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=Special Characters= ==Overlord Hreid== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> An old and powerful Squat, Overlord Hreid is an extremely influential leader. <div class="mw-collapsible-content"> The influence of Hreid has an incredible reach. It encompasses nearly every Squat world, but in his League he's considered as first among equals in the eyes of other Warlords and Thanes. Even the Living Ancestors see him as someone who is deemed worth to follow. Coming from League Norgyr, he and his ancestors were the ones who strongly advocated for alliances and integration with the Imperium of Man while still being independent and continues so to this day, yet they all also were, and are to this day determined to forge the Squats as a more unified force in order to make them better survive the galaxy that is ravaged by wars. Even when compared to his ancestors, he is one to be the most active in his bloodline to unify the Squats, yet because of the conflicts (both minor and major) and differences between Leagues, not to mention looking over the welfare of the planets of his own League, this task seems to be a daunting one. With the appearance of Tyranids, the situation became grim as Squat worlds were devoured one by one, some being of great historical importance. Hreid knows well the history of how the Great Devourer ravaged the Squats. His own grandfather and father perished in battle against the monstrosities of Behemoth's tendrils (but not before managing to slay hundreds of them and dozens of monstrous creatures) when they answered the call to arms. With the appearances of Kraken and Leviathan, the old Squat grew more determined to unite his kin and and seeing the Tyranids committing the Ultimate Grudge against Squatkind, for there exist no curse neither in the Squat language, in Gothic, or in any of the languages of xenos to describe how unforgivable it is what the swarm did. In battle, no matter if it is on foot or inside his unique suit of exo-armour, Hreid is a force of nature. Carrying his ancestral war axe Surtr along with the ancient Plasma Blaster Foe Blaster and the Golden Ring of Wards, the Overlord of Norgyr is a monster of a fighter, but also a skilled and charismatic commander who leads with courage and honour, as well as wisdom and determination. The most famous battles he took part in were the Scouring of Forseti where along with a Great Company of Space Wolves managed to defeat the Orks that occupied the ancient Squat world, the Gangalma Incident where he and his throng aided the Mordian Iron Guard in defeating a Chaos incursion, and finally the Inarian Crusade where his Squats managed to stop a tendril of Leviathan and culminating in him slaying a Tyranid Dominatrix which is no mere feat even for a Squat. With the darkness engulfing more and more the galaxy, the Overlord of Norgyr dispatched one of his eldest son Lyngheidr to aid the forces that engaged the 13th Black Crusade, while he himself endeavored to hunt down the Tyranids that are plaguing the areas around Squat and Imperial worlds. If there are unsettled grudges, then Heidr will make sure they are settled, for he never leaves anything unsettled. </div> </div> '''Points Cost''' - 250 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Overlord Hreid | 6 | 4 | 3 | 4 | 3 | 4 | 3 | 10 | 3+/3++ | Infantry (Character) | Overlord Hreid |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Norgyr) *Independent Character *Feel No Pain *Eternal Warrior *The Ultimate Grudge Bearer: Heidr and any unit he joins has the Preferred Enemy USR against the Primary Enemy Detachment. '''Warlord Traits:''' Overlord Hreid has the Grudge Bearer warlord trait and may roll an additional Warlord Trait on any table. <br>'''Wargear:''' *Frag Grenades *Krak Grenades :'''Options:''': May swap the Armour of Snorri and Frag and Krak Grenades for the Armour of Strullson for free. :'''Tech Relics:''' *Axe of Surtr: ''Heidr's unique Forge Axe that was passed from father to son for generations, this weapon is made in such a way that it greatly amplifies the physical power of the wielder. The force is more than enough to slay a Space Marine Terminator or Tau Battlesuit in one powerful blow, and if the adversary somehow survived the blow, then Surtr's flames would off them completely.'' The Axe of Surtr has the following profile: {| class="wikitable" |- ! Name !! Range !! Strength !! AP !! Special Rules |- | Axe of Surtr || - || +3 || 2 || Melee, Unwieldy, Two-Handed, Master Crafted, Soulblaze, Flammable, Great Cleave |} :Great Cleave: On a roll of 6 to hit in Close Combat, the wielder causes two hits instead of one. *Foe Blaster: ''An ancient weapon that was gifted to Heidr's ancestor back during the Great Crusade by the Imperial Fists Legion as a token of friendship, this mighty Plasma Blaster makes short work of any and all enemies.'' Foe Blaster has the following profile: {| class="wikitable" |- ! Name !! Range !! Strength !! AP !! Special Rules |- | Foe Blaster || 18" || 7 || 2 || Assault 3, Gets Hot!, Shred |} *The Armour of Snorri: ''An armour that once belonged to one of two legendary Squat heroes of Norgyr, this iridium armour is a incredible piece of craftsmanship that allows for great protection as the technology behind it allows to weaken the attacks of the enemy inflicted upon the user. How it came into the possession of Heidr's family is unknown.'' The Armour of Snorri is Squat Iridium Armour. Additionally any attack (ranged or melee) against Heidr has their strength reduced by 1 (thus a weapon with S5 becomes S4). *The Armour of Strullson: ''An armour that once belonged to one of two legendary Squat heroes of Norgyr, this exo-armour is incredibly sophisticated and offers terrific power and protection. How it came into the possession of Heidr's family is unknown.'' The Armour of Strullson is a set of Squat Exo Armor that grants +1 to Heidr's strength and the Feel No Pain (4+) special rule. *Golden Ring of Wards: ''A treasured tech relic that was created when the first Squat holds were created, what looks like a simple ring is in fact a extremely advanced piece of technology made from knowledge from the Dark Age of Technology. The ring emits something akin to a plasma field that protects the wearer from danger. And if by some strange coincidence the plasma field is breached the built in warp-manipulation mechanisms knit back any wound the wearer sustained.'' The Golden Ring of Wards grants the wearer the It Will Not Die USR and a 3++ Inv Save. ==Ancient Gandr== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> "''But I, being old, have only my memories;'' ''I have spread my memories under your feet;'' ''Tread softly, for you tread on my memories.''" <div class="mw-collapsible-content"> Squats are known to live much longer than the average human. Then some of these Squats tend to outlive others of their kin, thus becoming Living Ancestors who are centuries old. But among the latter group, there is one who is particularly old. Ancient Gandr is one such Living Ancestor, and he is indeed a living piece of history. Even other Living Ancestors from the other Leagues don't remember a time where he wasn't around. Nobody knows how it is possible for a Squat like him to go above a whole millennium and more. Yet if there is anything the Squats know, then there is the fact that Gandr is someone to whom everyone from all different Leagues come for advice in the most difficult of situations. Gandr knows many secrets and served many Warlords and Thanes as a advisor. However, the grumpy Squat will not advise any Warlord or Thane unless they prove themselves before him. These vary, yet every task he gives is challenging. Gandr's story is shrouded in myth, as after a turbulent period in the story of his home hold on planet Torq, nobody except for the Ancient knows his past. All he can tell that he was once a Heartguard, and that he had a family he lost in a tragic incident that he does not want to talk about. It is also rumored that back then he was a more optimistic fellow and that the loss of everything he held dear turned him into a walking mountain of grumblings. When battle begins, Gandr will turn into a psychic storm. Combined with his knowledge and centuries of hard won experience, every enemy was either routed or utterly annihilated. Crackling from head to toe with warp energies, the Ancient will crush daemon engines with thought alone, grind infantry to paste and detonating enemy psykers and daemons who clearly love to underestimate him. He in fact likes to collect everything from his encounters with enemy psykers, which are usually bits or charms taken from their armours. Even Eldar Farseers that fought the Squats joined by the Living Ancestor barely escaped with their lives since they did not count that he would be this powerful. Some Farseers were not this lucky and were slain by Gandr for their hubris, while their soulstones taken by him as trophies to further insult them. Needles to say, Eldar hate him for this and will do everything to get the soulstones from him. Daemons who survive an encounter with Gandr quickly learn that the next time they go up against the Squats of Grindel they will do so as long as the Living Ancestor is not around. Currently the Squat, though he really dislikes it, is working with the Inquisition in order to aid the Imperials in the fight against the 13th Black Crusade of the Despoiler. His wisdom on many of the enemies of the Imperium, and more importantly on Chaos, is what may turn the tide in favor of the Imperials. </div> </div> '''Points Cost''' - 250 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Lds ! Sv ! Unit Type ! Composition |- | Ancient Gandr | 6 | 4 | 4 | 6 | 3 | 4 | 3 | 10 | 3+/4++ | Infantry (character) | Ancient Gandr |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Grindel) *Independent Character *Eternal Warrior *Psyker (Mastery Level 3) *Stubborn *Titanic Willpower: Ancient Gandr gains a +1 to any psychic related rolls (including resisting enemy psychic powers and rolling on the Perils of The Warp table). Additionally if Gandr manages to successfully cast a psychic power, then he gains an additional Warp Charge for use in the next Psychic Phase. *Living Vault of Wisdom: Ancient Gandr can choose between the following stances before a battle. He grants the benefits of that stance to himself and the unit he is with: :>Close and Personal: Counter Attack and Rage USR. :>Silent and Unseen: Scout and Move Through Cover USR. :>Precise and True: Precision Shot and Rending USR for ranged weapons (if a weapon has either of these rules, then the model gains a +1 to BS). '''Warlord Trait:''' Shield Wardens <br>'''Wargear:''' *Shot Pistol *Force Field *Frag Grenades *Krak Grenades *Psychic Hood '''Tech Relics:''' *Staff of The One-Eyed: ''An ancient force staff that was created by the Living Ancestors from unique Dark Age technology back in the days of the Great Crusade, and which the secrets of its construction was lost in the turbulent times of past. Until properly empowered, the Staff of The One-Eyed functions as a comparatively ordinary Force Staff. It is not until the weapon is empowered like a typical Force Weapons where it shows its immense power, capable of sending Ork Warbosses flying backwards in pieces and instantly slaying the largest of monsters and needing to be wielded in two hands to be controlled. It is said that this staff was created with the help of Magnus The Red when he was still a loyalist as a token of friendship, though it is a subject of debate whether or not he had a hand in this (especially among Inquisitors).'' The Staff of The One-Eyed is a Master-Crafted Force Staff. Gandr may channel his might into the staff, giving it power beyond that what a normal force weapon can do. The Mighty Empowerment costs 2 Warp Charges. The weapon has the following profile during the duration of the power: {| class="wikitable" |- ! Name !! Range !! Strength !! AP !! Special Rules |- | Staff of The One-Eyed (Mighty Empowerment) || - || x2 || 2 || Melee, Two-Handed, Unwieldy, Master Crafted, Concussive, Strikedown, Instant Death |} *Void Shell: ''A heavily modified suit of Iridium Armour that was tweaked or overhauled through the millennia. Originally designed for void operations from simply industrial to military ones, the armour underwent modifications during times of need to the point that it stopped looking like it used to be originally. The suit was further modified to suit the needs of Gandr.'' The Void Shell is a suit of Iridium Armour with the Void Hardened special rule. :*Void Hardened: A model equipped with void hardened armour may re-roll failed saves made against weapons of either the Template or Blast type and reduces the distance rolled for Charges, Sweeping Advances and Run moves by 1". Void Hardened armor has some additional effects when playing a Zone Mortalis game (as noted in the Zone Mortalis rules). *Trinket Idol: ''A large pole with the symbol of Grindel atop of it and with numerous trinkets and wards. The trinkets are often parts of enemy psyker wargear that Gandr took as trophies after slaying them, but there are also a number of Eldar soulstones that belonged to Farseers the Ancient defeated. Psykers are very vary of even approaching the mighty Squat, but in case of the Eldar he becomes a prime target for very good reasons...not that he has anything against it. Daemons on the other hand will have difficulties in fighting Gandr due to the wards the Squat is carrying on his idol.'' Any unit with the Psyker, Brotherhood of Psykers or Daemon special rule attempting to make a shooting attack, launch an assault or cast a psychic power on Grandr and his unit must take a leadership test before resolving the action. If the test is failed, they may not perform the action (but can choose to do a different action). Any enemy units from Codex: Craftworlds have the Hatred (Grandr) special rule. '''Psychic Powers:''' Ancient Gandr generates powers from the ''Biomancy, Daemonology (Santic), Stonemind, Divination, and Pyromancy'' disciplines. ==Master Engineer Brokk, The Mad Inventor== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''You see the problem, right here, all you need to do is connect the Ampage repeater to the coil escapism and, voila! We've got both a hypersonic electromagnetic thermal capacitor ballistc weapon, and a toaster. Does any anybody have butter rations, I'm hungry.'' <div class="mw-collapsible-content"> Squats are well known for their technology and wisdom when it comes to artifacts of the Dark Age of Technology. Unlike the Techpriests of Mars, Squats invent, create, and even innovate. Yet there are moments when there are lines that should not be crossed or cannot be crossed due to limitations. Brokk however aims for crossing the latter luckily. A Master Engineer of League Kapellar and peerless pioneer of new inventions, Brokk is most of the time seen both as a example of how a Squat should be, yet as well one where a Squat should NOT. Some call him a genius. Some call him a madman. Others that he is downright random at times, and there are even those that call him all these things together. In the Imperium, the Adeptus Mechanicus would have cried heretek over the mad experimentations Brokk is doing, while even Squats think he sometimes overdoes some of those. Even then the Thanes and Warlords will tolerate him if it means that he can produce something that would benefit the hold. He never disappointed. Brokk constructed many insane vehicles and pieces of technology. Some, after further field-testing, were put into production, but most are so unstable that only the most courageous (if not insane) Squats would go and use them at all. The Master Engineer does not see anything wrong with those and simply thinks that other Squats have no idea how to use them properly. Other Squats will point otherwise however... When the Tyranids arrived and started to feast on Squat holds, it was Brokk who pioneered many anti-Tyranid weapons against hordes of swarming Gaunts and Rippers, as well as the largest and deadliest of monstrous creatures the xenos spawned during the later Tyrranic Wars. A survivor of one of the incident involving a stray tendril of the remnant of Hive Fleet Behemoth during a weapon test on Kyrin V where emissaries from both other Leagues and the Imperium came to observe, Brokk, back then still a disciple in the Engineering Guild, saw first-hand the feeding-spree the Tyranids where capable of. Although the planet was saved from being devoured with the help of the nearby Squat fleet and a Crusade Fleet of Black Templars, Brokk was downright horrified and enraged at the wanton destruction the Swarm left, not to mention loosing his old master and many of his peers. This also resulted in him becoming a dedicated Tyranid hunter, and probably this was one of the events that drove him to become Master Engineer. Currently the Squat is helping both Overlord Hreid in hunting down Leviathan splinters as well as aiding the Ordo Xenos in finding a way how to even more efficiently combat the threat posed by the Tyranids. Even more, he even took his private forge ship and an army of volounteers from multiple Kappelar holds to make sure the tragedy of Kyrin V would not repeat itself. In battle the Master Engineer can either go on foot, wearing his Iridium Armour equipped with a arsenal of unique weapons and gear, or while commandeering his personal Land Raider called Gullin, a machine he himself build and loaded with unusual upgrades. No matter which way of warfare he chooses, Brokk unleashes his arsenal of bizarre weapons and support mechanisms that would make even a Magos of Mars or a Ork Big Mek feel jealous. These devices are often as dangerous to anyone who challenges the Master Engineer, as they are to Brokk himself and his allies. Then again, the Squats ignore that part of Brokk due to the fact that these contraptions always work as much as his already crazy plans. </div> </div> '''Points Cost''' - 175 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Master Engineer Brokk | 4 | 4 | 3 | 5 | 2 | 2 | 2 | 10 | 3+ | Infantry (Character) | Master Engineer Brokk |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *Independent Character *League Affiliation (Kappelar) *Battlesmith *Preferred Enemy (Tyranids) *Master of Calculations *The Mad Inventor: A single (un)fortunate squad (or vehicle/vehicle squadron) in the same detachment as Brokk can upgrade all of their ranged weapons. If Brokk starts the game in a Land Raider, it must be that Land Raider. Unfortunately, the improvements in question are always dependent on the mad inventors whims and always risky. Roll a D6 to determine the bonus special rule the unit gains for its weapons. If the weapon already has that special rule, then the weapon gains a +1 to its Strength instead. Regardless of what is rolled, the weapon gains the Gets Hot! special rule as well. #Lance #Rending #Shred #Precision Shots #Armourbane #Poisoned USR *Roll Out The Big Guns: A single Heavy Support choice in the same detachment as Brokk may have its battlefield role changed to Troops. '''Warlord Trait:''' Guild Apprentice <br>'''Wargear:''' *Ion Pistol *Coil Pistol *Frag Grenades *Krak Grenades *Iridium Armour '''Tech Relics:''' *Grand Harness: ''The personal Servo-Harness of Brokk. The Grand Harness was designed by him to increase his efficiency while repairing or constructing in the most heavy duty way imaginable. This wargear has more mechadendrites and servos than those used by other Guild Engineers or anyone who follows the paths of either the Priesthood of Mars or even those of the Dark Mechanicus. Indeed, even Techpriests that met Brokk were actually surprised by the size and armaments the darn harness has. Brokk, thanks to the Great Harness, is capable of repairing much more efficiently and faster any damaged vehicle to the point that it comes back to being fully operational. When not repairing, Brokk becomes a one Squat support battery for his fellow warriors or turning even the toughest enemies into a bloody pulp with his Servo Arms'' The Grand Harness is a Servo Harness. Both of its Servo-Arms are Master-Crafted and it has a Auto-Shot Rifle in addition to its other weapons. *Draupnir System: ''Probably THE greatest invention that the Mad Inventor came up with, yet which is also in the experimental phase. Inspired by the ancient teachings of an ancient Terran scientist from the early 2nd millennium about mass and energy, as well to show those pesky Eldar that they are not the only ones in the galaxy that can produce their own resources, Brokk created a unique machinery called the Draupnir System. An invention that even the Adeptus Mechanicus failed to even take beyond simple theory, the Draupnir System (fully named the Draupnir Energy Generating and Mass Synthesis Assembler) is essentially a powerful quantum generator that produces energy and mass that are used for powering armaments and ammunition production. In addition, apart of producing energy and ammunition, the Draupnir System can generate a force field that envelops both Brokk and anyone near him, protecting them from incoming projectiles. There is however one fatal flaw in it. If the Draupnir System were to be damaged somehow, the risks of this would be a catastrophic explosion that would wipe out everything in a large area.'' The Draupnir System grants Brokk, and any unit 12" from him a 5++ Invulnerable Save. Any squad joined by Brokk re-rolls all failed To Hit rolls of 1. If Brokk is reduced to 0 wounds, then the Draupnir System goes haywire and ensues in a large explosion. Before removing Brokk as a casualty, put a Massive Blast Template over him. All models under the template suffer a single S10 AP1 hit. ==Thrudrak Alemetal, Master of the Runes== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"So far there have been no warp spawned nightmares that have breached my runes. And you will not be the first" Thrudrak Alemetal to an Unnamed Lord of Change'' <div class="mw-collapsible-content"> The leader of the runesmiths of the Srry'Tok brotherhood, one of the two brotherhoods who have joined the Tau Empire as full members. The Master of Runes is an important role in every Demiurg brotherhood, leading the runesmiths in their tasks of forging and repairing all the equipment and vehicles that the Demiurg use. Thrudrak came into his position very late in his lifetime and is not expected to last another fifty years, a short time in the reckoning of the Demiurg. However as a valued member of the brotherhood many go to him for advice including the Elders that make up the leadership of the Brotherhood. Not often seen without his trusty hammer even in the most mundane tasks, he will often smash the hammer into the nearest piece of fragile architecture to make a point or silence a room. Thrudrak holds the rank of 'O in the ranking of the Tau caste system for the Demiurg Caste and is often consulted on Ion technology by the Earth Caste although he does keep safe many of the secrets of the Technology as sole purview of the Demiurg such as the Ion Dampener and the secrets of the Runes. </div> </div> '''Points Cost''' - 175 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Thrudrak Alemetal | 4 | 4 | 3 | 4 | 3 | 3 | 3 | 10 | 2+/4++ | Infantry (character) | Thrudrak Alemetal |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Demiurg) *Independent Character *Master of Calculations *Battlesmith '''Warlord Trait:''' Master Miner <br>'''Wargear:''' *Exo Armour *Twin-linked Ion Rifle *Servo-Arm '''Tech Relics''' *Hammer of Berim: ''Thrudrak's hammer has been passed down for generations for the leaders of the runepriests of the Srry'Tok brotherhood. The head of the hammer has many special archeotech devices that are ill understood by the Demiurg. The runes embedded in the hammer along with the technology make it a fierce foe against the shields of any race letting it bypass them with ease.'' The Hammer of Berim has the following profile: :Range: -, Strength +2, AP: 3, Rules: Melee, Two-Handed, Concussive, Ignores Invulnerable Saves *Gòstang Thoth: ''A specially crafted gorget with runes of protection glittering brightly on the metal. The gorget was made to help protect the master of runes in his duties on the field and in the forge of the Brotherhood shops.'' Gòstang Thoth grants Thrudrak the ability to re-roll failed invulnerable saves. *The Keystone: ''A masterwork of Rune Smithing, this Adamantine and Iridium Rune is said to be the first rune ever made, every Rune Stone since being a pale imitation.'' The Keystone is a Rune Stone that also allows Thrudrak Alemetal to successfully Deny the Witch on a 5+, and adds 2 dice to the Deny The Witch pool during your opponents psychic phase instead of 1. ==Old Boltsman Joseph== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''It's a grizzly thing ain't it lad, took it from one o' them ol' silver and green Necrontyr bastards. O' course he got what remained o' me left ear, but I got his bloody fool head in exchange. Makes a wonnerful story that one.'' <div class="mw-collapsible-content"> A Squat that comes from the great Bugginson family of famous brewers from the League of Thor, the early life of Joseph was actually filled with boredom to some point due to how peaceful it was for him. Not that brewing was a bad thing for the then young Joseph. Joseph did enjoy brewing the finest brews that would make even Space Marines want to drink, but the young Squat wanted badly to join the ranks of soldiers of his home hold of Muspel out of a drive for adventure and to see the parts of the galaxy outside the home sub-sector. After a long talk with his father, the old Squat finally did agree for Joseph to join the army of Warlord Kardrak. The Squat took his old coil gun he had since childhood and moved out. Being a Squat warrior is all but easy, yet the young Bugginson found it exhilarating during his first campaign against the Snakebites Orks of Mogondo that occupied an abandoned Squat hold there. It was all glorious for him and he hoped to share all the stories of his battles with his family...until the Squat came back to see his hold besieged. The Mogondo Orks were a distraction, and the main WAAAGH!!! was already besieging Muspel. Warlord Kardrak ordered his warriors to assault the besieging Snakebites. When the force made planetfall, it all went from bad to worse when the skies darkened and became purplish. Chaos Daemons AND Tyranids also assaulted Muspel, which forced the Squats there into a four-way battle against Greenskins, Daemons, and Bugs alike. Each seemingly focused solely on destroying the Squats before turning on each other The devastation was so great that Squats from other holds had to join in to aid Kardrak. In the ensuing chaos, Joseph and groups of fellow warriors separated from the main force. While in a normal situation they would have been written off as dead due to a concentration of so many enemies, but Joseph was very determined to survive this. During the Mogondo fights, he managed to master the skills needed for pathfinders and scouts when he and his fellows were sent on recon missions to collect data. He never thought that these skills would be so useful in the situation he was. Without any support from the main warband Joseph and his lads turned to Hit and Run tactics, never staying still, living off of the few non-poisoned pieces of land they could find, and striking at the heart of their enemies forces. Targeting synapse creatures, Greater Daemons, and Ork Warbosses with brutal efficiency and fading away before their enemies could react. After ten standard Terran years, the Squats of Muspel had finally won back their home, but at a terrible price. Kardrak was dead. Joseph's family reduced to a handful of members, and to top the whole bloody mess off, the planet itself was a wreck, poisoned and exhausted, yet luckily not beyond reparation. As the only senior member of the Bugginson family, Joseph swore that he would exact vengeance for this and to rebuild his family. Joseph took off with his remaining family members, as well as those who fought alongside him, on the Bugginson ship "The Arrow-Head" as a independent force/mercenary group, sometimes even taking in Squat refugees in order to bolster the ranks of his warband. Over the years Joseph grew in experience and his small army grew with many more volunteers from other holds that were molded to think like hunters and infiltrators by the now old Bugginson. Bugginson aided beleaguered Squat and Imperial worlds that suffered from raids and to resolve invasions the Imperial Guard had problems with. At some points in his life, Joseph even fought alongside the likes of the Tanith First-and-Only, as well as the Raven Guard and Raptors Space Marines. All three shared the same mentality as the Squat and his lads, thus none had problems with cooperation. Currently the old Squat is actively pursuing a secret agenda. Nobody knows what it is, but the presence of Raptor Space Marines and a squad of Deathwatch Marines would suggest it is something of a enormous task... </div> </div> '''Points Cost''' - 135 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Old Boltsman Joseph | 6 | 4 | 3 | 4 | 3 | 3 | 3 | 10 | 4+/4++ | Infantry (Character) | Old Boltsman Joseph |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Thor) *Independent Character (Unique) *Infiltrate *Move Through Cover *Monster Hunter *The Arrow Head: ''Joseph is willing to accept fellow Squats from any league who are interested in rescuing the Squats who had lost their holds to the many menaces of the galaxy. The only restrictions are that a recruit has to be willing to devote themselves to the path of stealth and infiltration and be old enough to have a 'Longbeard' as younger Squats are told to stay at their holds to help make it strong and form or continue a lineage of their own.'' A detachment containing Joseph may take Longbeard units as Troops choices. :'''Warlord Trait''': Refugee Leader :'''Wargear:''' *Carapace Armour *Force Field *Survey Glass *Chameleon Cloak *Frag Grenades *Krak Grenades '''Tech Relics''' *'''Hunter's Friend''': ''Oh this, she's been with me ev'r since I was a wee little nipper, beardless and tall as me momma's knee I was when I first got 'er. Made my first kill with 'er. I remember the first time she broke an' I swore vengeance on the damned Greenskin what had done it. It was only when I had his head did I go see a friend o' mine in the guild. Had him teach me how to make 'er new again. Teach me how to make her better. I never really stopped adding to 'er since. But she's still me first little peashooter, ain't cha?'' Hunter's friend is a Coil repeater with the Following Profile. Hunter's Friend || R 36" || S:- || AP1 || Heavy 1, Sniper, Armourbane *'''Flay''': ''You wanna see Flay? No, No you don't. She's an ol' friend, but she's not for wee grubs like you lot. She's seen the dark side o' me business, an' she's seen far too much o' that for her to tell you louts any o' her stories. There're some things you need to live rather than have some crusty ol' codger like me tellin' you about.'' Flay || R - || S:User || AP4 || Melee, Rending, Flayer *Flayer: To Wound rolls of a 6 Wound automatically when attacking with Flay, regardless of the target’s Toughness. Against vehicles and buildings, an Armour Penetration roll of 6 that does not cause a penetrating hit automatically causes a glancing hit. ==Ungarr Doomseeker, The Eternal Slayer== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''Lucky in war, and nothing else.'' <div class="mw-collapsible-content"> Squat Berserkers are known for their insane and single-minded approach to combat, complete and utter disregard for personal safety and overall wanting to slay their enemies in the most spectacularly brutal way imaginable. Few individuals, like the Death Company Marines of the Blood Angels or the Khorne Berserkers of the World Eaters, can match Squat Berserkers in sheer killing efficiency. Yet among these abhuman individuals, there is one that tops them in every way imaginable. Ungarr Doomseeker is one, if not the only one in his own category. Shrouded in mystery, being bigger (yet not that much) than your average Squat, and not liking to talk much about his past, Ungarr is often described as a unbound tempest of destruction whenever he gets into combat. All that is known about him is that he was once a Thane, though from which League he came from is unknown along with him becoming a Leagueless warlord that travels the galaxy with his host made mostly out of Squat Berserkers. If there is one thing to know about Ungarr is that he exists to vanquish the monstrosities that live in the shadows of the galaxy, as well as to collect the skulls of the enemies of the Squats. His combat skills are no idle boasting either, as he has slain by himself truly powerful individuals and monsters that would require a entire Leman Russ Tank squadron to put down. He even once got swallowed whole by a Tyranid Mawloc, only in some impossible way to survive being shredded by the beast's digestive system and tear his way through, before clawing his way from the shallow grave it now occupied. Lesser enemies are simply shredded in an instant when they cross paths with Ungarr, whether are those Chaos Marines or even Tyranid Warriors. Once even an Eldar Autarch of Biel-Tan was forced to fight with alongside the Squat against Necrons, and instead of simply killing Ungarr and his lads (as it is with standard Biel-Tan procedures), the Autarch retreated with his warhost because he did not want to make his Eldar into an unnecessary sacrifice to Ungarr's battle frenzy. All these times the Doomseeker showed absolutely no emotions, only deathly silence and complete focus in battle. Something that is extremely unusual for Squat Berserkers. Various factions, both Squats and the various Imperial armies, often hire Ungarr and his Berserkers when a situation requires to be dealt with extreme prejudice. Ungarr takes his unique twin-bladed chain-axes and rushes with his lads to slay their enemies, while the cool-headed Squats in his army give them fire support. Currently Ungarr has been hired out by the League of Grindel to aid Ancient Gandr's alliance with the Imperium against the 13th Black Crusade, neither having been heard from since the fall of Cadia. </div> </div> '''Points Cost''' - 220 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Ungarr Doomseeker | 6 | 4 | 4 | 5 | 3 | 3 | 3 | 10 | 3+/4++ | Infantry (Character) | Ungarr Doomseeker |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *Independent Character *Eternal Warrior *Rage *Counterattack *Fearless *Leagueless: Ungarr Doomseeker and every Squat in his detachment have no League Affiliation. *Berserker Lord: Up to three Berserker units in a detachment containing Ungarr Doomseeker can be taken as Troop Choices. *Undying Will: If Ungarr loses his last Wound, place him on his side instead of removing him. At the start of your next turn, roll a D6. On a 3+ he regains a single Wound – place Ungarr as close to his previous position as possible whilst remaining more than 1" from any enemy models or impassable terrain. On a 1 or 2, Ungarr is removed as a casualty. '''Warlord Trait''': Grudge Bearer <br>'''Wargear:''' *Frag Grenades *Krak Grenades *Squat Iridium Armour *Force Field :'''Tech Relics:''' *Twin-Axes of Skad and Sunn: ''A pair of powerful Chainaxes wielded by Ungarr. None of his retainers, nor those versed in the knowledge of the Dark Age of Technology know from where these weapons came, yet alone where he got them. One is sure that these chainaxes are unique, even from one another. Skad is said to freeze an enemy if it manages to pierce their defenses, while Sunn acts the same way as a forge weapon while also allowing to spit fire at enemies who cross paths with Ungarr.'' The Twin-Axes of Skad and Sunn have the following profile: {| class="wikitable" |- ! Name !! Range !! Strength !! AP !! Special Rules |- | Skad || - || +1 || 2 || Melee, Master Crafted, Freezing Teeth |} :Freezing Teeth: If an enemy model fails his armour save and suffers a wound, the model must take a Strength test. If the model fails a test just once, then the model suffers Instant Death. {| class="wikitable" |- ! Name !! Range !! Strength !! AP !! Special Rules |- | Sunn || - || +1 || 2 || Melee, Master Crafted, Soulblaze, Shred, Flammable |} ==Dread Sorcerer Fafnir== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''Mine, mine, mine, it's all mine. Everything's mine! Your life is MINE! MINE! MINE! MINE! <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> '''Points Cost''' - 165 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Dread Sorcerer Fafnir | 5 | 4 | 3 | 4 | 3 | 3 | 3 | 10 | 4+ | Infantry (character) | Dread Sorcerer Fafnir |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Emberg) *Independent Character *Psyker (Mastery level 3) *Preferred Enemy '''Warlord Trait:''' XXXXXXX Brewer <br>'''Wargear:''' *Carapace Armour *Frag Grenade *Krak Grenade '''Tech Relics:''' *Dragon's Breath Projector: ''The tool with which Fafnir originally uncovered the Gold Casket of Hashut, and killed his brother when they fought over its possession. This Fusion projector has long been in Fafnir's obsessive ownership and has been deeply soaked in his greed, malice, and cruelty. This process turning what was once just a tool into a weapon of horrific potency.'' Fafnir's Dragon's Breath Projector is a unique Fusion projector with the following profiles: :Dispersed Profile: Template, S:4, AP5, Assault 1, Torrent :Focused Profile: 12", S:6, AP1, Assault 1, Armourbane *Dragon's Golden Fang: ''Fluff, fluff, fluff.'' The Dragon's Golden Fang is a Forge Weapon with the Force special rule. '''Psychic Powers:''' Dread Sorcerer Fafnir may generate his powers from the ''Biomancy, Daemonology (Malefic), Divination, Hashut, and Pyromancy'' disciplines. ==Ulgin Earthshaker== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Yer in my house now, I'm gonna bring the roof down on ya."'' Ulgin to Warboss Schwartz during the infamous seige of Hold Magrinll <div class="mw-collapsible-content"> It is said that all empires are founded on the backs of those who take their stance against barbarism, tyranny, and injustice. If this is truly the case then Ulgin Earhshaker could carry an entire civilization by himself, so stout is his belief and unyielding is his purpose. Born as a Clanless refugee, Ulgin's family were taken in by the League of Kapellar in exchange for an indentured servitude that was essentially slavery. The refugees working in the dark and dangerous underside of the Kapellar Machine-Shops, greasing gears that threatened to grind the unwary into paste, maintaining steam-works in extreme heat that caused their beards to ignite, fixing still active circuits as sparks flew and wires buzzed. It was in this environment that Ulgin took his first stand, against a family of Hrud that had somehow infiltrated the catacombs of the Kapellar League ship he was serving upon. Armed with only an inertial wrench and a rivet bolter, and armoured in a void suit, Ulgin somehow managed to hold off the entropic parasites for long enough that the Kapellar Exo-Warriors aboard the ship could arrive and destroy the infestation before it got fully underway. The Exo-Warden promising Ulgin that, once he got out of the medical bay, he'd induct the young Squat into the Exo-Warriors as a member of League Kappelar. So began Ulgin's long, grueling, and often obstructed career through the ranks of the Exo-Warriors. Time and time again he could be found on the front rank of whichever battlefield he had been deployed to, enemy charges breaking against him as he stood unyielding forward with hammer and cannon turning his foes into mulch. </div> </div> '''Points Cost''' - 105 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Type !! Composition |- | Ulgin Earthshaker || 5 || 4 || 3 || 4 || 2 || 3 || 2 || 10 || 2+/4++ || Infantry (Character) || Ulgin Earthshaker |} <br style="clear: both; height: 0px;" /> :'''Special Rules''' *Independent Character *Bitter Hatred *League Affiliation (Kapellar) *Hardy Souls for Hardy Men *Unmoving Resilience: Ulgin Earthshaker is immune to the Strikedown, Concussive, and Blind USRs so long as he hasn't preformed any non-compulsory movement in his previous turn. :'''Wargear''': *Squat Exo-Armour *Master-crafted Macro Hammer *Overdrive Systems *Battle Standard '''Tech Relics''': *The Planet Cracker: The Planet Cracker is a Seismic Cannon with the Ignores Cover and Homing Special rules. ==Harll and Davi-son== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Nobody's gonna take my ride, I'm gonna break the speed o' sound, nobody's gonna take my girl, she'll drive 'em straight inta the ground"'' <div class="mw-collapsible-content"> Lorem ipsum dolor </div> </div> '''Points Cost''' - 120 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Type !! Composition |- | Harll and Davi'son || 5 || 4 || 3 || 5 || 4 || 3 || 4 || 10 || 4+ || Bike (Character) || Harll and Davi'son |} <br style="clear: both; height: 0px;" /> :'''Special Rules'''<br> *Independent Character *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Thor) *Skilled Rider :'''Wargear''': *Carapace Armour *Coil Pistol *Frag Grenades *Krak Grenades *Twin-linked Heavy Fusion Projector :'''Tech Relics''': *Sleipnir: Sleipnir is a Squat Warbike that allows its riders to fire at full BS when Jinking.
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