Squats v0.1
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DISCLAIMER IMPORTANT: THIS IS NOT AN OFFICIAL CODEX. IT IS A SUPPLIMENTARY ARMY LIST FOR USE WITH THE GOOD THE BAD THE BROMLEY (TGTBTB) EVENTS AND SHOULD NOT BE CONSIDERED IN ANY WAY OFFICIAL OUTSIDE OF THOSE EVENTS. THAT SAID THE UNITS AND RULES WITHIN HAVE BEEN PLAYTESTED AND DEVELOPED WITH BALANCE AND FAIRNESS IN MIND AND PLAYERS ARE WELCOME TO USE THESE RULES IN THEIR OWN GAMES OF WARHAMMER 40,000.
The Good The Bad the Bromley (TGTBTB) have designed this list to be (we hope) as enjoyable and fun to use as possible. It is our hope that we can repay some small part of the kindness that the gaming community has shown us over the years and organise a top notch event that everyone can enjoy. The original work found in the Armageddon campaign book laid the groundwork for this document. While that list was designed specially for use in Games Workshop’s summer campaign a more fully fleshed out list was required for The Good The Bad the Bromley (TGTBTB) campaign weekends. Any similarity is more likely due to a common point of inspiration rather than any deliberate duplication on our part. That said, one or two ideas may have in fact originated in the community rather than from the original source material and I apologise in advance if anything appears here that has not been properly credited. Dean Carter
MENTIONS This campaign pack is the brainchild and latest release from The Good, The Bad, The Bromley’s events team. The Good, The Bad, The Bromley (Known as TGTBTB) have had a long and winding road that lead them to where they are now, and even now at their destination we are still only here due to the fantastic support from some very important people. I would sit here and list everyone but I’m sure you’d rather spend your time reading through the rest of the pack so things will be kept short and sweet. Out of all the help and support given, all of us at the events team would like to thank Games Workshop for giving us all a fantastic world to play with, sure we have all had our ups and downs with Games Workshop in the past, but their fantastic system is what helped make TGTBTB and the events team what it now is today. A big shout goes out to all the people, partners, kids and relatives who put up with their significant others disappearing under the banners of that beret wearing smiley face every event or club day. I’d personally like to apologise to my other half as since the production of the events team a lot of stress has been put on my shoulders, and as a result my other half always hears the brunt of it! So I do thank you for putting up with me. My personal thanks go to Michael Tamiollo for his continued input and creativity both with the campaign packs as well as there website. The entire TGTBTB club deserve a very big mention here. The support the events team has received over the years is fantastic, not only in form of the clubs attendance at events, but also because of the many hours of play testing they had to put up with. So everyone at club I’d like to give you a big thank you. Finally, my biggest heartfelt thank you to EVERYONE who have visited our website, forums and are holding this campaign pack today. The feedback, support and banter given to our campaign weekends has encouraged us to try bigger and better things for the future and ultimately construct biggest and best Warhammer 40,000 campaign weekend possible. - Prilladog (Deano Carter)
In order to play at the campaign event you WILLNEED the following: A fully painted army The Warhammer 40,000 6th Edition Rule Book The Warhammer 40,000 6th Edition Errata and FAQs Relevant codices ‐ Army Codex, Imperial Armour
Publications etc. Dice, templates and tape measure 5 Painted Objective Markers A way to transport your models TWO copies of your army lists ‐ These must include
everything. One of these you should keep with you during the entire weekend, and the other should be handed in at registration to a Faction Leader.
OVERVIEW
When you arrive each player will be assigned to a faction depending on which army it is that you have brought with you, typically this will be ‘Order’ VS ‘Disorder’, we have it known as ‘The Armageddon defence force or the Armageddon invaders’. Once the factions have been sorted you will be assigned to a Task Force which will be up to a maximum of 10 players. You and the other players in your Task Force will act as commanders who are allied to each other, it is your job to either defend or capture the warzones you will play on, whilst fighting opponents whom have their own different agendas, strengths and weaknesses. The campaign will be fought in five rounds and take place on a number of warzones located around the planet ‘Armageddon’. Each round will consist of a series of battles fought using the current Warhammer 40,000 6th Edition game rules. Each player within the campaign will take part in each round. When you purchase your ticket you are assigned a taskforce as stated above. Before the first game on Saturday you will be asked to muster at the allocated muster points which will be described during the introduction, there you will nominate a General. BE SMART ‐ Only elect a General you are sure will guide you well! The role of the General is imperative to the team as at the end of every game it is the General’s role to collect results and hand those back to your Faction Leader. The Faction Leader will be represented by a member of the event team dressed up in the correct atttire for your faction. PRE-BATTLE & ADVANTAGE Before every game begins each Task Force will attend a briefing of the next battle, here the Faction Leaders will show a tactical battle map explaining the advantages and disadvantages of the upcoming fields of battle and put forth recommendations on how to lead the Task Force to victory (think Time Commanders!). During the pre‐battle briefing, each Task Force will receive an objectives list which includes a series of objectives that must be completed. The Task Force General (taking advice from the Task Force) must then elect which member of the force will fight over which objective. Once decided, the list will be handed to the Faction Leader and the Task Force will take their places at the assigned table. Each player must then go to his/her assigned table and play for the mission selected ‐ you cannot change it depending on who your opponent is, more so, players cannot select tables form outside their Warzone to fight on. Advantage is also known as ‘The Task Force which can choose it’s deployment type first’ ‐ The campaigns first round has it’s advantage determined by the narrative itself (Differing for each Warzone). Deciding the advantage in each subsequent round is determined by the results of the previous round, it’s as simple as that. BATTLE PLAN & TRAITS Prior to each round the Task Force General (taking advice from the Task Force) must now select how your taskforce intends to fight ‐ aggressive, defensive or balanced. Each stance awards bonus points dependant on what is chosen, these are as follows:
As your games finish you must report the result to your Task Force General (Victory, Draw or Defeat) along with your opponent (You cannot give your results in without your opponent present), the Task Force General will then hand the fully collected results to your correct Faction Leader. Each General has a set of traits that helped him get to the position he is in today, to represent this, after the Task Force scores have been handed in, the General may opt to trade in 5pts to pull a General Trait out from a box (which only a single adjudicator knows its contents), the trait could be anything, but that’s the risk, a risk which is up to the Task Force General.
STANCE BONUS
Hostile 6pts for VICTORY, 0pts for DRAW and DEFEAT.
Conservative 3pts for VICTORY, 2pts for DRAW and 1pts for DEFEAT.
Resistive 2pts for VICTORY, 2pts for DRAW and 2pts for DEFEAT.
BATTLEFIELDS
There are three main landmasses on Armageddon. Most human life is located on the main continent, which is split into two parts, Armageddon Prime and Armageddon Secundus, separated by the thick band of jungle known simply as the Equatorial Jungle. They each had their roles in the Wars for Armageddon but the majority of the fighting took place on the main continent. The bulk of Armageddon Prime and Secundus is covered in ash wastes, the after effects of millennia of industrial pollution. To the north of Armageddon Prime and Secondus are the Fire Wastes, which are home to the mining and resource gathering industries that support the hive cities' factories. This is an extremely arid region, which has been strip‐mined far beyond the point that it can maintain any living ecosystem. To the south of the main continent lies the ice‐covered Deadlands. The polluted ice here is melted and heavily purified to provide a source of drinking water to the inhabitants of the Armageddon hive cities.
WARZONES: During the Campaign weekend the games will be set around the following 5 locations, dependant on which task force is playing. All teams will be accommodated to ensure everyone gets a piece of the Armageddon action which this campaign weekend allows.
WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE SKIRMISH The invasion of Armageddon was a massive force of Orks that arrived in 941.M41 led by the mighty Warboss Ghazghkull Mag Uruk Thraka. The Imperial planetary governor, Overlord Herman von Strab, was completely unprepared for the attack, and the ensuing skirmishes were a disaster with Von Strabs’ own pride and incompetence only making matters worse. Eventually, the defence of the planet was taken over by Commander Dante of the Blood Angels Space Marines. During the war, an Imperial Commissar named Yarrick, who had been exiled by Von Strab to Hades Hive, led a heroic defence of that hive city that eventually distracted Ghazghkull, infuriating him enough to send more and more Ork forces against Hades Hive. WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE Gradually, under von Strab's incompetent leadership, the planet fell bit by bit until the Orks main army reached Hades Hive. Here, Commissar Yarrick commanded the defending forces, inspiring them to fight like the possessed. The Imperial defence was so vicious that eventually Ghazghkull himself joined the attack, leading his forces from the front. He tried to deplete the hive by every strategy he could muster, but Yarrick countered them all. Eventually, Hades Hive became a personal battle for the two warriors.
WARZONE: ARMAGEDDON SECUNDUS: HIVE HELSREACH It is said that just before the battle began, the earliest warnings of the coming Ork invasion were at the Statue of the Emperor in Hive Helsreach, when it is said that it wept bloody tears. It was its port facilities that drew the attention of the Orks as well as the prospect of a good fight. It was estimated that around three million humans died in its defence. An attack was attempted by the Orks of the a variety of tribes against the south and east side of the Hive which were repulsed by the Black Templars Space Marine Chapter while the Titans of Legio Invigilata bombarded the Ork landing positions to the north from within the Hive.
“I HAVE FOLLOWED YOU TOO FAR TO FAIL NOW GHAZGHKULL THRAKA. I BEAR THE GIFT OF DEATH. YOU CANNOT OUTRUN ME. THERE’S NO PLACE IN THIS UNIVERSE WHERE YOU CAN HIDE. I HAVE WAITED A LONG TIME FOR
VENGEANCE. I’M TIRED BUT NOT SO TIRED I CANNOT KILL YOU. MAYBE THEN I WON’T SEE THE FACES OF THE DEAD. MAYBE THEN I’LL BE ABLE
TO SLEEP.”
‐ Commissar Sebastian Yarrick before the battle for Golgotha.
WARZONE: EQUATORIAL JUNGLE The Equatorial Jungle is the region between Armageddon Secundus and Armageddon Prime and consists mainly of large forested areas. It is bridged by a long, straight motorway and leads to the Minos Bridge, which crosses the Minos River. The motorway also passes through Cerbera Base, the home of the Armageddon Ork Hunters, from which they launch their assaults on the Orks within the jungle. The Orks were left over after the first Ork battles have reverted to a feral state.
WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE AFTERMATH Hades Hive is a blasted area, the entire hive itself nearly destroyed by an orbital bombardment of asteroids in vengeance for the first battle, where Hades Hive was the lynch pin in defending against and thus holding the Orks up by so much that their entire advance stalled. The Ork Rok dropsite is located close to the motorway in the south and the majority of the area is covered in Ash Wastes from the nearby industry.
TACTICAL WARZONES: During the Campaign weekend there will be a number of special games which selected players may participate in to aid there task force out. These will be played instead of one of the above war zones.
TACTICAL WARZONE: ARMAGEDDON PRIME: HIVE TEMPESTORA Hive Tempestora is the docks and pipelines from the Fire Wastes. Now an Ok submersible graveyard, from which the Orks launched their attack. The north holds Ash Wastelands created from waste from the Tempestora East Factory and the Morpheus Factory Complex. So massive was the factory that the entire tank battle was fought within. At one point the Imperial Guard held a line demarcated by a long conveyor belt against an Ork attack and the assembly line continued to function despite the pitched battle that took place around it.
TACTICAL WARZONE: PISCINA IV: REMAINS Piscina IV is a world controlled by the Imperium but in constant battle with the Orks. Each time the Orks seem to be defeated, the Imperial Guard regiments stationed on the world come under fire from a new place under siege. During the in fighting between the two main forces Eldar Pirates raid the area and scavenge any equipment which is useful to them.
TACTICAL WARZONE: ULTIMA SEGMENTUM: GOLGOTHA An Ork world, conquered and infested by forces under the command of Ghazghkull Thraka after the Second War for Armageddon. An Imperial attempt to purge the world of the alien taint and execute Ghazghkull took place shortly after the Orks landed on the planet, but met with failure. In the ensuing battle Yarrick's Baneblade, the Fortress of Arrogance was severely damaged by an Ork Stompa and abandoned during the fight. when Ghazghkull prepared to attack Armageddon again, Yarrick requested that the Fortress of Arrogance be salvaged from Golgotha and repaired. Since then ‐ apart from a brief, significantly smaller, Imperial expedition to the planet ‐ Golgotha has remained in Ork hands. TACTICAL WARZONE: ROK DROPSITE: SEASON OF FIRE The Season of Fire is a natural occurrence on Armageddon, where wind whips the desert sands into a frenzy and violent storms wrack the skies. When the din of battle grew quiet and the Ork attacks slowed, the Salamanders did not sit idle, but instead launched several devastating counterattacks against the Roks landed by the Orks along the Hemlock River. Preferring the close‐quarter fighting to be had in the maze of crudely carved tunnels that lay within the interior of the Roks to the long‐range duels in the desert, the Salamanders made their mark. By the start of the Season of Fire, 9 Roks had been destroyed by the Salamanders' attacks, killing untold thousands of Greenskins.
TACTICAL WARZONE: ULTIMA SEGMENTUM: GOLGOTHA 3500pts Imperial Guard VS Orks Secure the Fortress of Arrogance ‐ At the end of each player turn, whatever team is in control of the Tank (The most objective markers) and providing they are not contested, may take command of the tank for the duration they are in control of the objectives. NOTE: The Fortress of Arrogance may NOT be destroyed ‐ It starts in the centre of the board, it counts as immobilised and may ONLY rotate on the spot. The Baneblade Cannon uses the non‐apocalypse ‘Large Blast’ template, at the strength indicated. In addition, the Fortress of Arrogance causes Fear to ALL units within 12” unless they are the controlling player. Benefit: Imperial Guard Victory: All commissars and the unit they are attached to cause fear. Ork Victory: One variant of Ork battlewagon with a Killkannon may be upgraded to ‘Fort O’Arraahgance’
for free, it gains an extra 3 Hull points and all Imperial Guard units within 12” suffer from the ‘Fear’ universal special rule.
TACTICAL WARZONE: ROK DROPSITE: SEASON OF FIRE 2000pt Space Marines (Salamanders)VS Orks Destroy the Roks ‐ There are D3+ 2 Rok objectives that must be destroyed with one Rok being the ‘Rokalypse’ the Rokalypse is a fortress which the Ork player must deploy within, whilst the Salamanders may come on from any table edge like the old ‘Last Stand’ special missions. In addition to this, the battlefield counts as being ‘High Gravity’ due to the mass sand storms as well as all difficult terrain counting as dangerous. Benefit: Space Marine (Salamanders): May take an Extra 250pts in the next game. Ork Victory: May take an Extra 250pts in the next game.
WARZONES EXPLAINED
WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE SKIRMISH ‐ 1,000pts Doubles WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE ‐ 2,000pts Singles WARZONE: ARMAGEDDON SECUNDUS: HIVE HELSREACH ‐ 2,000pts Doubles WARZONE: EQUATORIAL JUNGLE ‐ 2000pts Singles WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE AFTERMATH ‐ 2,000pts Doubles OR 3,500pts Singles Apocalypse allowed TACTICAL WARZONE: ARMAGEDDON PRIME: HIVE TEMPESTORA 2000pts ‐ Imperial Guard VS Orks Secure the Chimera factory ‐ At the end of each player turn, whatever team is in control of the facility (The most objective markers) and providing they are not contested, may control of the 3 Chimeras that guard the factory (See Codex: IG), these act as normal however units may NOT embark onto them, nor can you target them whilst they are in your control. In addition, at the end of every game turn, roll a D6, on a 6 another Chimera is created ‐ which may be used the same way as previously described. The winner is the player who owns the Facility at the end of the game. Benefit: Imperial Guard Victory: Unit type: Fast, Tank ‐ Chimeras. Ork Victory: Trukk Front Armour increased to 12
TACTICAL WARZONE: PISCINA IV: REMAINS 2000pts Eldar VS Space Marines VS Orks
Capture the mystical equipment ‐ Treated as a standard game of Warhammer 40k using the Relic rules set, however the unit in control of the Relic suffers from the ‘Psychich Null Zone’ rules as well as being unable to use the Deny the Witch universal special rule. In addition to the Eldar and Ork setup, the Space Marine player must arrive via Deep Strike, but CANNOT pickup the relic on the turn they deep strike. Relic counts as 5 Victory points. The player who has the most victory points at the end of the game wins. Benefit: Eldar: Force your opponents to re‐roll successful Deny the Witch rolls. Space Marine: May re‐roll all psychic tests and Deny the witch rolls. Ork: Can Deny the Witch on a 4+
“HOWEVER BEAUTIFUL THE STRATEGY, YOU SHOULD OCCASIONALLY LOOK
AT THE RESULTS.” ‐ Ancient Terran General
CAMPAIGN GUIDELINES
BASIC RULES All models within your armies should conform to “What you see is what you get” (WYSIWYG). In other words, all the equipment that can be appropriately shown should be clearly modelled on each miniature. With a few notable exceptions, you may not include Special Characters from any army Codex. Any named characters available to the armies participating in the Wars of Armageddon campaign will be included in the relevant army selection page. Allies may only be taken providing they conform with the following chart, NOTE: Whilst allies may be taken, your ticket price will only come with a campaign pack for the primary detachment, which means you will need to either buy a copy for the Allied detachment, or download the relevant PDF. During your gaming, if anything of note happens during the course of your game, such as a dual between Yarrick and Ghazghkull, an act of extreme heroics, utter failure or fantastically humorous please let your Faction Leader know about it as your deeds may well be reported during the next briefing, and result in your actions becoming one of the already many legends of the Wars of Armageddon. PAINTING AND BEST ARMY AWARD Wars of Armageddon was a gritty time of dirt, blood, steel and Orks so we would ask all players who attend to choose painting schemes that reflect the Warhammer 40,000 universe during this time. Doing this will not only increase everyone’s enjoyment of the campaign, but it will also have benefits for doing so!
All models MUST be painted and representative of the appropriate type of troop, if you feel you got abit carried away with your conversion, just tell your opponent before hand and make everything crystal clear so as to avoid arguments later. At the event we will give an award for the Best Army. This is awarded to the player who participates in the weekend with a force that, in the opinion of both players and judges, is the best in terms of painting and character. To qualify as the ‘Best Army’ particular attention will be paid to well themed armies which reflect the time of the Armageddon Wars. Because we believe that due credit should go to players that have painted their own armies, only players who have painted their armies themselves may b eligible for the coveted award of Best Army. We ask all participants to be honest if short listed. A number of armies will be short listed on the Saturday lunch break and then will be voted on by the players during the Sunday lunch break. The winner will be announced at the end of the campaign weekend. AWARDS CEREMONY The Wars of Armageddon was a time of heroism and the Awards Ceremony is an opportunity to give recognition to those who have made great sacrifice on the alter of war. As soon as possible after the conclusion of the final game we will begin the awards ceremony and we strongly recommend all players to stay for the ceremony to cheer (or commiserate with) those awarded!
SCHEME BENEFIT
Steel Legion Imperial Guard Close Order Drill: Whilst the models are in base to base contact with each other they gain +1 WS and +1 Initiative.
Goff Orks Sharpshoota: May reroll any 1’s to hit when shooting.
Relevant Space Marine Chapters painted correctly Overly cautious: Can overwatch on 5+ instead of the normal 6+
Xenos, Chaos and Traitors designed to fit Wars of Armageddon Fighting for the Dictator: Stubborn when within 12” of Warlord.
Squats and Arbites Benefits included within relevant campaign pack.
SQUATS Squats were short, stocky and tough abhumans. Of all the abhuman types, they most closely resembled humans. Squats were the descendants of humans who colonised the worlds around the galactic core in the far distant past. These worlds are some of the oldest in the galaxy, formed when the laws of physics had yet to be stabilised. The Squat ancestors were human colonists that reached the mineral rich worlds around the galactic core, during the time of the initial expansion beyond Earth's own system, long before the emergence of the Emperor. The colonisation came at the right time, as Earth's own mineral wealth was depleted. The worlds at the galactic core were rich in rare and unique minerals, but in terms of life were barren and unsuited for colonisation.
Contents
Disclaimer 1 Information 2‐9 Contents 10 Inquisitor Horst 11 Lord Grumni 12 Siege Master Pigeonsmythe 13 Warlord 14 Hearthguard Commander 15 Engineer Guildmaster 16 Living Ancestor 17 Hearthguard Retinue 18 Ancestral Psyker 19 Ogryn Mercenaries 20 Squat Pioneers 21 Iron Ancestor 22 Ancestral Guardian 23 Ratling Snipers 24 Fixit 25 Warrior Squad 26 Thunderer Squad 27 Blunderbuss Squad 28 Recon Squad 29 Trenchers 30 Termite 31 Squat Rhino 32 Squat Bikers 33 Squat Attack Bike 34 Squat Trikes 35 Gyrocopter 36 Light Tank 37 Assault Squad 38 Overlord Armoured Airship 39 Squat Tank 40 Squat Siege Tank 41 Thudd Gun 42 Dual Gun 43 Thunderfire Cannon 44 Mole Mortar Team 45 Siege Walker 46 Land Raider 47 Excavator 48 Land Train 49 Squat Defence Line 50
INQUISITOR HORST H/Q UNIT SQUATS ONLY 150Pts Inquisitor Horst was born on a planet ruled by an evil Overlord named Alaine de Briant. At an early age he joined a freedom fighter group, quickly rising through the ranks to become their leader as his extraordinary fighting ability showed itself in many battles. He was not just a good fighter, but had excellent oratory skills as well as a great charm, and using these traits he united the rebel factions that were fighting against the Overlord. He fought a brilliant guerilla campaign against the overlord and eventually, against all the odds, he overthrew the Overlord after almost thirty years of bitter warfare. When news of his work reached the Administratum, he was quickly inducted into the Inquisition, at a relatively late age. Several years later, he happened to be on a Squat planet near Armageddon. When the Second War for Armageddon began, he was quickly able to convince the Squat Overlord to send troops to help. As soon as the Warp Storm lifted, Horst and a large army of Squats landed on Armageddon Prime where they quickly pushed the Orks back onto the defensive. After the defeat of the Orks at Tartarus Hive, Horst led a massive assault, forcing the Orks back to the jungle area between the two areas, Armageddon Prime and Armageddon Secundus.
WS BS S T W I A Ld Sv Horst 6 4 4 4 3 3 3 10 2+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Twin‐Linked Plasma Pistol Independent Character Inquisitorial Scythe Hearthguard Retinue Unit Composition: Exo‐Armour (2+ Save /5+ Invulnerable Save) Fearless 1 Horst Adamantium Will (Unique) Tactical Planning Fiery Oratory Psyker Inquisitorial Scythe: Counts as a Master‐Crafted Two‐Handed Force Weapon with the Shred universal Special Rule. Hearthguard Retinue: A Retinue of Hearthguard may accompany the Inqusitor. See the Hearthguard entry for details. Tactical Planning: After deployment but before the player taking his first turn starts, you may rearrange D3 of your opponents units however you wish. Units which are not on the board cannot be rearranged, neither can units which are on the board be placed into reserves. Horst is good, but not that good. Fiery Oratory: Any Squat units within 12” of Horst have Furious Charge.
LORD GRUMNI H/Q UNIT SQUATS ONLY 100Pts In the eyes of Lord Grumni, Squats have always been a race of traders. It is natural to the Squats under his command that they should trade the fighting skills of there Brotherhoods, as well as bringing us a profit. Lord Grumni presses that by trading the fighting skills it also allows the youngsters to gain experience and honour, and to keep alive the skills which their strongholds may one day need for their own defence.
WS BS S T W I A Ld Sv Lord Grumni 6 4 4 5 4 3 3 10 5+ ______________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close‐combat Weapon Hearthguard Retinue Unit Composition: Lasgun Hatred 1 Lord Grumni Flak Armour Adamantium Will (Unique) Stubborn Master of Defence It Will Not Die Traders passage Master of Defence: Due to the defence mastery Lord Grumni has obtained throughout his life, Lord Grumni can bolster a single piece of terrain before the game begins. When you deploy, nominate one piece of terrain in your deployment area for Lord Grumni to bolster. The terrain pieces cover save is now increased by one for the duration of the game. Note: Lord Grumni cannot bolster terrain pieces with a 3+ save. In the eyes of Lord Grumni, they are stable enough. Options: Lord Grumni may be upgraded to have any of the following: Lord Grumni may be upgraded to have one Bolt Pistol ‐ 2pts of the following 2 handed weapons: Plasma Pistol ‐ 5pts Bolter ‐ 2pts Power Weapon ‐ 15pts Storm Bolter ‐ 5pts Power Fist ‐ 25pts Lord Grumni may be upgraded to have one of the following: Carapace Armour (4+ Save) ‐ 5pts Engineer Armour (3+ Save) ‐ 15pts Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts Lord Grumni may be upgraded to have one of the following: Frag Grenades ‐ 1 pt Krak Grenades ‐ 2pts Master Crafted Weapon ‐ 15pts Melta Bombs ‐ 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany Lord Grumni. See the Hearthguard entry for details. Traders Passage: Years of trading allows Grumni to negotiate with traders to aid in his battle plans. One heavy support may be taken as a Troops choice In an army that includes Grumni, in addition this unit gains the ‘Outflank’ universal special rule.
SIEGE MASTER PIGEONSMYTHE H/Q UNIT SQUATS ONLY 100Pts A siege master as one might expect from such a title is a master of all siege warfare. They are an embodiment of the Squat tactical high command and often also are found in the nobility, Pigeonsmythe is no exception, and apart from being fantastic at all forms of siege warfare, he is immune to fear and is resolutely courageous under fire; where lesser men would dive for cover when being fired upon, Pigeonsmythe takes it all in and then plans accordingly. It is often said that once Pigeonsmythe works out a battle plan, within hours the battle noises change to the sound of cheering squats as mass artillery and siege weapons win the day.
WS BS S T W I A Ld Sv Pigeonsmythe 4 3 3 4 3 3 2 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Flak Armour Independent Character Close‐combat Weapon Master of Siege Warfare Unit Composition: Gatling Pistols Hatred 1 Pigeonsmythe Frag and Krak Grenades Adamantium Will (Unique) Stubborn Master of Siege Warfare: Master of Siege warfare, despite the fact Squats are known for disastrous defeats, the siege master’s put it all down to the cowardly infantry, as such he relies on the sheer power of siege weaponry to win the day. As such, any model with the ‘Artillery’ unit type may be taken as a Troop choice and up to one Heavy Support may also be taken as a Troops choice. Gatling Pistol: 18”, STR 4, AP 1, Assault 2D6; Twin‐Linked Options: Pigeonsmythe may be upgraded to have one of the following: Carapace Armour (4+ Save) ‐ 5pts Engineer Armour (3+ Save) ‐ 15pts Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts Pigeonsmythe may be upgraded to have one of the following: Melta Bombs ‐ 4pts Demo charge ‐ 20pts (See Codex:IG pg 68)
WARLORD H/Q UNIT SQUATS ONLY 60Pts Each Brotherhood is led by a battle‐lucky Warlord elected from among the Hearthguard as the mightiest of their number. A Warlord demands unbreakable oaths of loyalty from the entire Brotherhood rewarding valour with ancient wargear of fine craftsmanship and the chance for immemorial glory at this side.
WS BS S T W I A Ld Sv Warlord 5 4 4 4 3 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close‐combat Weapon Hearthguard Retinue Unit Composition: Lasgun Hatred 1 Warlord Flak Armour Adamantium Will (Unique) Stubborn Options: The Warlord may be upgraded to have any of the following: Bolt Pistol ‐ 2pts Plasma Pistol ‐ 5pts Power Weapon ‐ 15pts Power Fist ‐ 25pts The Warlord may be upgraded to have one of the following 2 handed weapons: Bolter ‐ 2pts Storm Bolter ‐ 5pts The Warlord may be upgraded to have one of the following: Carapace Armour (4+ Save) ‐ 5pts Engineer Armour (3+ Save) ‐ 15pts Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts The Warlord may be upgraded to have one of the following: Frag Grenades ‐ 1 pt Krak Grenades ‐ 2pts Master Crafted Weapon ‐ 15pts Melta Bombs ‐ 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany the Warlord. See the Hearthguard entry for details.
HEARTHGUARD COMMANDER H/Q UNIT SQUATS ONLY 45Pts The Warlord will often choose a trusted retainer to lead a detachment of the Brotherhood into battle. This is a way for younger warriors to make their mark while for older Squats it is an all important token of recognition and respect.
WS BS S T W I A Ld Sv Hearthguard Commander 5 4 4 4 2 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close‐combat Weapon Hearthguard Retinue Unit Composition: Lasgun Hatred 1 Hearthguard Commander Flak Armour Adamantium Will (Unique) Stubborn Options: The Hearthguard Commander may be upgraded to have any of the following: The Hearthguard Commander may be upgraded to have one of Bolt Pistol ‐ 2pta the following 2 handed weapons: Plasma Pistol ‐ 5pts Bolter ‐ 2pts Power Weapon ‐ 15pts Storm Bolter ‐ 5pts Power Fist ‐ 25pts The Hearthguard Commander may be upgraded to have one of the following: Carapace Armour (4+ Save) ‐ 5pts Engineer Armour (3+ Save) ‐ 15pts Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts The Hearthguard Commander may be upgraded to have one of the following: Frag Grenades ‐ 1 pt Krak Grenades ‐ 2pts Master Crafted Weapon ‐ 15pts Melta Bombs ‐ 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany the Hearthguard Commander. See the Hearthguard entry for details.
ENGINEER GUILDMASTER H/Q UNIT SQUATS ONLY 45Pts Engineer Guildmasters are tasked with making sure that all of the Squat machinery stays operational, they are also tasked with commanding off world mining excursions to help establish Squat settlements.
WS BS S T W I A Ld Sv Engineer Guildmaster 5 5 4 4 2 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close‐combat Weapon Hearthguard Retinue Unit Composition: Lasgun Hatred 1 Engineer Guildmaster Flak Armour Adamantium Will (Unique) Advanced Targeting Scanner Stubborn Advanced Repair Mining Expert Options: The Engineer Guildmaster may be upgraded to have any of the following: The Engineer Guildmaster Bolt Pistol ‐ 2pts maybe upgraded to have one of Plasma Pistol ‐ 5pts the following 2 handed weapons: Power Weapon ‐ 15pts Bolter ‐ 2pts Power Fist ‐ 25pts Storm Bolter ‐ 5pts The Engineer Guildmaster may be upgraded to have one of the following: Carapace Armour (4+) ‐ 5pts Engineer Armour (3+ save, Hearthguard and Independent Characters only) ‐ 15pts Exo‐Armour (2+ Save / 5+ Invulnerable Save, Independent Characters only) ‐ 25pts The Engineer Guildmaster may be upgraded to have one of the following: Frag Grenades ‐ 1 pt Krak Grenades ‐ 2pts Master Crafted Weapon ‐ 15pts Melta Bombs ‐ 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany the Engineer Guildmaster. See the Hearthguard entry for details. Advanced Targeting Scanner: The Engineer Guildmaster is the master of all Engineers in the Brotherhood and as such he is equipped with a Advanced Targeting Scanner which allows all members of the Retinue to shoot with BS5. Advanced Repair: A Engineer Guildmaster in base contact with a damaged vehicle in the Shooting phase can attempt to repair it instead of firing, unless he is falling back or has gone to ground. Roll a D6 and add 1 for each Hearthguard Rentinue Engineer that is in the unit. If the result is a 5 or more, then a Weapon Destroyed, Immobilised or Hull point is repaired (Owning players choice). If a Weapon Destroyed result is repaired that weapon can be fired in the same phase, albeit only Snap Fire. Mining Expert: Any Excavators may be taken as Troops in an army which includes a Engineer Guildmaster.
LIVING ANCESTOR H/Q UNIT SQUATS ONLY 50Pts As Squats age they can become so stepped in the lore of their race that a rare few begin to hear the psychic whisper of the long‐dead, developing a rapport which borders on Possession. In them the Ancestors live again to advise, warn and fight alongside their heirs. Thus centuries old frame of the Living Ancestor can briefly host the spirit of an ancient hero or draw on the collective rage of the Squats across the bitter years to unleash a hammer‐blow against their enemies.
WS BS S T W I A Ld Sv Living Ancestor 5 4 4 4 2 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close‐combat Weapon Hearthguard Retinue Unit Composition: Lasgun Hatred Living Ancestor Flak Armour Adamantium Will (Unique) Stubborn Hammer of Fury Options: The Living Ancestor may be upgraded to have any of the following: The Living Ancestor may be upgraded to have one of Bolt Pistol ‐ 2pts the following 2 handed weapons: Plasma Pistol ‐ 5pts Bolter ‐ 2pts Power Weapon ‐ 15pts Storm Bolter ‐ 5pts Power Fist ‐ 25pts The Living Ancestor may be upgraded to have one of the following: Carapace Armour (4+) ‐ 5pts Engineer Armour (3+ save, Hearthguard and Independent Characters only) ‐ 15pts Exo‐Armour (2+ Save / 5+ Invulnerable Save, Independent Characters only) ‐ 25pts The Living Ancestor may be upgraded to have one of the following: Frag Grenades ‐ 1 pt Krak Grenades ‐ 2pts Master Crafted Weapon ‐ 15pts Melta Bombs ‐ 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany the Living Ancestor. See the Hearthguard entry for details.
Hammer of Fury: The living Ancestor can attempt to unleash a mighty psychic hammer blow against his foes in his own shoting phase. Hammer of Fury is centred on himself and blasts all enemy models within range back 3” (Except vehicles and those with a Strength of 6 or more). In addition, Hammer of Fury counts as a weapon and hits automatically using the following profile: 9”, STR 5, AP 2, Assault 1; Blast
HEARTHGUARD RETINUE H/Q UNIT SQUATS ONLY 45Pts Hearthguard are the hand‐picked retainers of the Warlord; proud and individualistic warriors who form both his bodyguard and his council of advisors. Among their number are trusted lieutenants as well as valuable specialists in military engineering, tactics and field medicine.
WS BS S T W I A Ld Sv Hearthguard 4 3 3 4 1 2 2 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Transport: Infantry Laspistol Stubborn The Hearthguard may be transported Close‐combat Weapon Hearthguard Retinue in a Squat Rhino for 50pts. Unit Composition: Lasgun Hatred 3 Hearthguard Flak Armour Adamantium Will Options: Any Hearthguard may be upgraded to have any of the following: Bolt Pistol ‐ 2pts Plasma Pistol ‐ 5pts Power Weapon ‐ 15pts Power Fist ‐ 25pts Any Hearthguard may be upgraded to have one of the following 2 handed weapons: Bolter ‐ 2pts Storm Bolter ‐ 5pts Any Hearthguard may be upgraded to have one of the following: Carapace Armour (4+) ‐ 5pts Engineer Armour (3+ save) ‐ 15pts The Hearthguard Retinue may Master Craft a weapon for 15pts per weapon. The Hearthguard Retinue may be upgraded to have the following: Frag Grenades ‐ 5 pt Krak Grenades ‐ 10pts Master Crafted Weapon ‐ 15pts Melta Bombs ‐ 20pts One Hearthguard may be upgraded to be an Engineer for +10pts, he is equipped with a Targeting Scanner which allows all members of the Retinue to shoot with BS4. One Hearthguard may be upgraded to be a standard bearer and may take either a Standard Banner (12” reroll failed Morale Checks, Standard Bearer only) ‐ 10pts OR a Hold Banner (+1 to all friendly combat results within 6”‐ 20pts One Hearthguard may be upgraded to be an Medic for 10pts, a Medic is equipped with a Medi‐Pack which allows the Retinue to ignore the first failed armour save each turn, Note it is not effective against ‘Instant Death’ or wounds that ignore armour saves.
ANCESTRAL PSYKER H/Q UNIT SQUATS ONLY 60Pts An Ancestral Psyker is an individual of great intelligent in the Squat species who possesses some degree of psychic ability or powers, albeit a very rare situation. Psychic powers are sometimes referred to as sorcery in the Squat society so Squat society claim it to be the powers of the long dead Ancestors manifesting inside an Ancestral Psyker. Normally Psykers draw their powers from the dimensional realm known as the Immaterium or the Warp that underlies four‐dimensional realspace and is the source of all psychic energy in the universe. As such, psykers, particularly Squat psykers whose minds are far less disciplined than other counterparts, are often in danger of possession by the daemonic entities of the Warp, insanity and ultimate corruption by the Ruinous Powers of Chaos ‐ Squats tends to just lock those which are suffering from such perils of the warp away and forget about them.
WS BS S T W I A Ld Sv Ancestral Psyker 4 4 4 4 3 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Force Weapon Hearthguard Retinue Unit Composition: Flak Armour Hatred 1 Ancestral Psyker Psyker (Mastery Level 2) (Unique) Stubborn Adamantium Will Options: The Ancestral Psyker may be replace their Laspistol with any of the following: Bolt Pistol ‐ 2pts Power Weapon ‐ 15pts The Ancestral Psyker may be upgraded to have one of the following: Carapace Armour (4+ Save) ‐ 5pts Engineer Armour (3+ Save) ‐ 15pts Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts The Ancestral Psyker may be upgraded to have one of the following: Frag Grenades ‐ 1 pt Krak Grenades ‐ 2pts Master Crafted Weapon ‐ 15pts Melta Bombs ‐ 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany the Ancestral Psyker. See the Hearthguard entry for details. Ancestral Psyker: An Ancestral Psyker has the following physic powers: Iron Arm: Warhammer 40,000 Rule Book, pg 143 Molten Beam: Warhammer 40,000 Rule Book, pg 145
OGRYN MERCENARIES elite UNIT SQUATS ONLY 130Pts There are several bleak, high‐gravity planets within Homeworld space that have produced the Ogryn mutation from originally human populations. Squats have always made use of these giants in war and even have a grudging respect for their guileless prosecution of naked violence. No Ogryn has ever been known to break a bond of employment with a Squat.
WS BS S T W I A Ld Sv Ogryn Bone ‘ead Mercenary 4 3 5 5 3 2 4 7 5+ Ogryn Mercenary 4 3 5 5 3 2 3 6 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Ripper Gun (See Codex: IG) Stubborn Frag Grenades Furious Charge Unit Composition: Flak Armour Bulky 1 Ogryn Bone ’ead Mercenary Close‐combat Weapon 2 Ogryn Mercenaries Transport: The Ogryns may be transported In a Squat Rhino for 50pts. Options: May take up to seven additional Ogryn Mercenaries for 40pts each. Any model may replace their Ripper Gun with a Close‐combat Weapon for free.
SQUAT PIONEERS elite UNIT SQUATS ONLY 50Pts Pioneers are irregulars drawn from among those Squats who live the hard and lonely life of prospectors, explorers and adventurers beyond the confines of the Stronghold. Sometimes these outcasts band together into small ‘ Free Companies’ of privateers under a recognised Captan who also acts as their battle leader should the need arise. Warrior Brotherhoods occasionally use Pioneers as scouts and infiltrators, especially if there are ties of former Hold and Kin.
WS BS S T W I A Ld Sv Captain 4 3 3 4 1 2 2 10 5+ Pioneer 4 3 3 4 1 2 1 9 5+ Human 3 3 3 3 1 3 1 7 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Lasguns Move Through Cover Flak Armour Operate Behind Enemy Lines Unit Composition: Close‐combat Weapon Hatred 1 Captain Adamantium Will 5 Pioneers Stubborn Hired Guns Options: May take up to four additional Pioneers for 10pts each. The unit may be upgraded to have the following: Frag Grenades ‐ 5pts Krak Grenades ‐ 10pts Melta Bombs ‐ 20pts Operate Behind Enemy Lines: The unit may be kept in reserve even in scenarios that do not normally allow reserves to be used. When they arrive the Pioneers must enter from the edge where enemy reinforcements would be deployed or to where the enemy would retreat. (If no edge fits this description then decide an edge randomly). Hired Guns: Pioneers range freely beyond the Homeworlds and frequent the lawless ports and space‐docks which lie at the fringes of the Imperium. Here can be found the black markets in weaponry, information, transportation and manpower that every serious adventurer needs. A ‘Free Company’ cannot be too fussy about who they hire for an expedition and Squats will crew with deserters, renegades and scum if they can pull their weight. Each group of Pioneers may include up to five for + 5pts per Human. These Humans use the stat line provided and are armed in any way the player wishes from the following: The Human may be upgraded to have any of the following: The Human may be upgraded to have one of the following Bolt Pistol ‐ 2pts special weapons: Plasma Pistol ‐ 5pts Flamer ‐ 5pts Power Weapon ‐ 15pts Meltagun ‐ 10pts Power Fist ‐ 25pts Plasmagun ‐ 15pts Heavy Flamer ‐ 20pts The Human may be upgraded to have one of the following 2 handed weapons: Bolter ‐ 2pts Storm Bolter ‐ 5pts
IRON ANCESTOR ELITE UNIT SQUATS ONLY 100Pts Squats work furiously at the controls of their Iron Ancestor fighting machines, cutting their way through the endless enemies. Although considered short against an Imperium Dreadnought, the Iron Ancestor more than made up for their lack of stature with their pilots skill. Passed down through many generations, nobody was sure of their origins, but with each pilot adding his own modifications, they bore little resemblance to their original specification.
WS BS S Front Side Rear I A HP Iron Ancestor 4 4 6 11 11 10 2 2 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Walker) Seismic Hammer Move Through Cover Twin‐Linked Autocannon Unit Composition: Searchlight 1 Iron Ancestor Extra Armour Smoke Launchers Options: May replace its Twin‐Linked Autocannon with: Dreadnought Close‐Combat Weapon ‐ Free Seismic Hammer ‐ 15pts Seismic Hammer: A blow from a seismic hammer causes catastrophic shockwaves to tear through the target. A Seismic Hammer is treated as a Dreadnought Close‐combat Weapon that adds +1 to rolls on the vehicle damage chart.
ANCESTRAL GUARDIAN ELITE UNIT SQUAT ONLY 160Pts When certain high up members of the Squat society die, all that awaits their souls is the torment of the warp, save only for those who have proven worthy of the immortality of becoming an Ancestor. The Ancestral Guardian is a squat creation which was made to prevent these Exalted Ancestors from vanishing back into the Warp. The presence of the Ancestral Guardians are there purely to save the souls of worthy Squats from the Warp, if the Ancestral Guardian fails in their duties, then their rage add to the Ancestral Guardian's already considerable martial prowess.
WS BS S T W I A Ld Sv Ancestral Guardian 4 ‐ 6 6 4 4 4 10 3+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Monstrous Creature Seismic Hammer Move Through Cover Force Weapon Guardian Unit Composition: Hatred 1 Ancestral Guardian Fearless Seismic Hammer: A blow from a seismic hammer causes catastrophic shockwaves to tear through the target. A Seismic Hammer is treated as a Dreadnought Close‐combat Weapon that adds +1 to rolls on the vehicle damage chart. Guardian: If a Living Ancestor is within 6” of an Ancestral Guardian it counts as having +2 Int and +2 WS, if the Living Ancestor suffers a wound whilst within a6” Radius the Guardian gains the Rage universal special rule. If the Living Ancestor dies, the Ancestral Guardians WS, S, T, I, A and Ld go to 10 until the Ancestral Guardians next turn. Plasma Generator: The armoured suit of the Ancestral Guardian is powered by a Plasma Generator, due to this, any Plasma or ‘Gets Hot!‘ weapons cannot wound the Ancestral Guardian, if an attack of this sort hits the Ancestral Guardian (A scattered weapon for example) the Ancestral can regain A lost wound on the roll of a 2+.
RATLINGS elite UNIT SQUATS ONLY 30Pts A Ratling (Homo sapiens minimus) is a member of a small, loud, hungry and lecherous Abhuman species. Ratlings are granted full Imperial citizenship despite their mutant status and in the past have often served in the Regiments of the Imperial Guard. However, they are still distrusted by the more Puritanical members of the Inquisition. "Little Thieves! Thieves and vagabonds, the lot of them. They’re petty‐minded, larcenous little subhuman scum to the last. Everyone overlooks it because they can shoot straight and can cook a decent meal. You can’t trust them... any of them. They’ll steal your chrono if you shake hands with them, and as likely to pick your pocket as praise the Emperor’s name..." ‐ Anonymous Imperial Guardsman
WS BS S T W I A Ld Sv Ratling 2 4 2 2 1 4 1 6 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Sniper Rifle Infiltrate Laspistol Stealth Unit Composition: Flak Armour 3 Ratlings Options: May take up to seven additional Ratlings for 10pts each.
FIXIT ELITE UNIT SQUATS ONLY 35Pts Fixit is a lovable Squat rogue trader which is known for his awesome and amazing skills when it comes down to getting a stolen or broken second hand vehicle up and running again as if it was brand new. Both Fixit and his skills are legendary amongst the Squat populace, it was due to this that it was a no brainer for the Squat army to hire him to come fight with them on Armageddon to allow his abilities to really be put to the test. His job was to not only keep the Squat tank army working well but also to steal back already previously stolen and looted Imperial Guard tanks and restore them back to active service.
WS BS S T W I A Ld Sv Fixit 4 3 3 4 2 3 2 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close‐combat Weapon Quick Fix Unit Composition: Lasgun Hatred 1 Fixit Flak Armour Adamantium Will (Unique) Stubborn Quick Fix: Fixit gets his name not only from his fathers heritage but also because he is very good at doing quick fixes and fast bodge jobs to vehicles to get them back into the action as soon as possible, any vehicle which Fixit is riding can repair a weapon, Hull point or Immobilised result providing Fixit does not shoot that turn on a D6 roll of a 2+. Options: Fixit may be upgraded to have any of the following: Fixit may be upgraded to have one of Bolt Pistol ‐ 2pts the following 2 handed weapons: Plasma Pistol ‐ 5pts Bolter ‐ 2pts Power Weapon ‐ 15pts Storm Bolter ‐ 5pts Power Fist ‐ 25pts Lord Grumni may be upgraded to have one of the following: Carapace Armour (4+ Save) ‐ 5pts Engineer Armour (3+ Save) ‐ 15pts Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts Fixit may be upgraded to have one of the following: Frag Grenades ‐ 1 pt Krak Grenades ‐ 2pts Master Crafted Weapon ‐ 15pts Melta Bombs ‐ 4pts
WARRIOR SQUAD TROOP UNIT SQUATS ONLY 55Pts The hard headed dedicated and stubborn ‘grunts’ of the Warrior Brotherhood are the heart and soul of any Squat army. Each trooper has made the defence of the Stronghold his sworn profession and will pursue that purpose to the bitter end. When led by a hero of their kind and armed by the skill of their engineers and weapon smiths there is no enemy in the galaxy they will not defy. In some respects the technical resources of a typical Brotherhood outmatch those of comparable human forces ‐ as shown in the range of specialist weapons available to them and their greater battlefield flexibility.
WS BS S T W I A Ld Sv Hearthguard 4 3 3 4 1 2 2 10 5+ Warrior 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Transport: Infantry Lasgun Stubborn If the squad numbers ten or less it may be mounted in a Rhino for 50pts Hatred Unit Composition: Adamantium Will 1 Hearthguard 4 Warriors Options: May take up to fifteen additional Warriors for 10pts each. The Hearthguard leader may take any of the weapon options listed in the Hearthguard entry. The entire Squad may replace their Lasguns with the following: Laspistol and Close‐combat Weapon‐ Free Bolters ‐ 1pt One Squat may be upgraded with: Flamer ‐ 5pts Meltagun ‐ 10pts Plasmagun ‐ 15pts A second Squat may be upgraded with: Grenade Launcher ‐ 12pts Heavy Bolter ‐ 15pts Missile Launcher ‐ 20pts Heavy Flamer ‐ 20pts Conversion Beamer (Codex: SM pg 70) ‐ 30pts Lascannon ‐ 35pts Multi‐Melta ‐35pts Plasma Cannon ‐ 35pts The unit may be upgraded to have the following: Frag Grenades ‐ 5pts Krak Grenades ‐ 10pts
THUNDERER SQUAD TROOP UNIT SQUATS ONLY 55Pts Such is the Squat tradition of stubborn defence that a warrior cult specialising in this form of warfare has developed among most of the Brotherhoods. Heavy weaponry is virtually idolised among the Thunderers and each piece of portable artillery is given a name. Each has its history, carefully recorded by successive users to build up a true saga in praise of the weapon. The high degree of engineering skill needed to maintain heavy weapons sometimes inspires particular groups of Thunderes to design armoured vehicles to mount them. These Squat Tanks can be fielded in support of attacking foot troops or form a defensive strongpoint to bolster the fire of the Thunderers themselves.
WS BS S T W I A Ld Sv Hearthguard 4 3 3 4 1 2 2 10 5+ Warrior 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Transport: Infantry Lasgun Stubborn If the squad numbers ten or less it may be mounted in a Squat Rhino for 50pts Hatred Unit Composition: Adamantium Will 1 Hearthguard Gun Mount 4 Warriors Options: May take up to four additional Thunderers for 10pts each. The Hearthguard leader may take any of the weapon options listed in the Hearthguard entry. The entire Squad may replace their Lasguns with the following: Laspistol and Close‐combat Weapon‐ Free Bolters ‐ 1pt Up to four Squats may be armed with the following: Heavy Bolter ‐ 15pts Missile Launcher ‐ 20pts Conversion Beamer (Codex: SM pg 70) ‐ 30pts Lascannon ‐ 35pts Multi‐Melta ‐35pts Plasma Cannon ‐ 35pts The unit may be upgraded to have the following: Frag Grenades ‐ 5pts Krak Grenades ‐ 10pts Gun Mount: Thunderers that are embarked on their dedicated transport treat their vehicle as open topped for the purposes of shooting.
BLUNDERBUSS SQUAD TROOP UNIT SQUATS ONLY 55Pts The blunderbuss is a muzzle‐loading firearm with a short, large caliber barrel, which is flared at the muzzle and frequently throughout the entire bore, and used with shot and other projectiles of relevant quantity and/or caliber. The blunderbuss could be considered to be an early form of Imperial shotgun, which was often adapted to military and defensive use. It was effective at short ranges, but lacked accuracy for targets at long range.
WS BS S T W I A Ld Sv Hearthguard 4 3 3 4 1 2 2 10 5+ Squat 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Transport: Infantry Blunderbuss Stubborn If the squad numbers ten or less it may be mounted in a Rhino for 50pts Hatred Unit Composition: Adamantium Will 1 Hearthguard 4 Squats Options: May take up to five additional Squats for 15pts each. The Hearthguard leader may take any of the weapon options listed in the Hearthguard entry. The unit may be upgraded to have the following: Frag Grenades ‐ 5pts Krak Grenades ‐ 10pts Blunderbuss: 18”, STR 4, AP 5, Assault 3
RECON SQUAD TROOP UNIT SQUATS ONLY 65Pts Recon Squads are the Squat equivalent of the Space Marine Scouts, they are there for exploring beyond the area occupied by friendly forces to gain vital information about enemy forces or features of the environment for later analysis and/or dissemination. Often referred to as Recon Squats or Recon Humans respectively, they spend their time patrolling by troops, ships or submarines, manned/unmanned aircraft, satellites, or by setting up covert observation posts.
WS BS S T W I A Ld Sv Squat 4 3 3 4 1 2 1 9 5+ Human 3 3 3 3 1 3 1 7 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Lasguns Move Through Cover Flak Armour Fleet Unit Composition: Close‐combat Weapon Hatred 4 Recon Squats Frag & Krak Greandes Adamantium Will 3 Recon Humans Stubborn Hired Guns Options: A single Human and a single Squat may replace their Lasgun with one of the following: Bolt Pistol ‐ 2pts Bolter ‐ 2pts Plasma Pistol ‐ 5pts Storm Bolter ‐ 5pts Flamer ‐ 5pts Meltagun ‐ 10pts Plasmagun ‐ 15pts Heavy Flamer ‐ 20pts
TRENCHERS TROOP UNIT SQUATS ONLY 55Pts The trenchers are squads of Squats which specialise in trench warfare, whilst known for their fantastic tactical usages of trenches they are also known and feared for their powerful Trenchguns. A Trenchgun was a pump‐action shotgun with an external hammer and tube magazine manufactured by the Squats themselves. The Trenchgun was an evolution of the standard Imperial Guard shotgun. There were many advantages of the Trenchgun over the standard shotgun, for example sacrificing strength for sheer stopping power. Special length barrels could be ordered in lengths as short as 20 inches, and as long as 36 inches. Since the time the Trenchgun was first manufactured it has been used by Imperial Guardsmen, Arbites, and Rogue Traders.
WS BS S T W I A Ld Sv Hearthguard 4 3 3 4 1 2 2 10 5+ Trencher 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Transport: Infantry Trenchgun Stubborn If the squad numbers ten or Trench Hammer Hatred less it may be mounted in a Unit Composition: Adamantium Will Rhino for 50pts 1 Hearthguard Trenchers 4 Trenchers Options: May take up to five additional Squats for 15pts each. The Hearthguard leader may take any of the weapon options listed in the Hearthguard entry. The unit may be upgraded to have the following: Frag Grenades ‐ 5pts Krak Grenades ‐ 10pts Trenchgun: 24”, STR 4, AP 4, Assault 1 OR 12”, STR 4, AP 4, Assault 2 OR 6”, STR 4, AP 4, Assault D6 Trench Hammer: Close‐combat weapon with the Concussive universal special rule. Trenchers: Whilst in a cover, Trenchers benefit from a +2 to their cover save if they haven’t moved that turn.
TERMITE DEDICATED TRANSPORT* SQUATS ONLY 100Pts *One unit of Warriors selected by the owning player becomes dedicated to this vehicle The Termite is an Imperial and Squat tunnelling transport vehicle. Launched from a mobile surface transporter, the Termite is used to transport troops through the earth, safely hidden from incoming enemy fire. In addition to providing greater protection for its passengers, the Termite's tunnelling ability means they are often used for launching surprise attacks, appearing behind enemy lines and causing chaos amongst their unsuspecting foes.
BS FRONT SIDE REAR HP Termite 3 11 10 10 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Tank) Melta‐cutter Lumbering Power Cutter Termite in Assaults Unit Composition: Special Deployment 1 Termite Transport: one of the following: Can transport up to ten squats but not models In Exo‐Armour Melta‐Cutter: Range 12”, STR 8, AP 1 Heavy 1;Melta Power Cutter: Range ‐”,STR 10, AP 2, Ignores Armour Saves Lumbering: The Termite can only move a maximum of 6” per turn, but it may still fire it’s multi‐melta. Termite in Assaults: Use the below rules to determine how to use the Termite in assault. Against Infantry: The Termite is a Tank and may Tank Shock infantry units using the normal rules. Note: Infantry units being Tank Shocked by the Termite are at ‐1 Ld, fearless units ignore this rule. Against Vehicles: This counts as a ram attack, but the termite drill always hits with STR 10 when ramming. Work out damage to the drill as normal. Against buildings/Bunkers: The Termite scores one automatic hit with a Strength of 10. Special Deployment: The Termite always starts the game in Reserve and will enter the table via Deep Strike. You must also place at least one squad Warrior squad with it. This squad is also in Reserve and will arrive the turn the drill appears. When it arrives from Reserve, the Termite will always enter the table via Deep Strike (ie, digging up from below). This works slightly differently to the standard Deep Strike rules. First, place the 5” blast marker anywhere on the table where you want the drill to emerge. Then roll for scatter. On a hit it emerges on target. On an arrow it deviates 2D6” in that direction. If any enemy models are touched by the template then they are hit by the breaching drill’s melta‐blast and whirling powerblades as it emerges. Any models touched by the template take a single STR 10, AP 2 hit. This counts ash aving the melta‐special rule. Vehicles which are hit are attacked using their side armour value. If the enemy is not destroyed then it is moved directly away from the drill so it is 1” away. Squads should be moved so they retain squad coherency. Difficult or dangerous terrain has no effect on the emerging drill and following squad, as it is shredded by the melta‐blast and power cutters. If the terrain model is too large to remove, then place the drill as close to the point as you can. Any Warriors attached to the Termite will appear from where the centre of the blast was, they count as disembarking a vehicle.
SQUAT RHINO DEDICATED TRANSPORT SQUATS ONLY 50Pts The Squats have inherited the same fragmentary STC system as the Imperium and the Rhino remains for them the favoured military workhorse.
BS Front Side Rear HP Squat Rhino 3 11 11 10 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Tank Pintle‐Mounted Storm Bolter Squat Repair Dozer Blade Unit Composition: Searchlight 1 Squat Rhino Extra Armour Smoke Launchers Transport: Can transport up to ten squats but not models In Exo‐Armour Options: The Squat Rhino may be upgraded to have one of the following: Assault Cannon ‐15pts Multi‐melta ‐ 35pts Squat Repair: The advanced Squat mechanics found inside the Rhino allow it’s crew to do rudimentary repairs a lot easier than it’s Space Marine counterpart. To represent this, if a Squat Rhino forgoes it’s shooting phase and is suffering from the Immobilised result, on the roll of a D6 roll of 5+ the effects of being Immobilised no longer apply.
SQUAT BIKES FAST ATTACK UNIT SQUATS ONLY 90Pts Some Squats cannot accept a rigidly defined life within a Stronghold. The independent side of their nature masters them and they gravitate towards the semi‐nomadic biker gangs which have for centuries esixted at the margins of Squat society. Although these Squats have given up Hearth and Clan, they are still ferociously loyal to their race and willingly enlist as irregulars in Squat armies taking on the most suicidal of battlefield roles.
WS BS S T W I A Ld Sv Bike 4 3 3 4(5) 1 2 1 9 5+ Attack Bike 4 3 3 4(5) 1 2 2 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Bike Laspistol Stubborn Squat Bike Adamantium Will Unit Composition: Twin‐Linked Bolters Hatred 3 Squat Bikes Options: You make take an additional seven Squat Bikes for 30pts each. Up to two Squat Bikes may be armed with one of the following: Flamer ‐ 5pts Meltagun ‐ 10pts Plasma gun ‐ 15pts The entire unit may be upgraded to have one of the following: Frag Grenades ‐ 5pts Krak Grenades ‐ 10pts The Bike Squadron may include one attack bike at a cost of +40pts. The attack bike is armed with twin‐linked bolters and a pintle‐mounted heavy bolter. The heavy bolter may be replaced with a Multi‐Melta OR a Plasma Cannon for 15pts
SQUAT ATTACK BIKe FAST ATTACK UNIT SQUATS ONLY 40Pts Nowhere is the Squat death wish more potent than among these bikers who bolt heavy weapons to their trikes and go tank hunting. The combat life‐expectancy of these maniacs is measured in minutes.
WS BS S T W I A Ld Sv Attack Bike 4 3 3 4(5) 1 2 2 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Bike Laspistol Stubborn Squat Attack Bike Adamantium Will Unit Composition: Pintle‐Mounted Heavy Bolter Hatred 1 Squat Attack Bike Twin‐Linked Bolters Options: The Bike Squadron may have an additional two Squat Attack Bikes at a cost of +40pts per Bike. The heavy bolter may be replaced with a Multi‐Melta OR a Plasma Cannon for 15pts
SQUAT TRIKES FAST ATTACK UNIT SQUATS ONLY 120Pts A Squat Tricycle, often abbreviated to Trike, is a three‐wheeled vehicle. While tricycles are often associated with the small three‐wheeled vehicles used by Rogue Traders and Renegades, they are also used by Squats for a variety of purposes. In certain Squat Homeworlds, Squat‐sized tricycles are used primarily by the richer of Squat society for recreation and travel. Around Terra, tricycles are used primarily for commercial transportation, either of passengers, or of freight and deliveries. On Armageddon, a tricycle is used nearly primarily by exo‐armoured Squats for shock and awe styled assaults. Whilst most human‐powered trikes are usually powered by either pedals or small engines, although some models have hand cranks. Motorized Squat Trikes can be powered with a variety of methods, including plasma generators, flux capacitors, smaller automatic transmission scooter motors, and electric motors.
WS BS S T W I A Ld Sv Trike 4 3 3 4(5) 2 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Bike Laspistol Stubborn Squat Trike Adamantium Will Unit Composition: Twin‐Linked Bolters Hatred 3 Squat Trikes Hammer of Wrath Options: You make take an additional seven Squat Trikes for 40pts each. Any Squat Trike may replace their Laspistol with one of the following: Flamer ‐ 5pts Meltagun ‐ 10pts Plasma gun ‐ 15pts Any Squat Trike may be upgraded to have one of the following: Carapace Armour (4+ Save) ‐ 5pts Engineer Armour (3+ Save) ‐ 15pts Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts The entire unit may be upgraded to have one of the following: Frag Grenades ‐ 5pts Krak Grenades ‐ 10pts
GYROCOPTER FAST ATTACK UNIT SQUATS ONLY 35Pts The Gyrocopter was a Squat aircraft. Used for ground attack missions against enemy artillery positions and headquarters in lightning fast raids, Gyrocopters were piloted by daring Squat Guild pilots. The Gyrocopter achieved its unprecedented manoeuvrability by combining traditional gravity thrusters with high‐powered turbofans, giving it extra power and lift.
WS BS S T W I A Ld Sv Gyrocopter 4 3 3 6 2 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Jetbike Laspistol Stubborn Twin‐Linked Bolters Adamantium Will Unit Composition: Frag and Krak Grenades Hatred 1 Gyrocopter Scout Hit and Run Options: You make take an additional four Gyrocopter’s for 35pts each. Any Gyrocopters may replace their Twin‐Linked Bolters with one of the following: Flamer ‐ 5pts Meltagun ‐ 10pts Plasma gun ‐ 15pts
LIGHT TANK FAST ATTACK UNIT SQUAT ONLY 35Pts The fast light tank was a major feature of the pre‐Armageddon build up, where it was expected they would be used to exploit breakthroughs in enemy Ork lines created by slower, heavier tanks. Numerous small tank designs and "tankettes" were developed during this period and known under a variety of names, including Combat Car. The light tank has been one of the few tank variants to survive the development of the main battle tank, and has seen use in a variety of roles including support of light airborne or amphibious forces and reconnaissance. Modified Light Tanks are assuming these roles in many Squat militaries due to their immediate availability, a cheaper alternative to developing and fielding a pure light tank.
BS Front Side Rear HP Light Tank 3 10 10 10 2 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Light Tank Twin‐Linked Autocannons Outflank Vehicle (Fast) Twin‐Linked Boltguns Infiltrate Scout Unit Composition: 1 Light Tank Options: May take an additional four Light Tanks for +35pts each. A Light Tank can be upgraded to have: Dozerblade‐ 10pts Hunter‐Killer Missile ‐ 10pts May replace the Twin‐Linked Autocannons for: Heavy Flamer ‐ Free
ASSAULT SQUAD elite UNIT SQUATS ONLY 75Pts Exo‐armour is a type of heavy armour, comparable to Terminator Armour, used by the Squats. It is built by the Squat Engineers Guild. Exo‐armour is a form of powered armour. The extensive protection it provides is especially useful when fighting in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo‐armour is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels. Exo‐armour also serves as an all‐enclosing hostile environment suit. The development of Exo‐armour was spurred by the inhospitable nature common to the Squat homeworlds. Exo‐armour incorporates an integrated power axe and boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of the Squat military aristocracy.
WS BS S T W I A Ld Sv Exo‐Trooper 4 3 3 4 1 2 2 10 2+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Bolt Pistol Stubborn Powerfist Hatred Unit Composition: Exo‐Armour Adamantium Will 3 Exo‐Troopers Frag and Krak Grenades Deep Strike Options: May take up to seven additional Exo‐Trooper for 25pts each. One Exo‐Trooper may be upgraded to have : Flamer ‐ 5pts Meltagun ‐ 10pts Plasmagun ‐ 15pts The unit may be upgraded to have the following: Melta Bombs ‐ 10pts
OVERLORD ARMOURED AIRSHIP FAST ATTACK SQUATS ONLY 200Pts The Overlord Armoured Airship was a Squat heavy flying machine. Developed by engineering guilds to originally mine liquid metals within gas giants, these huge dirigibles would cruise through the upper or lower atmosphere of planets and were made to be protected against extreme temperatures. Realizing the military potential of these heavily armored craft, the Squats quickly put them to military use. Powered by several gas cells which provide lift, each cell is self‐sealing and filled with inert gases to prevent explosions in case of damage. An armoured gondola hangs underneath the hull, equipped with Melta bomb racks and Battle cannon turrets. Gravitic thrusters are positioned at the rear of the hull to supply forward power and extra lift. A select crew of Guild aeronauts operate the craft under the watchful eye of a captain, most often the engineer who oversaw the ships construction.
BS Front Side Rear HP Overlord Armoured Airship 3 12 12 12 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Transport: Special Rules: Vehicle (Flyer) Five Hull Mounted Heavy Bolters (Right) 20 Models It Will Not Die Five Hull Mounted Heavy Bolters (Left) Full Broadside Unit Composition: Searchlight Weapon Platform 1 Overlord Armoured Airship Smoke Launchers Options: May take any of the following: Hunter‐Killer Missile ‐ 10pts Extra Armour ‐ 15pts May take a Melta Bomb Rack for + 25pts. Melta Bomb Rack: Allows the Overlord Armoured Airship to have the Vector Strike universal special rule. In addition the Vector Strike hits at Strength 8. Full Broadside: Instead of firing all of it’s weapons, the Airship may choose to fire one of it’s facings (Left or Right) and count all the shots as Twin‐Linked. Weapon Platform: An Overlord Armoured Airship may always fire all of it’s weapons, but is limited to an 18” move.
SQUAT TANK HEAVY SUPPORT SQUATS ONLY 50Pts Squat technology is based upon the heavy mining equipment they brought with them to the Home Worlds. During their isolation from the rest of humanity they adapted it for other uses, notably small light tanks which used to be used for helping transport mined material around. Squats continued to innovate and invent while humanity sank into a Dark Age.
BS Front Side Rear HP Squat Tank 3 12 11 10 2 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Tank) Twin‐Linked Heavy Bolter Lumbering Extra Armour Unit Composition: Searchlight 1 Squat Tank Smoke Launchers Options May take any of the following: Dozerblade‐ 10pts Hunter‐Killer Missile ‐ 10pts May upgrade the Twin‐Linked Heavy Bolter for: Heavy Flamer ‐ Free Autocannon ‐ 10pts Twin‐Linked Dual Autocannons ‐ 20pts Lascannon ‐ 25pts Plasma Cannon ‐ 25pts Multi‐melta ‐ 35pts Battle Cannon ‐ 50pts Lumbering: The Squat Tank can only move a maximum of 6" per turn, but it may always fire its weapons, even if it‘s been stunned or shaken, this does not apply to weapon destroyed or vehicle destroyed results.
SQUAT SIEGE TANK HEAVY SUPPORT SQUATS ONLY 140Pts The Demolisher cannon is a short‐range, large‐bore direct fire cannon mounted on various vehicles. Primarily designed with siege, urban, and bunker busting warfare in mind, the cannon has also been known to be of great use against enemy vehicles and infantry, destroying both with equal ease.
BS Front Side Rear HP Squat Siege Tank 3 14 13 11 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Tank) Demolisher Cannon Lumbering Twin‐Linked Heavy Bolter Unit Composition: Smoke Launchers 1 Squat Siege Tank Searchlight Options May take any of the following: Dozerblade‐ 10pts Hunter‐Killer Missile ‐ 10pts May upgrade the Twin‐Linked Heavy Bolter for: Heavy Flamer ‐ Free Autocannon ‐ 10pts Twin‐Linked Dual Autocannons ‐ 20pts Lascannon ‐ 25pts Plasma Cannon ‐ 25pts Multi‐melta ‐ 35pts Battle Cannon ‐ 50pts Any Thunderer may take any of the following: ‐ Pintle‐mounted Storm Bolter ‐ 10pts ‐ Hunter‐Killer Missile ‐ 10pts ‐ Dozer blade ‐ 10pts ‐ Extra armour ‐ 15pts May be upgraded to have Manticore Rocket Launcher with 6 Storm Eagle Rockets for +100pts. Lumbering: The Squat Tank can only move a maximum of 6" per turn, but it may always fire its weapons, even if it‘s been stunned or shaken, this does not apply to weapon destroyed or vehicle destroyed results. Manticore Rocket Launcher: See Codex:IG pg 54.
THUDD GUN HEAVY UNIT SQUATS ONLY 50Pts Invented by the Engineers Guilds on the Squat Homeworlds, the designs were later shared with the Adeptus Mechanicus, who copied and produced their own version for use by the Imperial Guard. The Thudd Gun weapon received its nickname from the distinctive and rhythmic "thud" sound produced as each barrel fires in rapid succession. More commonly used by the Imperial Guard in the past, the thudd gun have been largely relegated to siege regiments and garrison forces.
WS BS S T W I A Ld Sv Operators 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Artillery Lasguns Slow Rate of Fire Flak Armour Stubborn Unit Composition: Close‐combat Weapon Hatred 3 Operators Thudd Gun Adamantium Will Frag Grenades Shell Shock Options: May take up to three additional Thudd Gun in the battery for 50pts each. Thudd Gun: Range 12‐60”, STR 5, AP 5, Heavy 4, Blast, Barrage, Shell Shock. Slow Rate of Fire: It takes time to reload each Thudd Gun between volleys. The Thudd Gun can fire for two turns but must then miss a turn whilst it reloads, ie, it can fire, fire again, then next turn it cannot fire. Shell Shock: Due to the repeated impact of shells, pinning tests against Thudd Gun attacks are at ‐1 to the targets Leadership.
DUAL GUN HEAVY UNIT SQUATS ONLY 50Pts Like the Thudd gun, the Dual gun was also invented by the Engineers Guilds on the Squat Homeworlds, the designs were also later shared with the Adeptus Mechanicus as well, who copied and produced their own version for use by the Imperial Guard, the Imperial version consisted of 2 Extra barrels and was known as the Quad gun. The Squat Dual Gun weapon is one of the more commonly used weapons for the Squats as it allows ground forces to advance whilst under the cover of anti‐aircraft firepower.
WS BS S T W I A Ld Sv Operators 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Artillery Lasguns AA Flak Armour Stubborn Unit Composition: Close‐combat Weapon Hatred 3 Operators Dual Gun Adamantium Will Frag Grenades Immobile Options: May take up to three additional Quad Guns in the battery for 50pts each. Dual Gun: 48”, STR 7, AP 4, Heavy 2;Twin‐Linked. Immobile: The artillery piece may not move once deployed. AA: The Dual Gun counts as being able to both fire as normal and with the Skyfire rule.
THUNDERFIRE CANNON HEAVY UNIT SQUATS ONLY 50Pts An exception to the general rule regarding Squat weaponry being highly portable, the Thunderfire Cannon is most commonly used in terrain where mobile artillery platforms cannot operate, or when a defensive emplacement must be maintained. These colossal weapons are mounted on rugged tracks which provides a level of mobility. Their tri‐barrel nature allows for a punishing rate of fire, and each Cannon is capable of firing three different varieties of shot. The first type of shell detonates on surface contact, commonly used against infantry in the open, while the airburst shell is employed against infantry taking cover. The most devastating, however, are the subterranean shells, programmed to burrow into the ground before exploding. The resulting explosion causes seismic disruptions which can knock the enemy off‐balance, making them easier targets for follow‐up fire. This affects even grav‐vehicles, whose anti‐gravity generators are negatively impacted by the sub‐surface shockwaves caused by the shells.
WS BS S T W I A Ld Sv Operators 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Artillery Lasguns Adamantium Will Flak Armour Stubborn Unit Composition: Close‐combat Weapon Hatred 3 Operators Thunderfire Cannon Frag Grenades Options: Thunderfire Cannon: The Thunderfire Cannon is a colossal multi‐barrelled weapon. Each Thunderfire Cannon shell can be fused for surface detonation, airburst or subterranean blast. Decalre which type of fusing you wish to use before the Thunderfire Cannon fires. Surface Detonation: 60”, STR 6, AP 5, Heavy 3, Blast Airburst: 60”, STR 5, AP 6, Heavy 3, Blast, Ignores Cover* Subterranean Blast, 60”, STR 4, AP ‐, Heavy 3, Blast, Tremor** *Ignores Cover: Cover saves cannot be taken against wounds caused by an airburst salvo. **Tremor: Any unit hit by a subterranean blast will move as if in difficult terrain in its following Moverment phase. If the unit is actually moving through difficult terrain. It rolls one less dice than normal to determine its maximum move. A vehicle hit by a Tremor shell must take a dangerous terrain test if it moves in the following Movement phase. This even applies to skimmers, whose delicate grav‐engines are pummelled by the shockwaves.
MOLE MORTAR TEAM HEAVY UNIT SQUATS ONLY 50Pts The Mole Mortar is a support weapon used my some Imperial forces. It is basically an inverted mortar that fires a burrowing sub‐surface missile, or tunnel‐torpedo, into the ground. The missile burrows its way toward its target, bypassing all surface hazards and defenses, emerging from the ground beneath the target. The missile is self‐guided and able to track its target through solid rock. The mole mortar is an invention of the Squat Engineers Guild, and has been adopted by the Imperial Guard. It is sometimes used to breach fortifications too strong for conventional weaponry to damage. Due to the unique way it operates, the mole mortar is able to circumvent most defences, striking from below to explode within bunkers and other structures.
WS BS S T W I A Ld Sv Mortar Operators 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Lasguns Move Through Cover Flak Armour Stubborn Unit Composition: Close‐combat Weapon Hatred 2 Mortar Operators Mole Mortar Adamantium Will Shrouded Options: Stealth May take up to three additional Mortar Operators for 10pts each. The unit may be upgraded to have the following: Frag Grenades ‐ 5pts Krak Grenades ‐ 10pts Melta Bombs ‐ 20pts Mole Launcher: Range 24”, STR 8, AP 3, Heavy 1, Blast, Barrage The Mole Mortar Team requires at least 2 Mortar Operators to fire the weapon constantly, if only 1 crew member remains, the Mole Mortar may be fired every other turn. To fire the Mole Launcher, first place a marker on the table as its target point. This can be anywhere on the table. Next measure the distance from the Mole Launcher to the target point. If the target point is further than 24” then the torpedo is lost and has no effect. If the target point is less than 12” away then resolve the attack immediately, If the target point is between 12” and 24” then the attack is resolved in the player’s next Shooting phase. This does no stop the team from firing again. Hits from Mole Launcher against vehicles always target the vehicle’s side (actually the underneath) armour. When used to attack bunkers, buildings or other structures roll “D6 and add the dice together when rolling for penetration.
SIEGE WALKER HEAVY SUPPORT SQUATS ONLY 200Pts Squats work furiously at the controls of their Iron Ancestor fighting machines, cutting their way through the endless enemies. Although considered short against an Imperium Dreadnought, the Iron Ancestor more than made up for their lack of stature with their pilots skill. Passed down through many generations, nobody was sure of their origins, but with each pilot adding his own modifications, they bore little resemblance to their original specification.
WS BS S Front Side Rear I A HP Siege Walker 3 4 8 12 12 10 3 8 4 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Walker) 6 Seismic Legs Move Through Cover 2 Termite Drills Hammer of Wrath Unit Composition: Searchlight Smash 1 Siege Walker Extra Armour Shred Smoke Launchers Lumbering It Will Not Die. Seismic Legs: Being stomped on by Seismic Legs has te same effect as being hit by a blow From a seismic hammer. Of which they both cause catastrophic shockwaves to tear through the target. A Seismic Leg is treated as a Dreadnought Close‐combat Weapon that adds +1 to rolls on the vehicle damage chart. If a Siege walker suffers an ‘Immobilised’ result, roll a D6 and remove the legs (and the attacks) equal to the amount shown on the dice, Providing the Siege Walker has at least 3 legs it may still move as per normal, if it has less than 3, the ‘Immobilised’ result remains. If an outside entity tries to repair the legs of the Siege Walker and passes whatever test they had to do, roll a D6 and restore the legs (and attacks) accordingly. Note: Legs can still be destroyed as per normal from a ‘Weapon Destroyed’ result. Termite Drills: The massive drills mounted on the front of the Siege Walker come form the Same technology as the Termites and confer 2 extra attacks (Already included in profile). The Termite Drills count as STR 10, Armour bane and cause Fear whilst they are operational. Hunter‐Killer Rack: The large launcher on the rear of the Siege Walker holds 8 Hunter‐Killer Missiles, of which a maximum of 2 can be fired per turn.
LAND RAIDER HEAVY SUPPORT SQUATS ONLY 250Pts The Land Raider is a heavy tank and transport used by the Squats. It is capable of operating in virtually any kind of planetary environment. Its hull fully isolates its occupants from the environment and provides life support functions, allowing operation on inhospitable and airless planets. The Land Raider is designed to move at a good speed while still carrying heavy armaments as well as a number of warriors within its armoured hull.
BS FRONT SIDE REAR HP Overlord Armoured Airship 3 12 12 12 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Tank) Twin‐Linked Heavy Bolter Assault Vehicle Two Twin‐Linked Lascannons Unit Composition: Searchlight 1 Land Raider Smoke Launchers Extra Armour Options: May take any of the following: Storm Bolter ‐ 10pts Dozerblade‐ 10pts Hunter‐Killer Missile ‐ 10pts Multi‐Melta ‐ 10pts
EXCAVATOR HEAVY SUPPORT SQUATS ONLY 50Pts An Excavator is a person who extracts ore, coal, or other minerals from the earth through mining. There are two conceptions as to what this includes. In its narrowest understanding, "miners" are solely those persons who work at the face cutting, blasting, or otherwise working and removing the rock. In the broader understanding, a "miner" also includes any other laborer working within a mine, not just working the rock itself. Excavators themselves are heavily armoured Squats which even from birth are considered 'Very Bulky'. Whilst most Squat miners tend to use advanced machinery sometimes it is often the case where a Squat sized Excavator is called in to dig in places where machines cannot go. There have been Excavators since Squats first began mining. In regions with a long mining tradition, many communities have developed cultural traditions and aspects specific to the various regions, in the forms of particular equipment, symbolism, music, and the like.
WS BS S T W I A Ld Sv Excavator 4 3 3 6 2 2 2 10 2+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Siege Hammer Stubborn Exo‐Armour Very Bulky Unit Composition: Frag and Krak Grenades Hatred 1 Excavator Lamps Adamantium Will (Unique) Options: Excavator squad May take up to four additional Excavators for 50pts each. Siege Hammer: Counts as a Two‐Handed Thunder Hammer with 2D6 Armour Penetration. Lamps: Counts as being armed with searchlights and Night vision.
LAND TRAIN FORTIFICATION SQUATS ONLY 220Pts Land Trains are war machines composed of an engine and several weapons‐mounted cars. They were built and maintained by the Squat's Engineers Guild, a group which provided the best weapons used in the Squat armies. The war machines have their origins in the vast multi‐tracked machines which the Squats used to tow powered track‐cars of ore, food and other supplies across the harsh, rocky, inhospitable terrain separating the vast Strongholds of their Homeworld planets. The trains were armoured to endure the earthquakes, meteor showers and violent storms wracking their planets. Such defences allowed the trains to easily withstand most enemy fire. Land Trains were later used by the Squats as mobile fortresses, the cars mounting a variety of destructive weapons.
_____________________________________________________________________________________________________________________________________________________ Unit Type: Fortification Unit composition: Two carriages and 1 Engine. Each Section of the Land Train must be placed in base contact with at least one other section with the Engine being at the front. The Carriages count as small buildings (Armour Value 13).and the Engine count as a small building with Armour Value 14. Access Points & Fire Points: As per model. Weapons: One Carriage has an emplaced missile silo with Fragstorm missiles (See Warhammer 40,000 Rule book pg 117) and the other Carriage has an emplaced Thudd Gun. The Engine comes equipped with 4 Heavy Bolters. Special Rules: Mobile: The Land Train may move as a Heavy Vehicle. Options: The Land Train may be upgraded to have up to two additional Carriages for +50pts each. Upgrade the missile silo to have Krakstorm missiles in addition to Fragstorm missiles (each time the missile silo fires, the controlling player must choose which type of missile s being used) ‐ 30pts Add up to four emplaced heavy bolters (the Heavy Bolters can be allocated to any section(s) of the Carriages ‐ 10pts each. Any additional carriages must choose from the following options: Comms Relay (See Warhammer 40,000 Rule book pg 104) ‐ Free Mole Mortar ‐10pts Thudd Gun ‐ 10pts Quad‐gun ‐ 10pts Twin‐Linked Icarus Lascannon (See Warhammer 40,000 Rule book pg 117) ‐ 10pts
SQUAT DEFENCE LINE FORTIFICATION SQUATS ONLY 75Pts Squat defence lines are technologically advanced barricades built from crenulated armoured sections that link together into a solid shield wall. Their simple design means that they can be built and deployed at great speed. The defence lines are ideally suited for commanders wishing to gain a foothold in enemy territory or establish a defensive position of which they can view the battle field.
_____________________________________________________________________________________________________________________________________________________ Unit Type: Fortification Unit composition: Up to 4 long and 4 short wall sections. Each section of Squat defence line must be placed in base contact with at least one other section. Access Points & Fire Points: As per model. Weapons: Defensive Position: Any unit which is assaulting over a Squat Defence Line must take both a difficult and dangerous terrain test, in addition any unit being assaulted whilst behind the Defence line count as +1 BS for the purpose of Overwatch Snapshots (I.E ‐ Hitting on a D6 roll of a 5.) If a vehicle is being assaulted whilst behind the defence line, the vehicle may also fire Overwatch. Note: Standard Snapshot rules apply, so thus blast templates may not be fired and all flame weapons do D3 hits as per normal. Special Rules: None Options: Add one of the following: Comms Relay (See Warhammer 40,000 Rule book pg 104) ‐ 20pts Icarus Lascannon (See Warhammer 40,000 Rule book pg 117) ‐ 35pts Quad‐gun ‐ 50pts Mole Mortar ‐50pts