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=FAST ATTACK= ==Squat Bikers== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Let's burn rubber, Boys! We'll run circles around these Greenskins and their pitiful excuses for bikes!!"'' <div class="mw-collapsible-content"> Something, Something Biker Gang </div> </div> '''Points Cost''' - 90 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Biker | 4 | 3 | 3 | 5 | 1 | 2 | 1 | 9 | 5+ | Bikes | 5 Squat Bikers |- | Veteran | 4 | 4 | 3 | 5 | 1 | 2 | 2 | 10 | 5+ | Bikes (Character) | |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation '''Wargear:''' *Flak Armour *Shot pistol *Frag Grenades *Krak Grenades *Squat Warbike '''Options:''' *You can up add to 10 Squat Bikers to the squad (18pts each) *One Squat Biker may be upgraded to a Veteran (10pts) *Any model may replace their Warbikes twin-linked Shot Rifles with Twin-linked Shot Carbines (free) *For every five models, one Squat Biker may replace their Shot Pistol with an item from the special weapons list. *A Veteran may take items from the Ranged Weapons and Melee Weapons list for its listed cost. *A Veteran may take Melta Bombs (5pts) ==Heavy Bike== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Do they think that such inelegant bikes are going to keep up with us?" Windrider Autarch Dizeen, moments before a Wing of Squat Heavy Warbikes opened fire, proving that all the speed in the world does you no good if there's nowhere to dodge to.'' <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> '''Points Cost''' - 25 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Warrior | 4 | 3 | 3 | 5 | 2 | 2 | 2 | 9 | 5+ | Bikes | 1 Heavy Bike |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation '''Wargear:''' *Flak Armour *Shot pistol *Frag Grenades *Krak Grenades *Squat Warbike *Shot Cannon '''Options''' *You can up add 2 additional Heavy Bikes to the squad (25pts each) *All models in the Squad may take Carapace Armour (5pts each) *Any model may replace their Squat Warbikes twin-linked Shot Rifles with twin-linked Shot Carbines (free) *Any Heavy Bike in the squad may exchange its Shot Cannon for a: **Heavy Fusion Projector (free) **Twin-linked Ion Rifle (15pts) ==Sapper Team== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Prep work's done, struts are cut, charges are in place. Let's see 'em try to bring those war-engines over this without the entire thing collapsing."'' <div class="mw-collapsible-content"> Most Imperial's that have contact with any Squat Warhost would believe that the Squat's primary style of warfare is above ground, how could such gargantuan machines exist in the Subterranean holds that the Squats claim as their homes. These imperial citizens are correct in their assumptions, so long as the Squat's are fighting anything other than their own species. The petty inter-clan conflicts and grudges that largely define Squat politics go back for millennia, even before the Great Crusade, often under the noses of any imperial citizens who will not notice any sort of bloodshed or "open" warfare, beyond the occasional earthquake or unexplained subsistence. This is due to the fact that most of these petty complaints are contained underneath the surface of the planet, deep within the sprawling mess of caverns and tunnels that make up Squat holds. The conflicting sides collapsing tunnels and engineering "natural" disasters that create a body count equal to any open warfare. Squat sappers are the masters of this type of combat, capable of bringing down structures in such a way that requires minimum resources for maximum destruction. No fortification is safe from them, and any besieged enemy quickly learns to either spot the profile of a sappers distinctly heavy Flak armour and blast gear, or they find their walls crumbling around them as these masters of demolition get to work. </div> </div> '''Points Cost''' - 50 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Sapper | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 5+ | Infantry | 5 Sappers |- | Veteran | 4 | 3 | 3 | 4 | 1 | 2 | 2 | 10 | 5+ | Infantry (Character) | |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation *Deep Strike '''Wargear:''' *Flak Armour *Shot Pistol *CCW *Frag Grenades *Krak Grenades '''Options:''' *You can add up to 5 Sappers to the squad ''(10 Points/Model)'' *Any Sapper may replace its Shot Pistol with a Light Fusion Projector (5pts each) *Any Sapper may replace their CCW with a: **Shot Rifle (free) **Shot Carbine (free) *The entire squad may be upgraded with: **Chameleon Cloaks (2pts each) **Combat Shields (3pts each) **Boarding Shields (5pts each) *For every five models in the squad two Sappers may replace their Shot Pistol and CCW with a: **Lascutter (10pts each) **Demolition Charge (25pts each) **Rock Drill (25pts each) **Rock Cutter (30pts each) **Rock Saw (30pts each) *One Sapper may be upgraded to a Veteran (10pts) *A Veteran may take items from the Ranged Weapons and Melee weapons lists. *A Veteran may take Melta Bombs (5pts) *The squad may take a Rumbler Borer or Goliath Truck as a Dedicated Transport. ==Eagle Gyrocopter== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''Wozz dat choppy sound?'' - Warboss Kirrog Legsnappa. Final words before being blasted by a missile barrage. <div class="mw-collapsible-content"> The only general purpose aircraft used by the Squats, and the only one they will ever need most of the time. The Eagle Gyrocopters served since times immemorial the various holds as powerful air support for their warriors. For all the size and mass, the gyrocopters are fast enough to keep up the speed with the other fast formations of the bearded ones. Gyrocopter pilots are often particularly cool-headed and strong-willed individuals due to the need to quickly react to the constantly changing currents on the battlefield, as well as constantly having to engage in intense dog fights with the fighter aces of other factions. Over time the number of pilots increased with the appearance of the Tyranids and the need to take on the massive flying monsters that all too often try to attack vulnerable places in the defense of Squat forces. It is also not uncommon for pilots to decorate their machines with remains of Tyranid fliers they shot down and to generally take part in repairing, rearming and conserving the copters. Armed with a wild variety of weapons depending on the situation, gyrocopters can perform any mission. From lightning fast raids and harassment, precision assaults, bombardment, intercepting of enemy fliers, escorts, causing confusion via precise attacks and many more. Every hold will have a number of these machines ready for action and always on standby to rapidly start-off and engage the enemy. When a hold declares total war on a enemy, then entire squadrons will act as support for the massive Overlord Airships. </div> </div> '''Points Cost''' - 90 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! HP ! FA ! SA ! BA ! Unit Type ! Composition ! Combat Role ! Pursuit ! Agility |- | Eagle Gyrocopter | 3 | 3 | 12 | 12 | 10 | Vehicle (Flier, Hover) | 1 Eagle Gyrocopter | Attack Flyer | 1 | 5 |- |} <br style="clear: both; height: 0px;" /> :'''Wargear:''' *Shot Cannon (nose mounted) *Twin-linked Shot Cannon (wing mounted) *Two Hunter-Killer Missiles (wing mounted) :'''Special Rules:''' *Vector Dancer *Strafing Run :'''Options:''' *If using the Burning Skies rules, the unit may be upgraded to a Flyer wing with up to three additional Gyrocopters (90pts each) *The whole unit may change its Combat Role to Fighter (Free) *May exchange its Shot Cannon for a: **Missile Launcher with Mole and Krak missiles (5pts) **Coil Cannon (10pts) *May exchange Twin-linked Shot Cannon for a: **Twin-linked Missile Launcher with Mole and Krak missiles (10pts) **Twin-linked Coil Cannon (25pts) *May replace Hunter-Killer Missiles with: **Six Tactical Bombs (10pts) **Six Hunter-Killer Missiles (40pts) *May exchange Twin-linked Shot Cannon and Hunter-Killer Missiles for a: **Twin-linked Rotary Shot Cannon (5pts) **Twin-linked Ion Cannon (25pts) **Two Rapier Laser Destroyers (35pts) **Twin-linked Heavy Coil Cannon (65pts) *May choose equipment from the Aircraft Armory list. ==Goliath Truck== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> '''''BLOODY LUNATICS!!!''''' - Commissar Geraldius while in transit to his regiment via "bumpy" shortcut <div class="mw-collapsible-content"> Squats, when given the choice, will always take the practical approach (which is most of the time). And no other vehicle epitomizes the practicality than the Goliath Truck. Originally a civilian vehicle, the ever growing demands of Squat military caused this tried and tested machine to be put into service of the various holds. At first glance the truck seems not this special, yet its real potential lies in the very chassis. Thanks to its robust construction that absorbs a large majority of the various shakes while traveling though rocky, rough terrain since time is money and the men of stone sometimes need to take a shortcut. Often through aforementioned rocky, rough terrain. The shock absorption also extends to the majority of things thrown at the truck, allowing the crew and their passengers to arrive mostly unscathed. The military variant of the Goliath Truck also comes equipped with a Twin-linked Shot Cannon as a standard weapon, though the drivers of these rides often swap the standard load-out with something much more powerful. Just in case they want to make sure their passengers get in one piece to their destination. </div> </div> '''Points Cost''' - 45 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! HP ! FA ! SA ! BA ! Unit Type ! Composition |- | Goliath Truck | 3 | 3 | 11 | 10 | 10 | Vehicle (Open-Topped, Transport) | 1 Goliath Truck |- |} <br style="clear: both; height: 0px;" /> '''Wargear''': *Twin-linked Shot Cannon <br>'''Transport''': *Transport Capacity: 10 models. Goliath Trucks cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules. <br>'''Special Rules''' *'''Rugged Construction''': If this model suffers a Crew Stunned, Crew Shaken or Immobilised result, roll a dice. On a roll of 4 or more, the vehicle ignores that result, but still loses a Hull Point as normal. <br>'''Options''': *May exchange its Twin-linked Shot Cannon for one of the following: **Twin-linked Heavy Fusion Projector (Free) **Twin-linked Ion Rifle (+5pts) **Twin-linked Seismic Cannon (+10pts) **Twin-linked Coil Cannon (+10pts) *May choose equipment from the Vehicle Armoury list. *May be equipped with a Cache of Demolition Charges (+20pts) ==Rhino== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Hey, how come those Stunties get Rhinos and we have to walk?" - Guardsman Nikolai of the Valhallan 329th Regiment, commenting on the transports of the allied Detachments of the League of Norgyr. Shortly after making this comment, he was summarily executed by the Regimental Commissar'' <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> '''Points Cost''' - 35 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! HP ! FA ! SA ! BA ! Unit Type ! Composition |- | Rhino | 3 | 3 | 11 | 11 | 10 | Vehicle (Tank, Transport) | 1 Rhino |- |} <br style="clear: both; height: 0px;" /> '''Transport''': *Capacity: 10 models. Rhinos cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules. *Fire ports: 2 models may fire from the Rhinos top hatch. *Access points: A Rhino has one access point on each side of the hull and one at the rear. '''Special Rules:''' Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point. <br>'''Options:''' May choose equipment from the Vehicle Armory list. ==Rumbler Borer== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Do you feel that? It is like the ground is shak-" - Sub-Commander Fireheart, shortly before the caved in around her due to a subterranean assault'' <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> '''Points Cost''' - 50 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! HP ! FA ! SA ! BA ! Unit Type ! Composition |- | Rumbler Borer | - | 2 | 12 | 10 | 10 | Vehicle (Heavy, Tank) | 1 Rumbler Borer |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' Subterranean Assault *Follow-Up Attack: Instead of actually carrying troops on board, accompanying troops follow within the Rumbler Borer’s wake. Rather than roll for reserves normally, the assault squad attached to the Borer arrives from reserve automatically the turn after the Rumbler Borer breaches the surface, and may be placed in relation to the area of the ‘Deep Strike’ template just as if they had disembarked from a vehicle. If they cannot be placed (if, for example, there is no room to place them), they count as suffering a Deep Strike Mishap, and may only attempt to enter the table in the area of the Drill’s ‘Deep Strike’ template on future turns. '''Wargear:''' Melta-Cutter Drill: When conducting Ram attacks against other vehicles, buildings or fortifications, Ram attacks caused by the Borer are treated as AP 1 and have the Armourbane rule. In addition, the Borer has a 4+ invulnerable save against any damage it may suffer while making a Ram attack. Enemy units Tank Shocked by the Borer suffer D6 Strength 6 AP 4 hits (inflicted on the closest enemy models in the unit to the Borer) in addition to the usual effect of the Tank Shock attack.
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