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===League Specific Units=== '''Mark of Hashut''' - The Mark of Hashut focusses and amplifies the Hatred and contempt that the bearer feels towards his foes. Models from this detachment may purchase the Preferred Enemy special rule for the points cost below. *Independent Characters: 10pts *Thunderers, Squat Bikes, Clanless Refugees, Sappers and Warriors: 1pt per model *Hearthguard: 2pts per model *Exo-Warriors, Support Weapon Teams and Attack Bikes: 3pts per model *Bull Centaurs: 5pts per model *Decimator Daemon Engines and Iron Brothers: 15pts '''Daemon Engines''' - Decimator Daemon Engines, Defilers, Forgefiends, Maulerfiends and Heldrakes may be taken in a League of Emberg detachment, (see Codex: Chaos Space Marines and Imperial Armor Volume 13). Decimator Daemon Engines in a League of Emberg detachment may not be dedicated to any chaos god. In addition, all Heavy Flamers wielded by these units get replaced with Heavy Fusion Projectors, all Lascannons get replaced with either Coil Cannons or Seismic Cannons, all Reaper Autocannons and Twin-linked Heavy Bolters get replaced with Twin-linked Shot Cannons and all Hades Autocannons get replaced with Rotary Shot Cannons. <br>'''Chaos Icons and Rewards''' - Independent Characters from this detachment have access to the Chaos Rewards list from Codex: Chaos Space Marines and a few additional unique Chaos Rewards. (Items from Codex Chaos Space Marines are not reprinted here) *'''Icon of Hashut''' - The Dark Banner of the loathsome deity of the Chaos Corrupted Squats, this Banner is well known for its ability to twist and alter sorcery. The Icon of Hashut allows all friendly warp dice rolled within 12" of the user to reroll rolls of 1, whether they are for casting or denying. In addition, a unit with an Icon of Hashut also adds +1 to your total when determining assault results. Thanes may take an Icon of Hashut for 20 points. This may not be taken with a Battle Standard. *'''Brazen Bull of Hashut''' - A Skull Faced, metallic bull like creature with wicked teeth and a well kept beard of shining metal, a Brazen Bull of Hashut is offered to his most favoured Champions to serve them if they can tame it. The Brazen Bull offers +1T, +1 Wound, a +2 base strength Hammer of Wrath attack and the model becomes cavalry. Independent Characters that are not riding a Bike or wearing Exo-Armor may ride a Brazen Bull of Hashut for 35 points. *'''Daemonic Possession''' - The Sorcerers, Engineers and Ancestor Lords of the League of Emberg frequently bind warp entities into their vehicles and weapons as means to make them tougher and stronger. The vehicle ignores the result of Crew Stunned and Crew Shaken effects on a 2+. Embarked units are still affected by these results. Roll a D6 each time a unit embarks on a vehicle with the Daemonic Possession upgrade (including rolling at the start of your first turn if the unit begins the game embarked upon the vehicle). On a roll of 1, the Daemon devours a randomly chosen model in the unit, removing that model as a casualty. The vehicle then recovers one Hull Point lost earlier in the battle. Add Daemonic Possession to the Vehicle Wargear list, costing 20 points. '''Charonite Claws''' - When the League of Emberg first made the Bull Centaurs, they equipped these powerful mutants with the same Charonite Claws used by the Charonites of the Imperium's Auxilia, bonded in place of the Bull Centaurs own hands and forearms. The design is meant to amplify the super-human strength of an Ogryn and can work just as well at doing so with a Bull Centaur, crushing and ripping through armor plate and ceramite with ease. If a Bull Centaur can get ahold of a target with both 'hands', they are designed to retract apart from each other, savagely dismembering the victim. *Profile (Range: -, Strength: +1, AP: 3, Rules: Melee, Specialist Weapon, Flesh Ripper) **''Flesh Ripper'' - Any rolls of 6 To Hit are AP 2 and have the Instant Death special rule. '''Golem Ray Gun''' - Used by the twisted creations of the League of Emberg, the Chaos Golem Androids of Hashut, the Golem Ray Guns are a combination of advanced las-technology and warp energies. These heavy weapons have two firing modes, and each is lethal towards anything that does not have at least a Storm Shield, or has the durability of a Leman Russ Battle Tank. Even then everything falls when met with concentrated blasts from these laser weapons. In case the golems need to fight in melee, each of those weapons have build in Mining Tools. The Golem Ray Gun has the following profile: *'''Anti-Infantry''' - Profile (Range: 30", Strength 4, AP: 3, Rules: Heavy 3, Rending, Fleshbane, Ignores Cover) *'''Anti-Vehicle''' - Profile (Range: 30", Strength 5, AP: 2, Rules: Heavy 1, Rending, Armourbane, Lance) ====Sorcerer of Hashut==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"In his flames we are reborn, in his fires you will burn."'' <div class="mw-collapsible-content"> Sorcerers of Hashut are a unique group in the strongholds of Emberg. The first of these psykers appeared after their ancestors pledged their allegiance to Horus and Hashut. Hashut, seeing the potential in Squats, as well as witnessing how powerful Living Ancestors were, he shared his knowledge with the newly established League of Emberg. The damming wisdom and blasphemous knowledge he bestowed them caused some among them to develop psychic powers. A unusual phenomena considering that Squats do not become psykers before attaining the status of Living Ancestor. Both the Ancestors and Imperial scholars privy to certain secrets, especially those among the Inquisition and the Ordo Malleus even more so, theorize that this might be less of gaining unexpectedly the powers and more with an indication that the Squat was born to become an Ancestor. This does have a lot of ground to it as Ancestor Lords of Emberg are more common on the battlefield than those of other Leagues, also making everyone come to the conclusion that at one point, every Ancestor in Emberg's ranks was a Sorcerer of Hashut. More common than the Ancestor Lords among them, Sorcerers of Hashut are however weaker since they did not accumulate enough wisdom and life-experience to manifest the same level of powers the old timers did. However there are those that do achieve a a level of power equal to that of their Ancestors, but it is always the results of powerful, yet extremely deadly set of rituals. Rituals that often result in a horrifying fate for those that Hashut considers arrogant for thinking themselves worthy of greater power. Those that do survive the experience are seen often with jealousy by their peers, yet at the same time awed by them. Although arrogant and cruel even by the standards of Emberg, the sorcerers are even more respectful towards their Living Ancestors. When not on the battlefield spreading destruction and misery on those who had the misfortune to become Emberg's next prey, the Sorcerers will often work in their arcane workshops on creating new and deadlier wargears, experiment with new warp-based psychic artifacts they create, or work together with the Emberg Engineers when binding daemons into their machines. Sometimes however these sinister individuals will gather in the places called the Flame Spires, enormous towers that are build deep underground close to the molten parts of a planet the Chaos Squat stronghold is located. Towers so great and massive that if it were not for the fact that they were underground, they would rival the largest Imperial Hive Cities in length alone and which spew fire and magma while having an aura of sheer hate emanate from them. Here the sorcerers, along with the Ancestors, gather to either discuss the next course of action of the stronghold world or to enact rituals to either communicate with Hashut, or to increase the power of a sorcerer or simply to sacrifce slaves to the Dark Father of Flames for boons and favors. </div> </div> '''Battlefield Role''' - Headquarters <br>'''Points Cost''' - 60 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Sorcerer of Hashut | 5 | 4 | 3 | 4 | 2 | 3 | 2 | 10 | 5+ | Infantry (character) | 1 Sorcerer of Hashut |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Emberg) *Independent Character *Psyker (Mastery level 1) '''Wargear:''' *Flak Armour *Shot Pistol *CCW *Frag Grenades *Krak Grenades '''Options:''' *May select items from the Special Issue Wargear, Chaos Rewards, Icons of Chaos or Tech Relics lists in the armoury at the points cost indicated. *May be upgraded to a Psyker (Mastery Level 2) (25pts) *May replace his Flak Armour, Shot Pistol, Frag Grenades and Krak Grenades with Squat Exo-Armour, and an Auto-shot rifle (40pts) *If not wearing Exo-Armour then the Sorcerer of Hashut may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists. *If not riding a Bike then the Sorcerer may select items from the Heavy Weapons list. *If wearing Exo-Armour then the Sorcerer of Hashut may select items from the Exo-Suit Melee Weapons or Exo-Suit Ranged Weapons lists. '''Psychic Powers:''' A Sorceror of Hashut may generate powers from the ''Biomancy, Daemonology (Malefic), Divination, Hashut, and Pyromancy'' disciplines. ====Bull Centaurs==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> WE SMASH PUNY MARINES!!! - Gorgoloth. Bull Centaur Champion while fighting Grey Knights during the Manakai Massacre <div class="mw-collapsible-content"> Vile and abominable brutes, Bull Centaurs are the genetic creations of Emberg. Former Chaos Squats that either volunteered or were forced into being transformed into giant, massive centaur-like monsters. Back during the later stages of The Great Crusade and the early days of the Horus Heresy, the Squats that joined the side of Warmaster Horus, and who would found the hated League of Emberg in the future, were given new capabilities when they came into contact with the presence of Chaos. Yet unlike certain Traitor Legions who chose one of the four main Chaos Gods, the League of Emberg chose a minor Chaos entity calling itself Hashut. With its help, the first Chaos Squats unlocked new paths in science and technology. Among this was using warp energies to alter some of their hardened warriors via controlled mutations and genetic modifications. These resulted in the first Bull Centaurs to come into being. Bull Centaurs are so big and massive that they even tower over Ogryns (though being equally mentally challenged) and matched by Space Marine Centurions. Their toughness even outmatches that of an Ogryn their great constitution allows them to ignore small and medium firearms. The mass of a Bull Centaur is also a great factor in how terrifying the monstrosity is. Combined with the enormous strength, a charge from one will trample everyone smaller than the brute and smash through any obstruction or obstacle. Luckily they are not so wide-spread since the procedures that turn a Chaos Squat into a Bull Centaur is time-consuming and not every one who takes part in the transformation process survives. Nevertheless, one who fights the Squats of League Emberg must be prepared that he and his soldiers will meet groups of these monsters on the battlefield, thus it is required to bring the heaviest imaginable weapons to bear against the Bull Centaurs if anyone does not want to see their forces trampled to paste. </div> </div> '''Battlefield Role''' - Elites <br>'''Points Cost''' - 135 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Bull Centaur Render | 5 | 3 | 5 | 6 | 3 | 1 | 3 | 8 | 5+ | Beasts | 3 Bull Centaurs Renders |- | Bull Centaur Ba'hal | 5 | 3 | 5 | 6 | 3 | 1 | 4 | 9 | 5+ | Beasts (Character) | - |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *League Affiliation (Emberg) *Hardy Souls for Hardy Men *Very Bulky *Hammer of Wrath '''Wargear:''' *CCW *Frag Grenades *Flak Armor '''Options:''' *You can add up to three additional Bull Centaurs to the squad (45pts each) *One Bull Centaur may be upgraded to a Bull Centaur Champion (10pts) *The entire unit may exchange their Flak Armor for Carapace Armor (5pts each) *Any model may be given one of the following options: **Combat Shields (5pts) **Additional Close Combat Weapon (5pts) **Forge Weapon (10pts) **Boarding Shield (10pts) **Shot Cannon (15pts) ^ **Power Weapon (20pts) **Power Pick (20pts) **Charonite Claws (25pts) ^Shot Cannons used by Bull Centaurs have a 12" range and are Assault 4 weapons. ====Golem Androids of Hashut==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Wait. Are those Necrons fighting alongside those Chaos Squats!?" - Last words of Colonel Manfred of the Iktal V Planetary Defense Force'' <div class="mw-collapsible-content"> With their alliance to Warmaster Horus, the first Squats that would later make the League of Emberg gained access to abilities and skills that their Imperial Loyalist kin did not have. Under the guidance of Hashut, whom they chose over any other of the four major Chaos Gods, the Chaos Squats made many terrifying weapons of war and abominable creatures to sow suffering among those who would stand in their way. Besides of the Bull Centaurs, who are the results of genetic mutations through warp powers, their other great success has been the Golem Androids of Emberg. For strange reasons easily mistaken for Necrons at first glance, Golem Androids do share some similarities with them. Both are mechanical humanoids that look like skeletons. Both share a terrifying resilience and are very destructive, yet this is where the similarities end. The androids are made of a mixture of plasteel and iridium as opposed to the necrodermis from which Necron bodies are made. While Necrons are soulless and mostly emotionless, inside each such construct of Emberg there is a daemon that was shackled, rammed into the mechanical body and forced to obey the orders of their creator. Although powerful, Golem Androids will at best try to pervert the orders given to them to spite their master. At worst they will try to outright rebel to gain their freedom. Armed with an impressive array of weapons and arcane technologies tainted by warp energies, Golem Androids are a dreadful and difficult enemy due to their daemonic nature. The constructs can even still channel the powers they had as daemons. Due to their rebellious nature, the Chaos Squats need either a Sorcerer or Guild Engineer to ensure that they obey. Yet once the Controller is slain, the androids will try to defy the orders given to them or outright turn against those who once thought of themselves as the Golem's masters. While they are just as capable of soaking up damage just as the Bull Centaurs, these mockeries of the Machine Spirit are not possessed of their brutish cousins rage, instead being slow and methodical in destroying their enemies. Only with the complete vaporizing of their mechanical bodies may these malevolent constructs be defeated. </div> </div> '''Battlefield Role''' - Heavy Support <br>'''Points Cost''' - 180 {|border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition |- | Golem Android || 4 || 3 || 4 || 5 || 2 || 2 || 2 || 9 || 3+/5++ || Infantry || 3 Golem Androids |} <br style="clear: both; height: 0px;" /> '''Wargear''': *Golem Ray Gun *Rock Drill '''Special Rules''': *League Affiliation (Emberg) *Fearless *Hatred *Slow and Purposeful *Daemon *Move Through Cover *Very Bulky *Rebellious: Unless it includes a Guild Engineer with the League Affiliation (Emberg) special rule or a Sorcerer of Hashut, an unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a roll of a 4+, this special rule has no effect this turn. On a roll of a 2 or 3, the unit is rebelling until the start of its following turn. A rebellious unit may not voluntarily move, shoot or charge. A rebellious unit must still complete compulsory moves, such as Pile In and Fall Back moves. On a roll of 1, the unit's control transfers to your opponent until the start of your next turn (though the opponent can still shoot at and charge the Golems, the Golems will still make attacks back if locked in combat with your opponents units only). Independent Character that are not a Guild Engineer from the League of Emberg or a Sorcerer of Hashut cannot join a unit of Golem Androids that do not contain the aforementioned units. It is too risky! '''Options''': *May include up to 3 additional Golem Androids (60pts each) *Any Golem Android may replace their Rock Drill with a: **Rock Saw (5pts) **Rock Cutter (5pts)
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