 20 weapons to utilize, such as the bolter and powerfist [scroll down for a full list]. According to THQ, Squad Command will fully make use of the two platforms portable functionality.Squad Command uses Hit Points (HP) and Action Points (AP). Hit Points are used to calculate damage to a unit, when a unit's HP hits zero they are removed from the battle as a casualty. Action Points represent the time a unit has to act in a round, and are expended when the unit moves or fires a weapon. Movement uses up varying amounts of AP depending on the distance moved (up to all a unit's AP, if so desired) whereas weapons have a minimum amount allowable.The player can simulate taking time to aim a shot to increase accuracy, by increasing the amount of AP used whilst firing. This is depicted by a band of fluctuating color, which tightens and darkens as more AP are spent, until a shot is virtually guaranteed to hit. Terrain is destructible as well, allowing for sufficiently powerful weapons to destroy an object and simultaneously damage enemies taking cover behind it.If a unit ends its turn with enough AP to fire their weapon, they enter "Overwatch" mode during the enemy's turn. In Overwatch any enemy unit that enters the Overwatch unit's line-of-sight is fired upon. Some heavy weapons (such as Sniper Rifles or Plasma Guns) lower the amount of AP a unit may use in a turn, to simulate the added time taken and complexity of their use.Units from the tabletop game are featured in the game, including:Imperium: Scout Marines, Space Marines, Terminators, Grey Knights Terminators, Predator Destructors, Land Speeders, Dreadnoughts, Land Raiders and WhirlwindsChaos: Chaos Cultist, Chaos Space Marines, Chaos Terminator, Obliterators, Bloodletters of Khorne (referred to as "Summoned Bloodletters" in the game), Chaos Predator Destructors, Chaos Dreadnought, Chaos Land Raiders and DefilersWeapons available to infantry units include:Bolter, Cultist Rifle, Combat Shotgun, Heavy Bolter, Sniper Rifle, Missile Launcher, Plasma Gun, Chainsword, Lascannon, Power Fist, Storm Bolter, Heavy Flamer, Assault Cannon, Psycannon and the IncineratorWeapons available to vehicles include:Autocannon, Heavy Bolter, Lascannon, Heavy Flamer, Assault Cannon, Dreadnought Power Fist, Twin-linked Lascannon, Twin-linked Heavy Bolter, Missile Launcher and Whirlwind Missile Launcher
Squats (Original) - History: The Squats' history is divided into five "ages," each marked by a dramatic change in both galactic conditions and Squat society. These ages include the following time periods.
Squats (Original) - Age of Founding: The Squats' Age of Founding is equivalent to the period that Imperial scholars refer to as the Age of Technology. This is not technically the first period of the Squats' history, as they had yet to evolve their current physical forms, but is the time of the founding of the Human mining colonies in the galactic core that would become the Squat Homeworlds.Almost 20,000 standard years ago, interstellar transportation and communication between these planets and Old Earth was continuous, testament to the importance of these colonies to the Human homeworld and the great interstellar civilisation it once led.Terra also kept the Mining Worlds well-supplied with that which they could not produce for themselves in adequate amounts, primarily food. This period of contact and interaction lasted until the start of the Age of Strife in the 25th Millennium A.D.
Squats (Original) - Age of Isolation: The Age of Isolation corresponds with the earlier part of the Age of Strife -- around 18,000 to 16,000 Terran years ago. The galactic core was cut off from the rest of Human space by the devastating Warp Storms that marked the dawn of the Age of Strife and the beginning of the gestation of the Chaos God Slaanesh in the Immaterium.Many worlds were swallowed by the Warp and disappeared forever, whilst others were trapped in stasis and became lost within the swirling tides of the Immaterium. Most survived this terrible period, although they were separated from Old Earth and all contact was lost with the rest of the Human-settled galaxy. During this time of isolation and danger the Squat worlds still in contact with each other began to organise for their mutual defence.It was at this time that the Squats began to refer to their worlds as the "Homeworlds." The Homeworlds remained isolated for thousands of standard years and their inhabitants learned to survive in a universe that was becoming increasingly hostile. Those that survived grew and prospered. Settlements were enlarged and fortified into impregnable strongholds.They soon developed alternative technologies to make up for the lack of supplies from Old Earth. During this isolation, the Squat Guilds were formed as politically and culturally important parts of Squat society, and the Squat colonies joined together in alliances and confederations called "leagues" that were formed from complex trade and political agreements.The engineers produced by the Guilds were true engineers grounded in the scientific method rather than the religious dogma-bound tech-priests of the Adeptus Mechanicus who understand very little about the true scientific principles that underlie most of the technology they so ardently hoard.
Squats (Original) - Age of Trade: The Age of Trade took place during a slight abatement of the Warp Storms that marked the Age of Strife and led to the Squats encountering other intelligent species, including the Orks and Eldar.At the beginning of the Age of Trade, some Squat strongholds were attacked, but the aliens quickly realised that the Squats were determined and tenacious fighters, and that trade and commerce with them was a more practical arrangement.The Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and the xenos' high-technology systems. To this day, Squat hydroponic plants, developed with Eldar help, are among the most efficient food sources in the Imperium.The Squats remained carefully neutral in the numerous conflicts between the Eldar and the Orks, maintaining trade links with both sides.There were inevitably small wars from time to time, but for the most part the Squats' complex structure of treaties and trade agreements maintained a stable peace.
Squats (Original) - Age of Wars: The Age of Trade lasted for nearly three Terran millennia, but finally collapsed when an enormous Ork battle-fleet, under the command of the Warlord Grunhag the Flayer, attempted a full-scale invasion of the Squat Homeworlds. Losses on both sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the Squats' underground settlements.The Squats appealed to their Eldar trading partners for help against the invading Orks, but none was received, resulting in the development of a deep animosity among the Squats towards their former allies. The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the double betrayal by Orks and Asuryani gave rise to a cultural enmity for both species which still persists.Many Squat strongholds were wiped out by the Orks, and the traditional Squat epic ballad known as The Fall of Imbach commemorates one such destruction.Even in the 41st Millennium expeditions were mounted from the Squat Homeworlds in search of lost strongholds, and these expeditions were often accompanied by Adeptus Mechanicus Tech-priests, eager to rediscover lost Squat technology.
Squats (Original) - Age of Rediscovery: The Age of Rediscovery was the most recent past phase of Squat history, corresponding to the Great Crusade and the current Age of the Imperium for the rest of Humanity.As the Imperium of Man emerged from the Age of Strife and began to reunite the scattered worlds of Humanity, the Squat Homeworlds were rediscovered and contact with the Imperium was established.The Imperium found that a distinct culture had developed on the Squat Homeworlds, and that the Squats had moved outwards through the galaxy, extending their own domains.Often they settled harsh planets similar in climate to their Homeworlds, but they also occupied more conventional worlds able to support normal Human civilisations.
Squats (Original) - Squats and Chaos: To their eternal shame, many Squat strongholds and brotherhoods sided with the insidious forces of Chaos. During the wars of the Horus Heresy, Squat forces fought on both sides, and inevitably some fell prey to the corruption of Chaos.Like the other followers of Horus, many of these Squat followers of Chaos were banished into the Eye of Terror, but rumours persist of isolated groups of Chaos Squat raiders in various parts of the Imperium.It has even been rumoured that some of the Squat strongholds which were lost to the Warp Storms of the Age of Isolation may have survived, their horribly mutated inhabitants raiding into the Imperium from time to time.
Squats (Original) - Squat Anatomy and Physiology: The Squats are the most Human-like of the Abhuman subspecies, standing about two-thirds the height of a normal Human at four feet or 1.4 metres with a stocky, powerful build.Their hair is very strong and fast-growing, and most Squats cultivate short, pointed beards, or at least moustaches and sideburns.Despite their short, thick-fingered hands, Squats have a very high degree of manual dexterity, and are able to operate the most intricate machinery with ease.Squats are extraordinarily long-lived by normal Human standards. A lifespan of 300 Terran years is normal, and some Squats, known as Ancestor Lords, are often so ancient that their true age can only be guessed at.In character, Squats are an honourable people, but they are also irascible and often short-tempered. In battle they are renowned for their doughty resolve and tenacity as warriors.Coupled with their amazing abilities as miners, engineers and workers of metals, this has made them a valuable asset for the Imperium.
Squats (Original) - Squat Society: Squat society was based on the social unit known as the stronghold. A stronghold may have been a surviving mining community from the original colonisation of the Squat Homeworlds, or a so-called "newhold," founded when the Squats expanded during the latter part of the Age of Isolation and the early part of the Age of Trade.Strongholds were self-contained, autonomous communities, ruled by a hereditary Squat lord and an aristocratic class known as the "Hearthguard." They were comparable to the city-states of early Terran cultures, and a great number of strongholds sometimes co-existed close together on the same world or in the same star system.Strongholds joined together into "Leagues" for mutual defence, trade and other dealings with the Imperium. A League often varied in size considerably; the League of Emberg, for instance, consisted of 4 strongholds, while the powerful Kapellan League was comprised of over 3,000.Each League was ruled by a high council, comprising the lords of each member stronghold. The high council debated all matters which affected the League as a whole, and ratified trade and other agreements on behalf of its member strongholds; it also served as a court of appeal for cases which involved the death sentence.There was no formal organisation between the Leagues on any of the Squat Homeworlds, although they maintained constant communications with each other and acted together in times of war.
Squats (Original) - Near-Extinction of the Squats: The Tyranids are not usually drawn to relatively barren planets like those that comprised the Squat Homeworlds; nonetheless, what little life they possessed was consumed by a Tyranid hive fleet, most likely a splinter fleet of Hive Fleet Behemoth in the 41st Millennium.The Squat sub-species was essentially destroyed, and the few remaining homeworlds were annexed outright by the Imperium of Man over the two centuries after the attacks.Only a few scattered and embittered settlements of Squats survive throughout the Imperium at the present time, though some continue to serve in the regiments of the Astra Militarum and eagerly lend their aid to the destruction of Orks and Tyranids alike.
Squats (Original) - Legacy: Squats have long memories and never forget an act of treachery or a broken promise. The Squats carry grudges for millennia, and none so strongly as that they bear for the Orks, who betrayed the Squats on more than one occasion and inflicted many losses upon them in war.The relationship between the Squat homeworlds and the Imperium has always been strained, and the history of the two peoples is studded with bouts of war and ill-feeling. Squats are not diplomatic by nature, and their brutal manners and fierce tempers do not always inspire confidence in men.But the Squats care little for the effete ways of men or the mincing delicacies of the Aeldari. Squats are robust in body and gruff in manner, and consider other intelligent species -- including their Human kin -- fragile and lacking in the good, honest Squat virtues of comradeship and directness.It appears that the Squats in the late 41st Millennium were almost entirely wiped out by the Tyranids, though presumably those who were in the interior of the Imperium of Man during the attacks remain alive and enraged, surely harbouring a truly heroic grudge against the Tyranid Hive Mind.
Squats (Original) - Sources: Citadel Journal 20, "Epic 40K: Squats," by Warwick Kinrade, pp. 35-46Citadel Journal 14, "Epic 40K: Steel and Stone - The Steel Hawk & War Hawk Gyrocopters, Specialist Land Train Battlecars," and "Ahoy There! Ye Mutinous Dogs! - Pirate Armies, Part 2," by Phil Lowles, pp. 27-31, 43, 49Codex Imperialis (2nd Edition), pp. 29, 71-75Codex: Titanicus (2nd Edition), pg. 60Codex: Tyranids (2nd Edition), pp. 36-37Ork and Squat Warlords (Warhammer: 40,000 Epic Supplement)Necromunda Gang War 2 (Specialty Game), pg. 5Warhammer 40,000 Chapter Approved: Book of the Astronomican (1st Edition), pg. 42Warhammer 40,000: Compendium (1st Edition), "Warhammer 40,000: Squats - Space Dwarf Warriors & Mercenaries," by Bryan Ansell, Nigel Stillman & Graeme Davis, pp. 164-183Warhammer 40,000: Rulebook (6th Edition), pg. 405Warhammer 40,000: Rogue Trader (1st Edition), pg. 175White Dwarf 170 (UK), "Squat Cyclops," by Andy Chambers & Gavin Thorpe, pp. 11-13White Dwarf 154 (UK), "Space Marine Battle Report: The Battle for Golgotha - Orks vs. Squats," by Andy Chambers & Jervis Johnson, pp. 34-49White Dwarf 153 (UK), "'Eavy Metal - Epic 40K: Squat War Machines," by Games Workshop Studio Staff, pg. 11White Dwarf 151 (UK), "Cover: Warlords," by Dave Gallagher, "Mekboyz & Squats - The Land Train & Iron Eagle Attack Gyrocopter," by Andy Chambers, "'Eavy Metal - Epic: Squats - Land Trains & Squat Warrior Brotherhoods," pp. 45-48, 50-53White Dwarf 127 (UK), "Squats: How To Design A Squat War Host," byWhite Dwarf 113 (UK), "Volskheim Brotherhood," by Paul Bonner, pp. 6-7White Dwarf 111 (UK), "Squats," by Bryan Ansell, Nigel Stillman & Graeme Davis, pp. 27-46, 48-50Warhammer 40,000: Dark Millennium (2nd Edition Box Set), Squat psychic power cards (Squats Emblem)Extinction of the Squats, Jervis Johnson, 7/28/2004Warhammer Community - What April Fools? The 41st Millennium’s Next Faction is Real – Here's a Model to Prove it
Squig Katapult - Squig Katapult: The Squig Katapult, also spelled Squig Catapult, is a long range artillery weapon that is used by Feral Ork tribes. The Squig Katapult hurls large pots filled with Buzzer Squigs. The pots crack open when they land and enraged swarms of Buzzer Squigs pour out to attack anything nearby.These Squigs take the form of large, voracious, insect-like creatures that are capable of stripping the flesh off a man-sized creature in mere seconds. Squig Katapults are usually replaced in more technologically advanced Ork tribes with Big Gunz.
Squig Katapult - Construction: The weapon is usually made from a combination of wood, box girders, and various pieces of scrap metal scavenged by the Orks from wrecked and destroyed enemy vehicles. Metal used in the construction of the catapult is fashioned into girder-like sections and perforated with large holes in an effort to reduce weight. These sections are bolted together before battle, and broken down by the weapon's Gretchin crew to be carried to other battles.The Squig Katapult operates by a simple mechanism: the ammunition (a pot full of Buzzer Squigs) is loaded into the pot mounted on a long arm that is held under tension by powerful springs. The arm is wound back by a crank and handle and then fastened to a catch that is operated by a lever. After the pot is loaded into the holder the lever is released and the arm flings the pot of Squigs towards the target at high speed.
Squig Katapult - Role: The accuracy of the weapon is notoriously poor as it is usually fired randomly at a high trajectory, although this can be useful as it can be sent flying over any intervening terrain. This flaw is easily overcome by the fact that the Buzzer Squigs are living creatures and are perfectly suited to finding their own targets once their pot is destroyed. The Squigs are enraged from the shattering of their pot and rush out to swarm over any nearby enemies, although they will not attack any Greenskin due to their dislike of the taste of the symbiotic algae which flows in their blood.Any unit that fails to defend themselves are eaten alive, entire tank crews are wiped out, often rendering their vehicle useless. Even mighty Space Marine Dreadnoughts can have their vital circuitry ripped apart by enraged Buzzer Squigs. Sometimes the Buzzer Squigs will disperse quickly but they may also stay together for some time as a swarm, attacking at random.When the catapult fails, it is usually quite a spectacular sight. It either manages to destroy itself as the strain becomes too much, or a minor fault prevents it from firing at all. On occasion, a Gretchin is loaded by mistake, sending it to its death, though if the little Greenskin lands well, he may take out one or two of the Greenskins' foes as well.
Squig Katapult - Also See: Ork Vehicles
Squig Launcha - Squig Launcha: The Squig Launcha is an Ork infantry weapon that, as its name suggests, fires various breeds of the vicious Orkoid organisms known as Squigs at the foe. It is a favourite weapon of the Orks that crew a Rukkatrukk Squigbuggy.The Squig Launcha is Ork-portable, often tossed between one crewman and another in order to quickly deliver the perfect Squig into the middle of an enemy squad, bunker or transport as the Rukkatrukk rides past. Three types of "ammunition" are favoured for use with a Squig Launcha -- Bitey Squigs, Bile Squigs, and Boom Squigs.
Squiggoth - Squiggoth: A Squiggoth is the largest species of Squigs, a form of ravenous Orkoid creature used by Orks as food and pack animals. Squiggoths are most commonly used by pre-industrial Feral Orks, but can be found among their more technologically advanced spacefaring counterparts as well.However, this variety of Squig is just as capable as a weapon, and can sow devastation in its wake as it transports Ork Boyz and their weapons across the battlefield. The Magos Biologis of the Adeptus Mechanicus have identified Squiggoths as fungal lifeforms, though they are fairly rare and can only be grown to their largest size by the specialist breeder Pigdokz of the Snakebites klan.The size of the Squiggoth is determined by the effectiveness of the feed-formula the breeder gives his creature. A Squiggoth's size ranges from that of a Leman Russ tank to that of a small Titan, although generally they are somewhere between these two extremes of size.Squiggoths are reptilian in nature and resemble Terran dinosaurs, although there have also been reports of mammoth-like Squiggoths adapted to cold climates that possess heavy fur and tusks. Squiggoths used for combat will have armoured barding placed around the creature's neck and head, along with a small armoured howdah (or even a fort on the largest Squiggoths) built on the creature's back. The fort carries Ork Boyz, along with powerful Ork artillery pieces such as Supa-Lobbas.The pinnacle of the Runtherd's art, the Squiggoth is the largest and most aggressive of all the Squigs. Bred primarily by the Snakebites and sold to any warband or tribe who can afford them, Squiggoths are massive, reptilian quadrupeds with a mouth full of wicked teeth and an incredibly savage demeanour.Each Runtherd has his own special recipe of Squiggoth feed, and these recipes are constantly modified and tinkered with to eke out the maximum amount of growth possible. The smallest Squiggoths, although still huge and very dangerous, are the product of inferior, low-quality feed mixes, and are considered runts among their larger cousins.Large Squiggoths are the result of carefully crafted diets (supplemented by any Orks who stray too near their mouths). The largest of all, the legendary and vanishingly rare Gargantuan Squiggoths bred in the pits of the Snakebites, gain their size and strength from the very best and most potent feeds available to their Ork caretakers.
Squiggoth - Role: Squiggoths are used as a combination battle tank, personnel carrier, and mobile siege engine. Their size, utility, and mindless aggression appeal to the Orks on a visceral level, and much like most aspects of Ork "kultur," Squiggoths seem to be perfectly honed to suit their role and to appeal to the base tastes of their masters.In their natural, unaltered state, Squiggoths make excellent beasts of war. Their massive frames are draped in a thick, scaled hide that provides considerable protection, and their brute strength, massive tusks, and crushing feet can pierce even the strongest defences.An angry Squiggoth set loose on a battlefield can strike terror into even the most stalwart heart. Of course, being bestial and relatively dimwitted, Squiggoths are hard to train and hard to control, when they are not simply eating their so-called owners.
Squiggoth - Armament: While feral Orks and those of the Snakebites clan are certainly wont to field Squiggoths as they came from the crèche and use them simply as beasts of burden to transport Boyz, the other klans fit a number of upgrades to their huge and savage pets.When outfitted for war by most of the klans, a Squiggoth is first fitted for a suit of Squiggoth armour, an articulated suit of cobbled barding. Along with the armour, Squiggoths are fitted for fighting platforms called howdahs, which mount heavy weapons and carry an assortment of Boyz, both inside and hanging on straps and chains outside.The howdah serves as both a mobile artillery platform and an ersatz armoured personnel carrier, bringing Boyz into the fight and providing heavy fire support to Ork forces engaged with the enemy. Like their less domesticated cousins found among the Snakebites and feral Ork tribes, these armoured Squiggoths can cause incredible damage with their natural weapons, and while the Boyz in the howdah gleefully blast away with their heavy guns, their mount is usually hard at work biting, goring, and stomping flat anything that comes within reach.Gargantuan Squiggoths often mount an entire fortress on their back, a fortified and enclosed pillbox bristling with artillery and heavy weapons, and is perhaps one of the most destructive engines of war in the galaxy. Thankfully, such monstrosities are incredibly rare.
Squiggoth - Squiggoth Subspecies: There are two recognised subspecies of Squiggoth, which like most Orkoid creatures are differentiated by their size.This size is dependent upon the effectiveness of the feed-formula they were given after birth, and so there is actually a large variance in both the size and shape of each individual Squiggoth that will be encountered.However, the Ordo Xenos of the Inquisition currently recognises these three subspecies:Big Squiggoths - Big Squiggoths are the smaller and far more common breed of the beast, which stands about the size of an Imperial Leman Russ tank. Their smaller size is the result of either youth or the poor breeding methods of their Ork caretakers. They often travel in packs, particularly on worlds dominated by Feral Orks.Gargantuan Squiggoths - Gargantuan Squiggoths are monstrous creatures approximately the size of a small Imperial Titan. Their size is the result of their breeding using the special, high-quality feed formula of the Snakebites Clan. These giants are sometimes used as mounts by the most powerful of Ork Warbosses.Orkeosaurus - Orkeosaurus is the largest breed of Squiggoth that is used by the Orks. The Orkeosaurus is larger than all other Squiggoths, including the Gargantuan Squiggoth. The Orkeosaurus is usually found amongst Feral Ork tribes and is rarely, if ever, seen in use by the more technologically advanced Ork klanz. The massive creature is used as both a beast of burden and as a beast of war by the Feral Orks and the Orkeosaurus is highly valued not just for the carnage it can cause in battle but also for the prestige that it can bring to the Greenskin tribe that possesses one. When the tribe marches off to war they are accompanied by the trumpeting calls and the thunderous tread of their mighty Squiggoths and Orkeosauruses.
Squigs - Squigs: A Squig (short for "Squiggly Beast") is the simplest known form of Orkoid life. There are many types of Squig, each generally filling some functional or utilitarian role in the Ork ecosystem. They currently serve as the Orks' primary food source along with Orkoid Fungus, much like herd animals are for Humans.There are many types of Squigs, but each can be generalised into a single variety, such as edible, musical, hair, medical, parasite-hunting, face-eaters, pet, buzzing and paint Squigs. Some, like the face-eater types, are little more than snapping, fanged mouths on legs.Squigs naturally grow and breed within the cesspits of Ork settlements, subsisting on the larger Orkoid species' refuse, as well as local plants, animals, and each other. Tending the Squigs is the duty of the low-caste Orkoids known as Snotlings.It has been theorised by the Genetors of the Adeptus Mechanicus that Squigs were created by the Orks' creators, the "Brain Boyz," as part of a simple, mobile ecosystem that sustains the Greenskin species as they travel from world to world, contributing to the success of this collection of species in conquering large parts of the galaxy.
Squigs - Squig Eatin': All Squigs are edible, but some Squigs are specifically bred as a food source by the Orks. Gretchin are responsible for cooking the Squigs raised and tended by Snotlings, though Orks will eat raw Squig if a cook cannot be found.The rarest form of these Squigs are referred to as Juicy Squigs and require a special Gretchin cook to be prepared properly. Orks reserve the eating of Face-Eater Squigs for special contests.
Squigs - Notable Squig Variants: Squigs come in a variety of shapes and sizes, and all are extensively used by the Orks. The following represents an extensive list of all the known Squig variants; it is likely that there are many more that remain currently unknown to the xenographers of the Imperium. The notable Squig variants include:
Squigs - Attack (Cave) Squigs: Attack Squigs are one of the most common types of Squig. An Attack Squig is a bouncing ball of claws and razor-sharp teeth, with immense variations in morphology between individuals, with some having horns and a devil-like tail, while others are single-eyed or single-nosed creatures. Gretchin use them as both a food source (if the Squig doesn't eat them first!) or as a weapon of war, pushing herds of them into the enemy. Orks like to keep them as pets, and sometimes even as weapons as well.
Squigs - Bag Squigs: This type of Squig has a large, gaping mouth and a bag-like body that is almost entirely composed of stomach. The stomach functions secondarily as a pouch that allows the Squig to survive by slowly digesting food it stores up inside its body. If the Squig is dried out, it can be made into a flask for drinks. If it is tanned like leather, it makes a useful bag or belt pouch.
Squigs - Bile Squigs: Bile Squigs comprise any breed of Squig that squirts, spray or vomit harmful fluids. They are a common ammunition for Squig Launchas and Heavy Squig Launchas used by Rukkatrukk Squigbuggies. Typically launched by the handful, these disgusting creatures squeal and thrash while madly jetting acids, lubricants, poisons and flammable bio-slop in every direction. The foe are drenched in disgusting -- and often harmful -- slime, leading to much hilarity amongst the Rukkatrukk crew as their victims slip, skid, scream in pain, burst into flames, dissolve or worse.
Squigs - Bitey Squigs: Bitey Squigs include any squiggly beast with sufficient jaws, claws and stingers to savage the target and anything standing close by. They are a favourite ammunition for Ork Squig Launchas. Launched gnashing and snarling into the enemy, they latch onto the first thing they hit and do not stop chewing until they are bludgeoned, stomped or shot to death.
Squigs - Bomb Squigs: Bomb Squigs are little more than common Squigs with explosives strapped to their sides or gripped firmly in their teeth. When properly goaded, they run headlong at their master's desired target, detonating their explosive payload when in close proximity. Bomb Squigs are used by Ork Tankbustas. A Bomb Squig is an ordinary Attack Squig covered in dynamite, Stikkbombz and other explosives. A Bomb Squig will charge towards an enemy vehicle and explode in a ball of fire and debris.Those Bomb Squigs which accompany herds of Squighog Boyz often have their legs replaced with a single prosthetic wheel, and are ridden by Snotlings, who are not intelligent enough to tell that their steeds are rigged to explode.
Squigs - Boom Squigs: The Boom Squig is infamous for its defence mechanism of violently exploding at the slightest provocation "to warn off predators." Typically triggered by direct physical contact or surprising loud noises -- or sometimes even by its own bouts of indigestion -- Boom Squigs detonate with such force that they kill or maim anything unlucky enough to be in the vicinity.Needless to say, these creatures not only make for excellent ammunition for Squig Launchas, but they are also dropped by the crews of Rukkatrukk Squigbuggies as living landmines, and are favourite props when it comes to Greenskin practical jokes. Nothing provokes greater amusement amongst a Rukkatrukk crew than hiding a Boom Squig under their driver's seat, though this can prove inconvenient for everyone if it happens to trigger while the buggy is in full motion.
Squigs - Bowel-torrent Squigs: The name speaks for itself. These Squigs are known to be among the most revolting and panic-producing organisms in the galaxy.
Squigs - Burna' Squigs: The Burna' Squig can burst into flames after being thrown.
Squigs - Buzzer Squigs: Buzzer Squigs are an insect-like variation of the Squig typically used by Orks in a Squig Katapult, as they are very vicious and a swarm can strip the flesh off a man-sized creature within seconds. Buzzer Squigs are found among Ork fungus groves and are trapped in pots by Gretchin. The special pots are made from sun-baked mud, drilled with tiny holes to allow the Squigs inside to breathe. The top of the vessel is corked shut and sealed with more mud once a good number of Squigs has been put inside.Normally the Squigs feed by burrowing into other, larger Squigs or small animals such as rats, so when they are captured they soon begin to get very hungry. They can be kept without food in the pot for many solar weeks, getting angrier and more savage all the time.Gretchin can tell which pots contain the angriest Squigs from the high pitch of the droning and the vibrations of the pot as the Squigs try to burrow out (the walls of the pot must be made thick and hard). These pots, each containing a small swarm of enraged Buzzer Squigs, are the missiles fired by the Squig Katapult. The pot cracks open on impact, releasing the swarm of enraged Buzzer Squigs, who attack anyone nearby.
Squigs - Buzzing Squigs: The Buzzing Squig has tiny, propeller-like wings on its tail -- miniature airscrews that allow it to fly like a buzzing insect. When it contacts flesh (which it can smell), it bores in and eats its way straight through the unfortunate target. Upon emerging from the victim, it immediately dives back and bores through again, or sets upon another victim.Orks have learned to use these deadly nuisances as weapons. Gretchin are set to work trapping them for dispersal as swarms around the battlefield. Buzzing Squigs may also be kept in pots and thrown from makeshift catapults like the Squig Katapult. When the pot containing the Buzzing Squigs cracks, it releases a swirling swarm of these flesh-eating monsters.
Squigs - Chewin' Squig: The Chewin' Squig is another variant of the Gob Squig. An Ork can pop this sort of Squig into his mouth and chew on it while he sits and thinks (or sits and enjoys not thinking).
Squigs - Colossal Squig: Colossal Squigs are the largest variants of Squigs known to exist. These cyclopean monsters boast an insatiable appetite, and are in essence no more than an impossibly vast fleshy maw studded with row upon row of scimitar-bladed teeth.
Squigs - Eating Squig: An Eating Squig is a limbless blob used as the primary Ork food source. It resembles an elongated, squarish slug with two eyes and a small pug mouth between its two eyes.
Squigs - Guard Squig (Squig Hound): Ork Kaptins have been breeding a form of Squig known as a Guard Squig, or Squig Hound to some. This creature has all the ferocity of an Attack Squig, but is bred to be utterly loyal to its master and to stay by his side and protect him at all costs. Squig Hounds can be almost affectionate with their keeper and tend to lie at his feet like a contented dog unless danger arises.
Squigs - Face-Eater Squigs (Gnasher Squigs): The Face-Eater Squig is a toothed variety of Squig used both as a weapon and in the infamous Ork face-eating contests. These Squigs, which are also known as "Gnashers," or "Gnasher Squigs," are a vicious mass of sharp teeth and claws. In their active state they appear to be just a gnashing mouth and very little else, though they look much like any other Eatin' Squig when they are at rest. Because of their violent nature, Gnashers provide the Orks with endless entertainment, and Squig-eating is one of the Orks' favourite pastimes. The Ork and the Squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the Squig, he wins. If he keels over backwards, he loses and usually the Squig eats him!
Squigs - Flesheater Squig: In order to increase their wealth, some Orks breed large, ferocious beasts known as Flesheaters. The Flesheater has a great, gaping mouth like a crocodile, full of rows of sharp fangs that are similar to an Ork's canine teeth. Flesheaters continually shed and replace their teeth, and all the Orks have to do to collect this wealth is send a Gretchin to collect the teeth, who, of course, aren't overly keen on this duty. Like Ork teeth, Flesheater teeth also deteriorate after a few years. Flesheaters are extremely long-lived, but rarely breed in captivity, making them even more valuable. Most Orks who own Flesheaters are either already Nobz, or become Nobz on account of the wealth derived from owning these Squigs. Not surprisingly, impoverished Orks sometimes attempt to steal a Flesheater, or even raid rival settlements to capture them.
Squigs - Gas Squig: The Gas Squig produces a toxic gas so Orks with gas masks throw this Squig in combat, using the Squig itself as a chemical weapon.
Squigs - Gob Squig: Gob Squigs are small enough to be put into an Ork's mouth and left there for the rest of the day (or the next few days, if the Ork forgets about it). The Squig cleans the Ork's mouth out by rooting round the teeth and eating the juicy bits of food that are stuck between them.
Squigs - Hair Squigs: Hair Squigs are a parisitic variety of Squig which possess small bodies, no legs, no eyes, and a pair of pincers in place of a mouth. They have long hair running from their tiny bodies that Orks like to customise and dye after clamping the Squig's pincers onto their own hairless heads, though this customisation has no effect on the Squig's health.
Squigs - Hairy Squigs: The Painboyz have discovered medicinal uses for some Squigs, in particular the Hairy Squig. The Painboy simply applies it to the open wound, which it holds closed with its tiny, needle-like teeth. The Painboy then twists its tail off, leaving the head imbedded in the flesh, repeating the process until the wound is "riveted up." The Hairy Squig then feeds off blood oozing from the wound, thus keeping it clean and free from infection. By the time it shrivels and drops off, the wound has usually healed.
Squigs - Herd Squig: Herd Squigs have been specially bred and developed by Runtherds for the purpose of herding and controlling the herds of Runtz. They are related to the many varieties of pet Squigs, but have been selectively bred for their speed, intelligence, ferocity and endurance. Their long, sensitive snouts and keen ears enable them to track down errant Snotlings and Gretchin wherever they might hide. Herd Squigs are excellent tracking beasts, and can follow trails which are days old.
Squigs - Horned Squig: The Horned Squig is a Squig which is gifted with long, sharp horns stretching from its head that Orks often jam into barricades to serve as living obstacles.
Squigs - Juicy Squig: The Juicy Squig is a very rare and delicious type of Eating Squig that may perhaps be the only known Ork delicacy. This Squig lives at the very bottom of an Ork fungal drop, and are not only rare, but difficult to find and bring up from the depths. Since these Squigs are seldom caught by the Gretchin and Snotlings, they often grow quite large and become even tastier as they get older.
Squigs - Mimic: A particularly popular type of pet Squig is known as the Mimic. This Squig has a beak-like mouth and is vaguely parrot-like in appearance. Mimics can be seen perched on the shoulders of many an old and haggard Ork, casting expletives and insults at Greenskin passersby.
Squigs - Oily Squig: The Oily Squig is a variety of Squig bred by Ork Meks to create fuel for the Orks' ramshackle vehicles. They create the fuel, an organically-synthesized version of promethium, in their rotund bellies, and it can be squeezed out of their anteater-like trunks. These Squigs have no mouths, other than their trunk, and are not combat-oriented like their far more aggressive counterparts. There exist two varieties of Oily Squigs, one with arms and a distinct head, and one that resembles an Attack Squig with a trunk for dispensing their fuel oil.
Squigs - Orkeosaurus: The Orkeosaurus is the largest breed of Squiggoth that is used by the Orks. The Orkeosaurus is larger than all other Squiggoths, including the Gargantuan Squiggoth. The Orkeosaurus is usually found amongst Feral Ork tribes and is rarely, if ever, seen in use by the more technologically advanced Ork tribes.
Squigs - Paint Squig: This small, vividly coloured Squig excretes powerful dyes that are used as warpaint. These paints are also used by Gretchin artists as pigments for wall paintings and decorative banners. Many Paint Squigs have tufts of hair on their trails, which allows the artist to use the Squig as both a brush and tube of paint simultaneously. The shells of Edible Squigs are also used by Gretchin artists as paint pots and palettes.
Squigs - Parasite-Hunting Squig: Parasite-Hunting Squigs are tiny but voracious feeders used to clear an Orks' body and clothes of parasites. An Ork simply drops a handful of these Squigs into his clothing and lets them crawl around. The Squigs prey on lice, ticks or leeches the Ork may have acquired in the course of his many unsavoury habits. When the engorged Parasite-Hunting squigs drop out of the Ork's clothing, the Ork simply gathers them up and pops them into his mouth for a juicy chomp.
Squigs - Screech Squig: This type of Squig has oversized lungs that allow it to make an extremely loud screech.
Squigs - Spiky Squig: This type of Squig is covered with spines which it can shoot out at any threatening creature rather like a porcupine. These spines inflict a poisonous sting on anyone struck by them. Squigs of this kind are used in some bionik arms fitted with cages and a quick release system, so they can be used as a close combat weapon.
Squigs - 'Sploding Squig: An unusual subspecies of Squig, 'Sploding Squigs possess multiple stomachs, each containing a thick broth of unstable digestive chemicals. When agitated, usually though violent shaking, the 'Sploding Squig's digestive juices combine into a combustible liquid, causing the Squig to explode in a shower of meat, teeth, and bone fragments. While typically thrown in combat, 'Sploding Squigs are also often buried and used as mines. Orks are known to force-feed 'Sploding Squigs a meal of scrap metal before battle in an effort to enhance their lethality.
Squigs - Squigeon: Squigeons are the Squig counterparts of the Terran carrier pigeon, often utilised for sending messages during battle amongst Ork tribes that lack more advanced methods of communication.
Squigs - Squighawk: Squighawks are a wild, flying species of Squig that are large enough to eat Orks. They are often too difficult to be trained and are rarely used by Ork Runtherdz.
Squigs - Squighog: Squighogs are large, four-legged Squigs used as cavalry mounts by squadrons of Ork Squighog Boyz.
Squigs - Squighounds ("Growler Squigs"): Squighounds, commonly known as "Growlers," are a variation of the Attack Squig, used by Ork Slaverz to help them keep the Gretchins and slaves from other races in line, some have four legs, although two-legged varieties certainly exist. "Growlers" are also often kept as a form of pet by other Orks, as they are roughly the size of a small dog, hairy, and particularly vicious. A Pet Squig often scurries about behind its master, barely under his control, giving its owner no end of amusement -- especially when the Squig snaps at the ankles of another Ork.
Squigs - Squigosaur: Squigosaurs are large, two-legged Squigs that Beast Snaggas ride upon. The most well known Squigosaur is the legendary Big Chompa ridden by the Snakebite Beast Snagga Beastboss Mozrog Skragbad.
Squigs - Squigpipe (Musical Squig): This special type of Squig is used by the Orks as a musical instrument. Several tube-like proboscises emanate from this Squig's bag-like body. The Musical Squig can be tucked under one arm and inflated by blowing down the proboscis. Then, by squeezing the Squig, weird and terrifying sound scan be made through the creature's proboscis pipes. This turns the Squig into a musical instrument, much like the bagpipes, but a thousand times more cacophonous. Orks like to go into battle accompanied by the squirl of this Squig.
Squigs - Squigshark: Squigsharks are the Squig counterparts of Terran sharks that inhabit Ork-infested worlds. They are known to be very dangerous beasts and many Ork sailors end their lives as a snack for Squigsharks.
Squigs - Squiggoths: Squiggoths are the largest type of Squig, huge quadruped monsters used by the Orks as beats of burden and sometimes as living weapons. Since they're so large and tough, some Orks like to lash armour plating and gunz onto the larger Squiggoths, which can rival tanks and buildings in size.
Squigs - Stikksquig: A Stikksquig is an exploding Squigg similar to a Bomb Squig that is often used by the crew of Rukkatrukk Squigbuggies in lieu of Stikkbombs as a form of anti-personnel grenade.
Squigs - Swab Squig: The Swab Squig is a type of Hair Squig, but unlike the long trailing hair of its cousins, its round body is covered with short, fluffy fur. Orks use Swab Squigs to mop up during operations, and they come in handy for emergency handkerchiefs too.
Squigs - Syringe Squig: Syringe Squigs are primarily used for medicinal purposes. This medical Squig has natural properties which Painboyz find used in their craft of patching together battle-damaged Orks. Syringe Squigs have a long needle-sharp proboscis with which they inject venom into their prey. Syringe Squigs exude a soporific venom which makes a fine anaesthetic for Orks.
Squigs - Targeting Squig: Some Flash Gitz prefer to use specially-bred Squigs called Targeting Squigs that act as a biomechanical form of Gitfinda, positioned somewhere on the Ork's body and cybernetically linked to their master so that the Squig can direct the Flash Git's fire to likely targets.
Squigs - Vaccine Squig: A Vaccine Squig's own immune system produces natural vaccines and antibodies to a host of different pathogens that are extracted and used by Painboyz to aid diseased Orks.
Squigs - Vampire Squig: The Vampire Squig is a blood-sucking creature with long sharp fangs, used by Painboyz to bleed the patient and suck bad blood and pus from septic wounds. The Squig does not seem to mind what the blood is like or from what species it comes so long as it gets a regular and plentiful supply. When times are hard (which for Orks is when there's not much fighting) the Painboyz are forced to find other ways to keep their pets alive, which they do by extolling the benefits of regular bleedings to otherwise healthy Orks.
Squigs - Wyrdsquig: A Wyrdsquig is a little known psychic Squig subspecies, that has close genetic links to the Gnasher Squig. This subspecies is rarely encountered in the wild and possesses psychic abilities similar to those of Ork Weirdboyz. The Wyrdsquig is often employed in battle as a "psychic bomb," releasing a catastrophic telepathic shockwave at the moment of its death.
Squigs - Canon Conflict: In accordance with older canon, xenographers of the Inquisition's Ordo Xenos once held that Squigs were bred by the lost Ork caste the Greenskins refer to as the "Brain Boyz," who were actually most likely the Old Ones, the ancient, reptilian intelligent species that dominated the Milky Way Galaxy millions of standard years ago and may have created the Orks' ancestors, the Krorks, to serve as a "biological weapon" to defeat their enemies the C'tan.However, Squigs were originally introduced as a Tyranid unit said to have been derived by the Tyranids from Ork DNA. It is now a generally accepted fact that the Squigs were the result of the Tyranids' manipulation of Orkoid genetic material. The Orks discovered the first Squigs aboard a Tyranid bio-ship and subconsciously recognised them as being "Orky," subsequently taking the little creatures home with them. Squigs then spread throughout Ork space.This reality explains how Squigs have appeared in both the Ork and Tyranid armies. Since then, Tyranid Squigs have been recognised instead as the Tyranid bioform that are now known to the Imperium as Rippers.Since the release of later editions of Ork codexes, this Tyranid origin for Squigs is no longer considered canon and instead has been replaced by the possible origin of Squigs as a deliberately created part of the Orkoid ecosystem by the Orks' creators.