Codex - Squats

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A special note first: this is redrafted (mostly) from the 2nd edition ruleset.

There is no attempt as yet to introduce anything "new" to the army list, rather the intention is to get everything across as faithfully as possible.

Am also going so far as to drag out old Wargear Cards which were basically the 2nd Edition versions of Special Issue Gear & Relics.

Points costs have to change because of the change in the gaming meta, while some statlines (such as an extra attack here... a WS/BS nerf there) have been altered to make more sense when compared to units with similar purposes in other armies.

Bear with me while I get all this info transcribed.

  • Please note that while I have altered things in the list to suit the modern environment, I'm not going out of my way to reproduce "up-to-date" descriptions/rules on things that already exist like bolters, chain axes etc. Go find them in the BRB.

Allies

  • Battle brothers: Squats
  • Allies of Convenience: Tau Empire, Armies of the Imperium
  • Desperate allies: Craftworld Eldar, Harlequins, Necrons
  • Come the Apocalypse: Legions of Chaos (Chaos Space Marines, Renegades & Heretics, Daemonkin, Chaos Daemons), Dark Eldar, Tyranids, Orks, Genestealer Cults

Special Rules

  • Bitter Hatred - Models with this special rule have the Hatred (Orks & Tyranids) USR.
  • Hardy souls for Hardy men - Though the Squats have relatively little in the way of warpcraft, the Squats are innately resistant to the touch of the warp and possessed of incredibly strong and stubborn wills. Tales abound of Daemons finding the Squats unafraid of their monstrous natures and simply gritting their teeth and shrugging off storms of warp power. Models with this Special Rule are counted as having the Adamantium Will and Stubborn USRs.
  • Subterranean Assault - Rumbler Borers and Tremorbane Drillers are always placed in reserve and arrive in the game automatically on turn 1 via the Deep Strike rules modified as shown below, with the vehicle itself arriving first and the Borer Assault unit arriving on the subsequent turn through the opening it has created. Rather than placing the model for the vehicle while Deep Striking, place a Blast (3") template instead. Roll to scatter as normal to determine where the template is placed. If the template is placed in clear ground, place the vehicle on top of the template as normal. If the template is placed in contact with an enemy unit, fortification or building, that unit suffers an immediate Tank Shock or Ram attack by the vehicle. If this attack is sufficient to displace the enemy unit so that the vehicle can be placed without an enemy unit being within 1", or destroys the fortification, vehicle or building in question, then the Deep Strike is successful and the vehicle is placed on the table over the template. If not, the vehicle suffers a Deep Strike Mishap with the roll on the table modified by -2. If the ‘Deep Strike’ template is partially or completely off the table, on top of a friendly model or in some other form of impassable terrain, the vehicle suffers a Deep Strike Mishap as normal.
  • League Affiliation - When choosing a Squat detachment, whether Primary or Allied, you must choose a League Affiliation which will apply to the entire detachment. Models with this rule will have an additional set of special rules. Units with a specific league in () may only be taken as part of a detachment affiliated with that league.
    • League of Emberg
      • Touched by the Eye - Characters in this detachment have the Champions of Chaos rule as per Chaos Space Marines. If results of Chaos Spawn or Daemonic Ascension are rolled, then instead choose any other mutation. In addition, Independent Characters from this detachment also have access to the Chaos Rewards list from Codex: Chaos Space Marines and a few additional unique Chaos Rewards.
      • Mark of Hashut - 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
      • Legacy of Interaction - Add Hatred (Chaos Space Marines, Chaos Daemons and Renegades and Heretics) to their list of Bitter Hatred enemies. In addition (Ironically) they may also ally with Chaos Space Marines, Renegades and Heretics and Chaos Daemons as Battle Brothers.
    • League of Thor
      • Cybernetic Wealth - Models in this detachment have Feel No Pain (6+) which does not stack with a better version of this rule if one is available.
      • Display of Ostentation - Thunderers may be chosen as Troops choices in Battle-Forged armies.
    • League of Grindel
      • Learned from Subjugation - Add Hatred (Squats) to the list of Bitter Hatred enemies, the Warlord for this detachment may choose his own Warlord Trait instead of rolling.
      • Humiliated but not broken - Add +1 Leadership to models in this detachment (up to a maximum of 10).
    • League of Kapellar -
      • Fonts of Wisdom - Warlord in this detachment may roll twice for their warlord trait and benefit from both (re-rolling doubles). In addition, Guild Engineers may add +1 to their Battlesmith rolls.
      • Master Artisans - Characters in this detachment may upgrade one of their weapons to have the master crafted upgrade for free.
    • League of Norgyr
      • Imperial Influences - Characters in this detachment may be ordained as Lay-Priests of the Ministorum for 15 points, granting them the Zealot USR.
      • Legacy of Interaction - Add Hatred (Forces of the Imperium) to their list of Bitter Hatred enemies. In addition (Ironically) they may also ally with the Forces of the Imperium as Battle Brothers.
    • Demiurg
      • Stronghold Starships - Any unit with a 4+ save or better may deep strike onto the battlefield.
      • Legacy of Interaction - Add Hatred (Tau Empire) to their list of Bitter Hatred enemies. In addition (Ironically) they may also ally with the Tau Empire as Battle Brothers.

Warlord traits

  • 1: Grudge Bearer - The Warlord has the Hatred USR for the primary detachment of the opposing army, if this is one that he already has hatred for due to Bitter Hatred he may then re-roll to-hit in melee in every round of combat rather than the first.
  • 2: Guild Apprentice - The Warlord and his unit have the Tank Hunters and Monster Hunters USR.
  • 3: Shield Wardens - The Warlord and its unit may re-roll failed armor saves.
  • 4: Master Miner - The Warlord and his unit may Deep Strike, arriving from underneath the battlefield in situations where it applies. If the Warlord can already Deep Strike from a different source then they do not scatter when Deep Striking.
  • 5: Refugee Leader - The Warlord gains the Fearless and Feel No Pain (5+) special rules.
  • 6: XXXXXX Brewer - The Warlord and any unit he joins receives +1 Strength on any flame-type weapon that they use (including both profiles of the Fusion Projector) and may re-roll failed armour saves vs flame-type weapons.

Fighter Aces

Roll a D3 to determine the trait of the Wing Leader.

  1. Vengeance Bringer: Gain preferred enemy against the primary detachment of your enemy, if using a weapon that already rerolls to hit, reroll to wound or penetrate instead. If both apply, gain rending or improve existing rend rolls by one (rend on a 6+ becomes rend on a 5+).
  2. Damn the winged beasts: Every hit, whether or not it successfully wounded or saved, forces a grounding check on Flying Monstrous Creatures and Flying Gargantuan Creatures. Against Flyers and Super-Heavy Flyers, the pilot may modify the result on the vehicle damage table of every penetrating hit by 1.
  3. Reinforced flier: Add one hull point to the model with this rule.

Psychic power tables

Stonemind

  • Tremor
Warp Charge 1
Tremor is a Beam with the following profile:
Range S AP Type
Tremor 12" + 2d6 line 5 4 Assault 1, Ignores Cover, Strike down

  • 1: Frenzy of the Bearded ones
Warp Charge 1
Frenzy of the bearded ones is a Blessing that targets a single friendly unit from Codex: Squats within 12". Whilst this power is in effect, the target unit gains the Rampage and Crusader special rule.
  • 2: Stoneskin
Warp Charge 2
Stoneskin is a Blessing that targets the Psyker’s unit. Whilst this power is in effect, the psyker and it's unit gain a +2 bonus to toughness
  • 3: Empowered strikes!
Warp Charge 2
Empowered Strikes is a blessing that targets a single friendly unit from Codex: Squats within 12". Whilst this power is in effect, the target's AP and strength for all attacks is improved by one step.
  • 4: Ancestor's shout
Warp Charge 2
Ancestor's shout is a Witchfire that uses the following profile:
Range S AP Type
Ancestor's shout Torrent 6 3 Assault 1, Concussion, Haywire

  • 5: Chink in the Armour
Warp Charge 2
Chink in the armour is a Malediction that targets a single enemy unit within 12". Whilst this power is in effect, the target's armour save is reduced by one step.
  • 6: Mortality
Warp Charge 2
Mortality is a Malediction that targets a single enemy unit within 12". Whilst this power is in effect, all successful wounds are treated as instant death, and all glances are treated as penetrated hits, all vehicle damage rolls against the target gain a +2 bonus that stacks with any existing bonuses.

Hashut

  • Breath of Hatred
Warp Charge 1
Breath of Hatred is a Blessing that targets one unit in 18" that grants the target unit hatred, if the target is already subject to the Bitter Hatred rule or gets Hatred from any other source, the target gets rending against an enemy in assault.
  • 1: Burning Wrath
Warp Charge 1
Burning Wrath is a Witchfire that uses the following profile:
Range S AP Type
Burning Wrath Range 12" 6 5 Assault d6, Soul Blaze, Ignores Cover

Alternatively an extra warp dice may be used (up to the caster's mastery level) to add an additional d6 to determine the number of shots per dice.
  • 2: Dark Subjugation
Warp Charge 1
Dark Subjugation is a Malediction that targets one enemy unit within 24" and forces a leadership check on a -3 penalty, on a failure that unit loses one point of leadership for the rest of the turn. Cumulative failures stack, down to a minimum of two.
  • 3: Curse of Hashut
Warp Charge 2
The Curse of Hashut is a Focused Witchfire that targets a single enemy model within 18". The target suffers hits equal to 2D6 minus its Toughness, with the hits wounding on 4+ and ignoring armour.
  • 4: Ash Storm
Warp Charge 3
Ash Storm is a Malediction that targets a single enemy unit within 24" The target suffers a -2 penalty to its WS and BS, all flame weapons reroll to wound against them, and counts all terrain as dangerous terrain.
  • 5: Hell Hammer
Warp Charge 2
Hell hammer is a Witchfire that uses the following profile:
Range S AP Type
Hellhammer Range 3d6 Line X* X* Assault 1,

  • Models struck by the line must pass an initiative test or suffer d3 S6 AP4 wounds.
Alternatively an extra warp dice may be used to increase the range to 6d6.
  • 6: Flames of Hashut
Warp Charge 3
Flames of Hashut is a Witchfire That uses the following profile:
Range S AP Type
Flames of Hashut Range Line of Sight X* X* Assault 1 Blast**, ignores cover

  • Models struck by the blast marker are struck with an S6 AP2 hit that deals D6 soul blaze wounds on a successful wounding roll per model. A model directly under the center must additionally pass a toughness test at a -2 penalty or be removed as a casualty, vehicles take an automatic penetrating hit at AP1.
    • Only scatters by 1d6
The spell may be increased to a cost of four warp charges to instead use the large blast template.

Wargear

Weapons

  • Chainaxe - This counts as an AP4 Close Combat Weapon.
  • Forge Weapons - These oversized weapons take the form of axes, hammers and occasionally greatswords. Made from alloys of magnesium they have a favorable tendency to spark when they strike a target, potentially setting them ablaze. However, due to the reactivity of such alloys the weapons require a great deal of care to maintain; therefore a Squat will take great pride in his Forge Weapon and will become greatly offended if the weapon is mistreated by others.
    • Profile (Range: -, Strength: +2, AP: -, Rules: Melee, Two-Handed, Soul Blaze, Flammable)
      • Flammable - Weapons with this rule count as "Flame" type weapons for the purposes of interaction with other rules.
  • Fusion Projector (borrowed from HH:2) - Fusion Projectors are remarkable flame based weapons that are both more elegant and potent than the flamers wielded by the other species of the galaxy. They can be used to incinerate a swath of targets like a regular flamer or focus their jet into a searing cutting arc. Fusion Projectors come in four sizes of both increasing power and energy consumption. Wielders of such weapons can choose to fire one of two profiles:
    • Light Fusion Projector
      • Dispersed Profile (Range: Template, Strength: 3, AP: 6, Rules: Pistol)
      • Focused Profile (Range: 3", Strength: 6, AP: 1, Rules: Pistol, Melta)
    • Fusion Projector
      • Dispersed Profile (Range: Template, Strength: 4, AP: 5, Rules: Assault 1)
      • Focused Profile (Range: 6", Strength: 6, AP: 1, Rules: Assault 1, Melta)
    • Heavy Fusion Projector
      • Dispersed Profile (Range: Template, Strength: 5, AP: 4, Rules: Assault 1)
      • Focused Profile (Range: 12", Strength: 6, AP: 1, Rules: Assault 1, Melta)
    • Clearance Fusion Projector
      • Dispersed Profile (Range: Template, Strength: 5, AP: 4, Rules: Assault 1, Torrent)
      • Focused Profile (Range: 12", Strength: 6, AP: 1, Rules: Assault 1, Melta, Blast)
    • Super-Heavy Fusion Projector
      • Dispersed Profile (Range: Hellstorm, Strength: 7, AP: 3, Rules: Primary Weapon 1)
      • Focused Profile (Range: 36", Strength 8, AP: 1, Rules: Primary Weapon 1, Melta, Apocalyptic Blast)
  • Mining Tools - As incredibly prolific miners, a good deal of the mining equipment used by the Squats can also function as effective weapons of war. Drills, picks, saws and other assorted tools can break flesh, armor and vehicle hulls just as easily as solid rock.
    • Rock Cutter - The hydraulic shears of rock cutters were designed to free trapped mine workers from industrial accidents. When the Squats march to war, their irresistible grip is used not to save, but to kill. Profile (Range: -, Strength: x2, AP: 2, Melee, Unwieldy, Snip, Mining Tool)
      • Snip - When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Toughness test for each Wound suffered or suffer Instant Death.
    • Rock Drill - Far cheaper and easier to maintain than a Power Fist and just as effective, the Squats have modified their Rock Drills to be used as weapons. Its triple grinders can turn even the stoutest enemy champion to gory gobbets of flesh. Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Unwieldy, Pulverize, Mining Tool)
      • Pulverize - If the model using this weapon can make 2 or more attacks this combat phase then it may exchange all of its attacks for a single attack made at S10 AP2.
    • Rock Saw - The blades of the heavy rock saw are designed to cut through dense boulders of ore – when the time of war comes, they slice through the hulls of enemy vehicles as easily as a butcher slices through meat. Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Unwieldy, Armourbane, Mining Tool)
      • Mining Tool - This weapon has the Two-Handed special rule unless used by a model wearing Exo Armor or a Walker.
    • Lascutter - The Lascutter is more a tool for mining and salvage than a weapon but can be used for devastating effects against fortifications and other stationary targets. Profile (Range: -, Strength: 9, AP: 2, Rules: Melee, Two-Handed, Unwieldy, Cumbersome)
      • Cumbersome - A model using a Lascutter can only ever make a single attack at WS 1 in the assault phase, regardless of their profile or any other special rules.
    • Power Pick - Power picks are simple enough in design. They bear a low-quality disruption field powerful enough to shatter ceramite like glass. Profile (Range: -, Strength: +2, AP: 3, Rules: Melee, Unwieldy)
    • Demolition Charge - A Demolition Charge is usually meant to safely demolish buildings or blast apart stones but these traits also make it capable of tearing open the hulls of battle tanks. Profile (Range: 6", Strength: 8, AP: 2, Rules: Assault 1, Large Blast, One Use Only
  • Servo-Arm Profile (Range: -, Strength: x2, AP: 1, Rules: Melee, Specialist Weapon, Unwieldy, Repair Assistance)
    • Repair Assistance - A Guild Engineer with a Servo-Arm adds 1 to its Battlesmith rolls. These bonuses can stack.
  • Servo-Harness - A servo-harness gives the bearer two servo-arms, a plasma cutter and a fusion projector. In the Shooting phase, the model can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.
  • Plasma Cutter Profile (Range: 12", Strength: 6, AP: 2, Rules: Assault 1, Twin-linked)
  • Macro-Hammer (inspired from Rogue Trader) - These sophisticated hammers incorporate a number of nano-sized warp portals in the hammer-head that burst on contact, causing a localized warp disruption. Profile (Range: - , Strength: +3, AP: 2, Rules: Melee, Unwieldy, Concussive, Two-Handed, Warp Distortion)
      • Warp Distortion - Rolls of 6 To Wound have the Instant Death special rule.
  • Shot Weapons - Squats do regularly use simple ballistic weapons like other more primitive races do, however their mastery of metals allows them to use materials much more exotic than lead or copper for their projectiles. Their standard military armament involves weapons that fire high-density buckshot at their opponent with a high degree of stopping power yet little risk of collateral damage to starship internals or cavern walls.
    • Shot Pistol Profile (Range: 12", Strength: 4, AP: -, Rules: Pistol, Shred)
    • Shot Rifle Profile (Range: 12", Strength: 4, AP: -, Rules: Assault 2, Shred)
    • Auto-Shot Rifle Profile (Range: 18", Strength: 4, AP: -, Rules: Assault 3, Shred)
    • Shot Cannon Profile (Range: 24", Strength: 6, AP: -, Rules: Heavy 4, Shred)
    • Rotary Shot Cannon Profile (Range: 24", Strength: 6, AP: -, Rules: Heavy 8, Rending, Shred)
    • Heavy Rotary Shot Cannon Profile (Range: 48", Strength: 8 , AP: -, Rules: Heavy 20, Rending, Shred
  • Coil Weaponry - Squats have long worked and experimented with magnetism, a useful science to invest oneself into when one works with metal and electricity so frequently. Whereas the Tau's experiments into magnetic projectiles lead them down the path of railguns, the Squats wanted a weapon less temperamental, finding that the swift process of wearing that Railguns undergo made them undesirable. The coil gun, which operates under similar principles if different methods; proved to be more to their liking. Very capable of penetrating through armor, though their small projectile size meant that they impart little of their kinetic energy into a target, though it also means that they have rather manageable recoil, easily allowing the stout squats to fire them on the move.
    • Coil Pistol Profile (Range: 18" , Strength: 3, AP: 1, Rules: Pistol, Armourbane)
    • Coil Repeater Profile (Range: 36", Strength 3, AP: 1, Rules: Rapid Fire, Armorbane)
    • Coil Cannon Profile (Range 72", Strength 5, AP: 1, Rules: Heavy 1, Armourbane)
    • Heavy Coil Cannon (Solid Shot) Profile (Range 108", Strength 7, AP: 1, Rules: Ordnance 1, Armourbane)
    • Heavy Coil Cannon (Submunition) Profile (Range 108", Strength 4, AP: 4, Rules: Ordnance 1, Large Blast)
    • Super-Heavy Coil Cannon (Solid Shot) Profile (Range 162", Strength 10, AP: 1, Rules: Primary Weapon 1, Armourbane, Instant Death)
    • Super-Heavy Coil Cannon (Submunition) Profile (Range 162", Strength 4, AP: 3, Rules: Primary Weapon 1, Apocalyptic Blast)
  • Squat Missiles - Squats can use explosive ordnance just as other races do, though their mastery of demolitions tends more towards civilian purposes rather than commonplace battlefield use. However, their technology is unique enough that the Imperium has attempted to duplicate some of their designs for their own use.
    • Mole Missile Profile (Range: 48", Strength 4, AP: 4, Rules: Heavy 1, Blast, Ignores Cover)
    • Krak Missile Profile (Range: 48", Strength 8, AP: 3, Rules: Heavy 1)
    • Flakk Missile Profile (Range: 48", Strength 7, AP: 4, Rules: Heavy 1, Skyfire)
  • Cyclone Missile Launcher - The Cyclone Missile Launcher is exactly the same as the weapon of the same name used by the Imperium and serves the same purpose. To send a salvo of devastating missiles at the enemy. A Cyclone Missile Launcher may be fired alongside another ranged weapon.
    • Mole Missile Profile (Range: 48", Strength 4, AP: 4, Rules: Heavy 2, Blast, Ignores Cover)
    • Krak Missile Profile (Range: 48", Strength 8, AP: 3, Rules: Heavy 2)
  • Hellion Missiles - These missiles are some of the strongest missiles ever made, designed to destroy titans that are fielded against the Squats. Land Raiders that have these mounted on them have been nicknamed Grudgekeepers. Profile (Range: 60", Strength 10, AP: 1, Rules: Ordnance 1, Instant Death, Armourbane, One Use Only)
  • Plasma Missiles Profile (Range: 36-300", Strength 9, AP: 2, Rules: Ordnance 1, Massive Blast, One Use Only)
  • Doomstorm Missiles Profile (Range: 24-120", Strength 10, AP: 4, Rules: Ordnance 2, Large Blast, Barrage, One Use Only)
  • Tactical Bombs Profile (Range: -, Strength 6, AP: 4, Rules: Bomb 1, Blast, One Use Only)
  • Ion weaponry - The Squats go by many names, one of them being Demiurg; taken from a truly ancient race of Aliens much like the Squats with silicate skin that were among the first species that contacted the early Squats. The Squats adopted a close relation with the Demiurg, offering the void-dwellers a reliable source of trade until the two species became so culturally intertwined that they had essentially become two sides of a coin. One of the items the Squats received was Ion technology which itself has been traded with the nascent Tau Empire.
    • Ion Rifle (Standard) Profile (Range: 30", Strength 7, AP: 4, Rules: Rapid Fire)
    • Ion Rifle (Overcharged) Profile (Range: 30", Strength 8, AP: 4, Rules: Heavy 1, Blast, Get's Hot!)
    • Ion Cannon (Standard) Profile (Range: 60", Strength 7, AP: 3, Rules: Heavy 3)
    • Ion Cannon (Overcharged) Profile (Range: 60", Strength 8, AP: 3, Rules: Heavy 1, Large Blast, Get's Hot!)
    • Long-Barreled Ion Cannon (Standard) Profile (Range: 90", Strength 7, AP: 2, Rules: Primary Weapon 6)
    • Long-Barreled Ion Cannon (Overcharged) Profile (Range: 90", Strength 8, AP: 2, Rules: Primary Weapon 1, Massive Blast, Get's Hot!)
    • Ion Annihilator (Standard) Profile (Range: 72", Strength 7, AP: 3, Rules: Ordnance 1, Large Blast, Barrage)
    • Ion Annihilator (Overcharged) Profile (Range: 72", Strength 8, AP: 2, Rules: Ordnance 1, Large Blast, Barrage, Get's Hot!)
  • Rapier Destroyer - Profile (Range: 36", Strength 9, AP: 2, Rules: Ordnance 1, Twin-linked)
  • Turbo-Laser Destructor - Profile (Range: 72", Strength D, AP: 2, Rules: Primary Weapon 1, Large Blast)
  • Seismic/Tremor-weaponry - Immensely useful for the mining focused life styles of the squats due to their ability to casually shake apart even the hardest of earth without creating the heady smoke that a laser would, sonic technology is something the squats have thoroughly studied and developed. Though humans and Eldar also make use of the technology, the squats have made it a ubiquitous technology. Vibrations can create earthquakes or reshape the terrain, increase the effectiveness of melee weapons more cheaply than power fields, allow for easy subterranean ambushes, shake apart structures and vehicles, and reduce infantry to pulp.
    • Thudd Gun - Profile (Range: 12"-48", Strength 4, AP: 5, Rules: Heavy 4, Blast, Barrage, Ignores Cover)
    • Seismic Cannon
      • Close Range - Profile (Range: 12", Strength 8, AP: 3, Rules: Heavy 2, Resonance)
      • Long Range - Profile (Range: 12-24", Strength 5, AP: 4, Rules: Heavy 4, Resonance)
    • Heavy Seismic Cannon
      • Close Range - Profile (Range: 12", Strength 8, AP: 3, Rules: Heavy 3, Resonance)
      • Long Range - Profile (Range: 12-24", Strength 5, AP: 4, Rules: Heavy 6, Resonance)
    • Resonance - To Wound rolls and Armour Penetration rolls of 6 made with a weapon this special rule are always resolved at AP1.

Special Issue Wargear

  • Battle Standard - Units with a Battle Standard may add +1 to combat resolution scores in the assault phase. In addition units within 12" of the Battle Standard may re-roll failed morale & pinning checks.
  • Digital Weapons - A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault phase.
  • Survey Glass - A model equipped with a Survey Glass has the Night Vision and Precision Shots USR.
  • Flak Armour - A model equipped with Flak Armour has a 5+ armour save.
  • Carapace Armour - A model equipped with Carapace Armour has a 4+ armour save.
  • Refractor Field - A model equipped with a Refractor Field has a 5++ invulnerable save.
  • Force Field - A model equipped with a Iron Halo has a 4++ invulnerable save.
  • Squat Exo-Armour - The Squats routinely use an armour-class similar to Terminator armour for heavy duty civilian applications such as deep space repair or internal reactor maintenance, whereas Terminator armor is a priceless relic to the Imperium, the Squats make quite casual usage of their Exo-Armor, and the Squats are proud of boasting that they have more far more Exo-Armour wearers than the Imperium has space marines. These suits grant a 2+ Armour Save, 5+ Invulnerable save and the Slow & Purposeful and Bulky special rules.
  • Squat Iridium Armour - Though this high density metal has been recently developed for armour-use by the rising Tau Empire, the Squats have been utilizing this in their technology for millennium, albeit with a lesser level of technical sophistication. A suit of Iridium Armour grant a 3+ Armour Save and +1 to the model's toughness (cumulative with other modifiers).
  • Overdrive systems - The Squats are well aware that though they are in no danger of dying out, they are frequently outnumbered by their foes. The Green tides of the hated Orks, the rabble of Chaos and Daemonkind, the Barbaric armies of the Rak'Gol, the hordes of the Hrud, the monstrosities of the Slaught's bio-engineering, and the Scuttling swarm and more can all outnumber a Squat force. So a solution was proposed for the users of their suits of Iridium and Exo-armor, gravitic generators built into their suits increase the momentum of the wearer and therefore generate a more devastating impact when they enter melee combat. Overdrive systems grant the Hammer of Wrath (or add an additional such hit should the user already have the rule), and Rage USR.
  • Rune Stones - Though the Squats do not have prolific Psykers as humans or Eldar do, they do know enough of the Warp to have the means to counter witchery and daemonic power. Units with at least one rune stone may reroll failed deny the witch attempts. In addition for every model with Rune Stones the army adds an additional Warp Charge to their Deny the Witch pool in the opponent's psychic phase.
Chaos Icons, Rewards, and Marks

(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
  • 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.
  • 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.

Vehicle Wargear

  • Armoured Ceramite: A vehicle with this wargear is not subject to the additional D6 armor penetration caused by weapons with the Melta special rule.
  • Armoured Cockpit: If a vehicle takes a Crew Shaken or a Crew Stunned result on the Damage Table, then on a dice roll of 4+ the effect is ignored.
  • Cache of Demolition Charges: In the Shooting phase, one model embarked upon a vehicle equipped with demolition charges can choose to throw one instead of firing its normal weapon, using the profile of typical Demolition Charges but without the One Use Only special rule. However, each time a vehicle equipped with demolition charges suffers a penetrating hit, roll a dice. On the roll of a 1, the vehicle suffers a further Strength 8 AP2 hit after any initial damage has been resolved.
  • Chaff Launcher: One Use Only. Grants a 4++ invulnerable save against missiles.
  • Command Vox Relay: This allows the Praetorian's controlling player to add +1 to or subtract -1 from the results of any Reserve Rolls they make while the Praetorian is in play. In addition, should enemy models suffer a Deep Strike Mishap while the Praetorian is in play, the roll suffers a -1 modifier.
  • Distinctive Paint Scheme: Grants a once-per-game morale check reroll for a squad in line of sight.
  • Helical Targeting Array: A vehicle with this wargear that chooses to neither move nor run during its turn gains the Skyfire and Interceptor special rules for that entire game turn.
  • Hunter-Killer Battery: A Hunter-Killer Battery consists of six Hunter-Killer missiles. A vehicle with a Hunter-Killer Battery may purchase up to two additional Hunter-Killer missiles instead of a single one.
  • Infra-Red Targeting: Grants the Night Vision special rule.
  • Ilum Flares: A vehicle equipped with Illum flares may drop a single flare per turn. They are fired in the same manner as bombs placing a marker where the flare lands after scatter. Any unit targeting another unit within 12” of the marker has the Night-Vision special rule for that shooting phase.
  • Missile Guidance System: Grants the Missile Lock special rule.
  • Recovery Gear: If a vehicle with recovery gear is Immobilized, then in subsequent turns it may attempt to repair itself. To make the attempt, roll a D6 at the end of the Movement phase; on the roll of a 6, the vehicle is no longer Immobilized. Note that this does not restore a Hull Point.
  • Relic Plating: Grants the Adamantium Will special rule.
  • Targeting Array: Grants the vehicle +1 Ballistic Skill.

Tech Relics

  • Concussion Mace (inspired from Dark Heresy) - Designed for use by asteroid miners in zero gravity environments, the shell of the mace contains a small repulsor that can be activated by the wielder to alter the local gravity, essentially causing nearby targets to "explode" away from the mace head.
    • The Concussion Mace can be used as a regular Power Maul or the wielder can choose to forego all of his attacks in melee and place the small (3") blast template anywhere in base contact with himself. Models touched by the template are wounded on a D6 roll of 4+ with an AP value of 2 and the Strikedown special rule, Vehicles instead suffer a single hit with the Haywire special rule.
  • Inertial Hammer (inspired from Rogue Trader) - These long-hafted hammers are designed using anti-gravity technology. When swung they seem to gather inertial energy exponentially, gradually building a tremendous striking force the further and faster it has travelled.
    • Profile (Range: - , Strength: D, AP: 2, Rules: Melee, Two-Handed, Unwieldy, Long Swing)
    • Long Swing: Only a single attack can be made each close combat phase with this weapon.
  • Mantle of Doom - Extremely well crafted and meticulously designed Exo-armour suits purpose made for the heaviest of fighting, these suits are the pride and joys of their builders and they often become family heirlooms. To the Squats, the doom of these suits is not for the squats, but for those who face their wearers. With his Mantle of Doom, the Squat Warlord Grivglom the Brooding battled and slew Chaos invaders, Dark Eldar raiders, enigmatic Thyrrus, barbaric Orks, hated Hrud, ancient Necrons, and the foul Tyranids. Standing with his brothers and sisters in arms, Grivglom killed the many limbed horrors to defend his home day in and day out, and in this suit he slew a powerfully mutated Trygon Prime in single combat. These suits of armor count as squat exo-armor with a 4++ invulnerable save that grants +1 toughness and strength.
  • Stonekin banner - Representative of the Men of Stone's defiance against the time of ending, the Stonekin banner is actually a powerful technological relic that can release a steady stream of healing nanomachines to allow warriors to fight on past grievous injuries and heal and repair their equipment with remarkable swiftness while dulling the sensation of pain. The stoneskin banner grants the Feel No Pain and It Will Not Die special rules to the user and his unit.
  • Reason - "Everyone listens to reason" is the motto of those who utilize these experimental rotary coilguns (peace through superior firepower was deemed too unwieldy a term). Capable of tearing through most forms of armor, these guns spit out a ceaseless stream of hypersonic spikes and never let up. First tested against Hive Fleet Kraken and ironed out in a successful Squat offensive that broke the back of the 13th black crusade's strike against the Squat worlds, the wielders of these weapons tore through land raiders, ancient suits of terminator armor, and reduced the leading Chaos Lord; Hyrskos the Fell Handed, to a fine bloody mist flecked with chunks of bone, ceramite and adamantium.
    • Profile (Range: 30", Strength: 4, AP: 1, Rules: Salvo 3/6, Armorbane, Rending, Shred)

Armoury

  • Melee Weapons: A model may replace any of it's Ranged Weapons or CCWs with a:
    • Chain axe (+3pts)
    • Forge Weapon (+5pts)
    • Power Weapon (+15pts)
    • Power Pick (+15pts)
    • Force Weapon (+20pts)^
    • Macro Hammer (+25pts)
    • Power Fist (+25pts)

^May only be taken by Psykers.

  • Ranged Weapons: A model may replace any of it's Ranged Weapons or CCWs with a:
    • Shot Rifle (free)
    • Light Fusion Projector (+5pts)
    • Coil pistol (+15pts)
  • Exo Suit Melee Weapons: A model may replace it's Power Weapon with a:
    • Power Pick (Free)
    • Force Weapon (+5pts) ^
    • Macro Hammer (+10pts)
    • Rock Drill (+10pts)
    • Rock Saw (+15pts)
    • Rock Cutter (+15pts)

^May only be taken by Psykers.

  • Exo Suit Ranged Weapons: A model may replace it's Auto-Shot Rifle with a:
    • Shot Cannon (+10pts)
    • Heavy Fusion Projector (+10pts)
    • Coil Cannon (+20pts)
    • Twin-linked Ion Rifle (+20pts)
    • Seismic Cannon (+20pts)
    • Cyclone Missile Launcher with Krak & Mole Warheads (+25pts)^

^Does not replace Auto-Shot Rifle

  • Special Weapons
    • Auto-shot rifle (+5pts)
    • Fusion-Projector (+5pts)
    • Ion Rifle (+15pts)
    • Coil repeater (+15pts)
  • Heavy Weapons
    • Shot Cannon (+10pts)
    • Heavy Fusion-Projector (+10pts)
    • Missile Launcher with Krak & Mole Warheads (+15pts)
      • May also take Flakk Missiles (+10pts)
    • Coil cannon (+20pts)
    • Seismic Cannon (+20pts)
  • Special Issue Wargear
    • Squat Iridium Armour (+20pts)
    • Carapace Armour (+5pts)
    • Refractor Field (+10pts)^
    • Force Field (+20pts)^
    • Squat Bike with Twin-Linked Shot Rifles (+25pts)^^
    • Digital Weapons (+5pts)
    • Survey Glass (+5pts)
    • Rune stone (+15pts)
    • Overdrive systems (+10pts)^^^
    • Psyhic Hood (+5pts)^^^^

^May not be taken together.

^^May not be taken with Squat Exo-Armor.

^^^May only be applied to models equipped with Iridium Armour, Exo-armour, or Bikes.

^^^^Psykers only.

  • Tech Relics
    • Reason (25pts)
    • Concussion Mace (30pts)
    • Inertial Hammer (55pts)
    • Stonekin Banner (55pts)^
    • Mantle of Doom (60pts)

^Thanes only.

  • Vehicle Wargear
    • Searchlight (1pt)
    • Relic Plating (5pts)
    • Dozer Blade (5pts)^
    • Recovery Gear (5pts)
    • Pintle-Mounted Auto-Shot Rifle (5pts)^^
    • Smoke Launchers (5pts)
    • Missile Guidance System (5pts)
    • Extra Armour (10pts)
    • Hunter-Killer Missile (10pts)
    • Targeting Array (15pts)
    • Pintle-Mounted Shot Cannon or Heavy Fusion Projector (15pts)^^
    • Daemonic Possession (15pts)^^^
    • Armoured Ceramite (20pts)

^May not be taken by Land Raiders, Walkers, Goliath Rockgrinders or Carriages.

^^May not be taken by Walkers, Land Trains, Carriages or a Colossus. May not be taken together.

^^^Vehicles in a League of Emberg detachment only.

  • Aircraft Wargear
    • Relic Plating (3pts)
    • Infra-Red Targeting (5pts)
    • Ilum Flares (5pts)
    • Chaff Launcher (5pts)
    • Missile Guidance System (5pts)
    • Distinctive Paint Scheme (10pts)
    • Targeting Array (10pts)
    • Daemonic Possession (15pts)^
    • Armored Cockpit (20pts)
    • Armoured Ceramite (20pts)

^Vehicles in a League of Emberg detachment only.

  • Chaos Rewards
    • Icon of Hashut (20pts)^
    • Brazen Bull of Hashut (35pts)^^

^Thanes only. May not be taken alongside a Battle Standard

^^ May not be taken with Squat Exo-Armor or a Squat Bike.

HQ

Ancestor Lord

Fluff:

Amongst the Squats, none are more honored than the Ancestors, who form the basis of Squat religion. The Living Ancestors are legendary for their age and boundless wisdom. The respect given by the younger generations of Squats is well-earned, for they have often lived for more than 500 years, which is unheard of for the average Squat. Living Ancestors bear knowledge of ancient grudges that they use to inspire their brethren in wartime.

Some Living Ancestors are so ancient that they have developed Psyker powers. While not as powerful as the Psyker of other races such as the Eldar, the Living Ancestors can still hold their own. As such, Living Ancestors often carry Rune Stones, which assist in their psychic abilities.

When war comes to the Squat Strongholds, the Living Ancestors may be called to fight alongside the Brotherhoods and the Guilds. In these times, they take the title of "Ancestor Lord" and use their ancient wisdom to turn the tide of battle against the Squats' hated enemies. Some naive commanders have made the fatal mistake of underestimating the Ancestor Lord is frail and weak due to their "advanced" age, and have paid for their mistake in blood.

Points Cost - 80

WS BS S T W I A Ld Sv Unit Type Composition
Ancestor Lord 6 4 4 5 3 4 3 10 5+ Infantry (character)


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation
  • Independent Character

Wargear:

  • Flak Armour
  • Shot Pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options:

  • May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.
  • May purchase up to two Psychic Mastery Levels (25pts each)
  • May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts)
  • If not wearing Exo-Armour then the Ancestor Lord may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.
  • If wearing Exo-Armour then the Ancestor Lord may select items from the Exo-Suit Melee Weapons and Exo-Suit Ranged Weapons lists.

Psychic Powers: An Ancestor Lord that has been upgraded to a Psyker may generate powers from the Biomancy, Daemonology, Stonemind, Divination, and Pyromancy disciplines. League of Emberg Ancestor lords may generate powers from the Biomancy, Daemonology (Malefic), Stonemind, Divination, Hashut, and Pyromancy disciplines.

Warlord

Fluff:

Lorem Ipsum Dolor Sit Amet

Points Cost - 55

WS BS S T W I A Ld Sv Unit Type Composition
Warlord 6 4 3 4 3 3 3 10 5+ Infantry (Character)


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation
  • Independent Character

Wargear:

  • Flak Armour
  • Shot pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options::

  • May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.
  • May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts)
  • If not wearing Exo-Armour then the Warlord may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.
  • If wearing Exo-Armour then the Warlord may select items from the Exo-Suit Ranged Weapons and Exo-Suit Melee Weapons lists.

Thane

Fluff:

Lorem Ipsum Dolor Sit Amet

Points Cost - 25

WS BS S T W I A Ld Sv Unit Type Composition
Thane 5 4 3 4 2 3 2 10 5+ Infantry (Character)


Special Rules:

  • Bitter Hatred
  • League Affiliation
  • Independent Character

Wargear:

  • Flak Armour
  • Shot pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options::

  • May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.
  • May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts)
  • If not wearing Exo-Armour then the Thane may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.
  • If wearing Exo-Armour then the Thane may select items from the Exo-Suit Ranged Weapons and Exo-Suit Melee Weapons lists.
  • May take a Battle Standard (15pts)

Guild Engineer

Fluff:

Lorem Ipsum Dolor Sit Amet

Points Cost - 45

WS BS S T W I A Ld Sv Unit Type Composition
Guild Engineer 4 4 3 4 2 2 2 10 5+ Infantry (Character)


Special Rules:

  • Bitter Hatred
  • Independent Character
  • League Affiliation
  • Battlesmith - If a Battlesmith is in base contact with, or embarked upon a vehicle, instead of shooting it may attempt to repair a weapon destroyed or Immobilised result, or restore a lost hull point on a D6 roll of 5+.
  • Master of Calculations - Instead of firing a weapon in the shooting phase, a Guild Engineer who has joined an artillery unit may confer his ballistic skill on any crew members firing artillery weapons.

Wargear:

  • Flak Armour
  • Shot Pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options:

  • May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.
  • May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts)
  • If not wearing Exo-Armour then the Guild Engineer may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.
  • If wearing Exo-Armour then the Guild Engineer may select items from the Exo-Suit Ranged Weapons and Exo-Armour Melee Weapons list.
  • May take one of the following:
    • Servo-Arm (25pts)
    • Servo Harness (50pts)
    • Conversion Beamer (70pts)

Sorcerer of Hashut

Fluff:

Lorem Ipsum Dolor Sit Amet

Points Cost - 60

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)


Special Rules:

  • Bitter Hatred
  • League Affiliation (League of 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 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), Stonemind, Divination, Hashut, and Pyromancy disciplines.

Special Characters

Overlord Hreid

Fluff:

An old and powerful Squat, Overlord Hreid is an extremely influential leader of the Squats. 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.

Points Cost - 250

WS BS S T W I A Ld Sv Unit Type Composition
Overlord Heidr 6 4 3 4 3 4 3 10 3+/3++ Infantry (Character) Overlord Hreid


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.

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:
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
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

Fluff:

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.

Points Cost - 275

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)


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation (Grindel)
  • Independent Character
  • Eternal Warrior
  • Psyker (Mastery Level 3)
  • 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 on the next Psychic Phase an additional Warp Charge.
  • 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 rolls To Wound).
  • Respect of The Young Ones: Friendly units from Codex: Squats within 12" of Grandr automatically pass all Pinning tests.

Psychic Powers: Ancient Gandr generates powers from the Biomancy, Daemonology, Stonemind, Divination, and Pyromancy disciplines. Wargear:

  • Coil 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, the weapon can dramatically empower the user to the point that even Ork Nobz are sent flying backwards or monstrous creatures are slain in a instant. 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 Force Staff with the following profile:
Name Range Strength AP Special Rules
Staff of The One-Eyed - +2 3 Melee, Two-Handed, Master Crafted, Concussive, Mighty Empowerment
Mighty Empowerment: Gandr may channel his might into the staff, giving it power beyond that what a normal force weapon can do. The Mighty Empowerment costs 3 Warp Charges and can be sustained by casting it every turn after the first time with a single Warp Charge. If Gandr fails sustaining the power, then he will have to cast it using 3 Warp Charges again. The weapon has during the duration of the power the following profile:
Name Range Strength AP Special Rules
Staff of The One-Eyed (Mighty Empowerment) - 10 2 Melee, Two-Handed, Master Crafted, Concussive, Strikedown, Detonating Strike
Detonating Strike: To Wound rolls of 6 with this weapon have the Instant Death special rule. Against models with the Psyker and/or Daemon USR, To Wound rolls of 4+ have the Instant Death special rule.
  • 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..

Master Engineer Brokk

Thrudrak Alemetal, Master of the Runes

Fluff:

Lorem Ipsum Dolor Sit Amet

Points Cost - 150

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)


Special Rules:

  • Bitter Hatred
  • League Affiliation (Demiurg)
  • Independent Character
  • Master of Calculations
  • Battlesmith

Warlord Trait: Master Miner

Wargear:
  • Exo Armour
  • Twin-linked Ion Rifle
  • Servo-Arm
  • Force Field
  • Hammer of Berim
  • Gòstang Thoth
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 Demiurge. 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.

Old Boltsman Joseph

Dread Sorcerer Fafnir

Fluff:

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Points Cost - 165

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)


Special Rules:

  • Bitter Hatred
  • League Affiliation (League of Emberg)
  • Independent Character
  • Psyker (Mastery level 3)
  • Preferred Enemy

Warlord Trait: XXXXXXX Brewer

Wargear:
  • Carapace Armour
  • Dragon's Breath Projector
  • Dragon's Golden Fang
  • Frag Grenade
  • Krak Grenade

Dragon's Breath Projector: The tool with which Fafnir originally uncovered the 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 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 relic Forge Weapon with the following profile.

Range: -, Strength: +2, AP: -, Rules: Melee, Two-Handed, Soul Blaze, Force, Flammable

Psychic Powers: Dread Sorcerer Fafnir may generate his powers from the Biomancy, Daemonology (Malefic), Stonemind, Divination, Hashut, and Pyromancy disciplines.

ELITES

Hearthguard

Fluff:

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Points Cost - 55

WS BS S T W I A Ld Sv Unit Type Composition
Hearthguard 5 4 3 4 1 2 1 9 4+ Infantry 5 Hearthguard
Old Guard 5 4 3 4 1 2 2 10 4+ Infantry (Character)


Special Rules:

  • Bitter Hatred
  • League Affiliation
  • Hardy Souls for Hardy Men

Wargear:

  • Carapace Armour
  • Shot Pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options:

  • You can add up to five Hearthguard to the squad (12pts each)
  • One Hearthguard may be upgraded to an Old Guard (10pts)
  • Any Hearthguard may choose equipment from the Melee Weapons, Special Weapons and Ranged Weapons lists in the armoury.
  • The unit may be mounted on Squat Bikes with Twin-linked Shot Rifles (11pts each)
  • If not on Bikes then the squad may take a Rhino or Land Raider as a Dedicated Transport.

Exo-Warriors

Fluff:

The Squats, like many races; make use of power armor extensively. Indeed the Squats had maintained their mastery of making armor that moves with and supports rather than weigh down the user to a far greater extent than the Imperium, with the first segments of the Imperium of Man to encounter the Squats finding that even their flak armor equivalents had systems in place to burden the Squats as little as possible; a necessity on heavy gravity worlds where even minor increases in mass can translate into greatly increased burdens of weight. And facing the prospect of exhaustion was something that was simply not acceptable in the Squat's many wars with the Orks, Hrud, and other foes.

Perhaps their most interesting innovation was the mass production of armor that could rival tactical dreadnought suits. Like Tactical Dreadnought Armor, the Squat Exo-suits were made to handle extremely dangerous conditions, such as the heavy radiation of plasma generators, exploring space hulks or unknown caverns alongside Squat robots, and other jobs that would involve being awash with heat, radiation, or enemy fire. And of course, war would come to the men of stone time and time again. In a time remembered by the Squats as the Years of Slaughter (corresponding to the age of strife), the Squats watched as Eldar and Humans both crumbled into withered shells of their former selves and their worlds in the galactic core under constant siege.

So the squats refined their craft and more and more war-ready models of exo-suits would be built. An island of stability in a galaxy gone mad, the lure of rich looting would draw their hated foes in ever greater numbers. In time, the Emperor would reveal himself and after some brief conflict that suitably impressed the Emperor and Adeptus Mechanicus, a treaty of friendship would be forged. With one of the things traded being some of the mechanisms for Squat Exo-Armor, so impressed was the Imperium by the power suited warriors who grinded the Legiones Astartes and Imperial Army to a halt. When the Horus Heresy came and the great treachery of the league of Emberg; which had fallen to the worship of the Chaos God Hashut, Exo-warrior fought Exo-warrior in great numbers, with the pure squats having to fight through legions of Emberg slaves and horrific daemons and daemon engines and seeing the degrees to which Hashut had twisted their kin. Nightmarish modifications to their exo-armor was common among the Emberg and their command of dark sorcery helped combat their inferior numbers.

Following the exile of the Emberg and the end of the Horus Heresy, the Exo-warriors would continue to see conflict throughout the galaxy, bearing a great portion of the brunt in the push against the great Ork Warlord known only as the Beast as he unleashed his galaxy crushing Waaagh! Tales are still told of times where Exo-warriors fought through unending hordes of Greenskins or the battle of the caverns of Gorodruk where a massive number of Exo-Warriors clashed with similarly massive numbers of Meganobz.

Points Cost - 105

WS BS S T W I A Ld Sv Unit Type Composition
Exo-Warrior 5 4 3 4 1 2 1 9 2+/5++ Infantry 3 Exo-Warriors
Exo-Warden 5 4 3 4 1 2 2 10 2+/5++ Infantry (Character)


Special Rules:

  • Bitter Hatred
  • League Affiliation
  • Hardy Souls for Hardy Men

Wargear:

  • Squat Exo-Armour
  • Auto-Shot Rifle
  • Power Weapon

Options

  • You can add up to seven Exo-Warriors to the squad (35pts each)
  • Any model may take items from the Exo-Warrior Melee Weapons list.
  • One Exo-Warrior may be upgraded to an Exo-Warden (10pts)
  • For every three models in the squad one model may take items from the Exo-Warrior Ranged Weapons list.
  • The squad may take a Land Raider as a Dedicated Transport.

Tremorbane Driller

Fluff:

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Points Cost - 120

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Tremorbane Driller 3 3 14 11 11 Vehicle (Heavy, Tank) 1 Tremorbane Driller


Special Rules: Subterranean Assault
Wargear: Twin-Linked Ion Cannon

  • Ion Drill: When conducting Ram attacks against other vehicles, buildings or fortifications, Ram attacks caused by the Driller are treated as Strength D, AP 1, regardless of how far it has moved or other factors. Enemy units Tank Shocked by the Borer suffer D3 Strength D AP 1 hits (inflicted on the closest enemy models in the unit to the Driller) in addition to the usual effect of the Tank Shock attack.

TROOPS

Warriors

Fluff:

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Points Cost - 45

WS BS S T W I A Ld Sv Unit Type Composition
Warrior 4 3 3 4 1 2 1 9 5+ Infantry 5 Warriors
Veteran 4 3 3 4 1 2 2 10 5+ Infantry (Character)


Special Rules:

  • Bitter Hatred
  • League Affiliation

Wargear:

  • Flak Armour
  • Shot Rifle
  • Shot Pistol
  • Frag Grenades
  • Krak Grenades

Options:

  • You can add up to 15 Warriors to the squad (9pts each)
  • Every model in the unit may replace his Shot Rifle with a CCW (free)
  • One Warrior may be upgraded to a Veteran (10pts)
  • A Veteran may take items from the Ranged Weapons and Melee Weapons lists.
  • For every five models in the squad one Warrior may replace his Shot Rifle with a weapon chosen from the Special Weapons or Heavy Weapons lists in the armoury at the points cost indicated.
  • The squad may take a Rhino as a Dedicated Transport.

Clanless Refugees

Fluff:

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Points Cost - 35

WS BS S T W I A Ld Sv Unit Type Composition
Clanless 4 3 3 4 1 2 1 9 - Infantry 5 Clanless
Refugee Leader 4 3 3 4 1 2 2 10 - Infantry


Special Rules:

  • Bitter Hatred
  • Fearless
  • Feel No Pain (5+)

Wargear: Two CCWs
Options:

  • You can add up to 15 Clanless to the squad (7pts each)
  • One Clanless may be upgraded to a Refugee Leader (10pts)
  • A Refugee Leader may take items from the Ranged Weapons and Melee Weapons lists.
  • Any model in the unit may replace his two CCWs for a Forge Weapon (5pts each)
  • Any model in the unit may replace one CCW with a Chainaxe (3pts each)
  • Any model in the unit may replace one CCW with a Shot Pistol (2pts each)

FAST ATTACK

Squat Bikers

Fluff:

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Points Cost - 90

WS BS S T W I A Ld Sv Unit Type Composition
Warrior 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)


Special Rules:

  • Bitter Hatred
  • League Affiliation

Wargear:

  • Flak Armour
  • Shot pistol
  • Frag Grenades
  • Krak Grenades
  • Squat warbike equipped with twin-linked shot rifles

Options:

  • You can up add to 5 Squat Bikers to the squad (18pts each)
  • One Squat Biker may be upgraded to a Veteran (10pts)
  • A Veteran may take items from the Ranged Weapons and Melee Weapons lists.
  • Up to two models may replace their Shot Pistol with a weapon chosen from the Special Weapons section of the armoury at the points cost indicated.

Heavy Bike

Fluff:

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Points Cost - 35

WS BS S T W I A Ld Sv Unit Type Composition
Warrior 4 3 3 5 2 2 2 9 3+ Bikes 1 Heavy Bike


Special Rules:

  • Bitter Hatred
  • League Affiliation

Wargear:

  • Flak Armour
  • Shot pistol
  • Frag Grenades
  • Krak Grenades
  • Squat Heavy Warbike equipped with twin-linked shot rifles
  • Shot Cannon

Options

  • You can up add 2 additional Heavy Bikes to the squad (35pts each)
  • Any Heavy Bike in the squad may exchange its Shot Cannon for a Heavy Fusion Projector (free)

Sapper Team

Fluff:

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Points Cost - 45

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)


Special Rules:

  • Bitter Hatred
  • 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 (10pts each)
  • One Sapper may be upgraded to a Veteran (10pts)
  • A Veteran may take items from the Ranged Weapons and Melee Weapons lists.
  • Any Sapper may replace its Shot Pistol with a Light Fusion Projector (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)
  • The squad may take a Rumbler Borer or Goliath Truck as a Dedicated Transport.

Eagle Gyrocopter

Fluff:

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Points Cost - 100

BS HP Front Armour Side Armour Back Armour Unit Type Composition Combat Role Pursuit Agility
Eagle Gyrocopter 3 3 12 11 10 Vehicle (Flier, Hover) 1 Eagle Gyrocopter Attack Flyer 1 3


Wargear: Twin-linked Shot Cannon (nose mounted) Special Rules: Vector Dancer
Options:

  • If using the Burning Skies rules, the unit may be upgraded to a Flyer wing with up to three additional Gyrocopters (100pts each)
  • May exchange its Twin-linked Shot Cannon for a:
    • Twin-linked Missile Launcher with Mole and Krak missiles (10pts)
    • Coil Cannon (10pts)
    • Twin-linked Coil Cannon (25pts)
  • May take any of the following Wing-mounted weapons:
    • Two Hunter-Killer Missiles (20pts)
    • Two Shot Cannons (30pts)
    • Six Tactical Bombs (40pts)
    • Two Missile Launchers with Mole and Krak missiles (40pts)
    • Four Hunter-Killer Missiles (40pts)
    • Two Coil Cannons (40pts)
  • May choose equipment from the Aircraft Armory list.

Goliath Truck

Points Cost - 45

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Goliath Truck 3 3 11 10 10 Vehicle (Open-Topped, Transport) 1 Goliath Truck


Wargear: Twin-linked Shot Cannon
Transport - Transport Capacity: 10 models. Goliath Trucks cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
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. 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

Fluff:

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Points Cost - 35

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Rhino 3 3 11 11 10 Vehicle (Tank, Transport) 1 Rhino


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.
Options: May choose equipment from the Vehicle Armory list.

Rumbler Borer

Fluff:

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Points Cost - 50

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Rumbler Borer - 2 12 10 10 Vehicle (Heavy, Tank) 1 Rumbler Borer


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 Strength 8, AP 1 and have the Armourbane rule, regardless of how far it has moved or other factors. 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 D3 Strength 8 AP 2 hits (inflicted on the closest enemy models in the unit to the Borer) in addition to the usual effect of the Tank Shock attack.

HEAVY SUPPORT

Thunderer Squad

Fluff:

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Points Cost - 45

WS BS S T W I A Ld Sv Unit Type Composition
Warrior 4 3 3 4 1 2 1 9 5+ Infantry 5 Warriors
Veteran 4 3 3 4 1 2 2 10 5+ Infantry (Character)


Special Rules:

  • Bitter Hatred
  • League Affiliation

Wargear:

  • Flak Armour
  • Shot Rifle
  • Shot pistol
  • Frag Grenades
  • Krak Grenades

Options:

  • You can add up to five Warriors to the squad (9pts each)
  • One model may be upgraded to a Veteran (10pts)
  • A Veteran may take items from the Ranged Weapons and Melee Weapons lists.
  • Any model may replace their Shot Rifle with a weapon chosen from the Special Weapons or Heavy Weapons section of the armoury at the points cost indicated.
  • The squad may take a Rhino as a Dedicated Transport.

Ironhammer Tank

Fluff:

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Points Cost - 155

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Ironhammer Tank 3 3 14 13 11 Vehicle (Tank) 1 Ironhammer



Wargear: Rotary Shot Cannon
Options:

  • May choose equipment from the Vehicle Armory list.
  • May exchange the Rotary Shot Cannon with one of the following:
    • Thudd Gun (5pts)
    • Rapier Destroyer (10pts)
    • Clearance Fusion Projector (10pts)
    • Heavy Seismic Cannon (15pts)
    • Ion Cannon (20pts)
    • Heavy Coil Cannon (25pts)
  • May take up to two of the following as sponson guns and one of the following as a hull gun:
    • Shot cannons (10pts each)
    • Heavy Fusion Projector (10pts each)
    • Twin-linked Ion Rifle (20pts each)
    • Coil cannons (20pts each)
  • May take a Co-Axial Auto-Shot Rifle (5pts)

Land Raider

Fluff:

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Points Cost - 170

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Land Raider 3 4 14 14 14 Vehicle (Tank) 1 Land Raider


Special Rules:

  • Power of the Machine Spirit
  • Assault Vehicle

Wargear:

  • Hull-Mounted Shot Cannon
  • Two Sponson-Mounted Coil Cannons

Transport Capacity: 10 models
Fire Points: None
Access Points: Land Raiders have an one access point on the front and two access points on each side.
Options:

  • May upgrade its Hull-Mounted Shot Cannon to one of the following:
    • Twin-linked Shot Cannon (5pts)
    • Twin-linked Coil Repeater (10pts)
    • Heavy Fusion Projector (15pts)
    • Coil Cannon (20pts)
    • Two Hellion Missiles (25pts)
  • May exchange its two Sponson Coil Cannons for:
    • Two Rotary Shot Cannons (free)
    • Two Clearance Fusion Projectors (free)
    • Two Ion Cannons (20pts)
    • Hunter-Killer Battery (40pts)
    • Two Twin-linked Coil Cannons (40pts)
  • May choose equipment from the Vehicle Wargear list.
  • May take a Pintle-Mounted Heavy Fusion Projector (10pts)

Support Weapon Team

Fluff:

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Points Cost - 50

WS BS S T W I A Ld Sv Unit Type Composition
Weapon Operator 4 3 3 4 1 2 1 9 5+ Artillery 2 Weapon Operators
Support Weapon 7 2 3+ Artillery


Special Rules:

  • Bitter Hatred
  • League Affiliation
  • Hardy Souls for Hardy Men

Wargear:

  • Flak Armour (crew)
  • Shot Rifle (crew)
  • Shot Pistol (crew)
  • Frag Grenades (crew)
  • Krak Grenades (crew)
  • Rotary Shot Cannon (Support Weapon)

Options:

  • You can add up to two additional Support Weapon Teams to the squad (50pts each), consisting of two Weapon Operators and one Support Weapon.
  • Each Support Weapon in the squad may be upgraded to one of the following (if you chose to do this then each Support Weapon must be upgraded the same way)
    • Thudd Gun (5pts each)
    • Rapier Destroyer (10pts each)
    • Clearance Fusion Projector (10pts each)
    • Heavy Seismic Cannon (15pts each)
    • Ion Cannon (20pts each)
    • Heavy Coil Cannon (25pts each)

Squat Land Train

Fluff:

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Points Cost - 115

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Land Train/Carriages 3 3 12 14 10 Vehicle (Heavy, Tank) 1 Land Train


Special Rules:

  • Carriages: Each Carriage must be attached to the back of the Land Train or another carriage and remain attached to the vehicle for the whole game. A Land Train unit can only move if the Land Train at the front is still attached. Destroying a carriage will cause all carriages behind it to be treated as stationary vehicles for the rest of the game. If one carriage in the unit is immobilized then the whole unit cannot move unless the carriage is repaired or abandoned. Abandoning a carriage works just like abandoning a squad mates except that every carriage behind the immobilized one is left behind as well. Crew Stunned results on a Carriage do not affect the units ability to move.
  • Gun Carriage: A Gun Carriage is equipped with two Coil Cannons (one mounted on each side).
  • Transport Carriage: A Transport Carriage can carry 10 models. It has access points and four fire ports on each side.

Wargear: Rotary Shot Cannon
Options:

  • The Land Train may replace its Rotary Shot Cannon with a:
    • Thudd Gun (5pts each)
    • Rapier Destroyer (10pts each)
    • Clearance Fusion Projector (10pts each)
    • Heavy Seismic Cannon (15pts each)
    • Ion Cannon (20pts each)
    • Heavy Coil Cannon (25pts each)
  • May attach up to 5 carriages in any combination of the following:
    • Transport Carriage (20pts each)
    • Gun Carriage (40pts each)
  • Any Gun Carriage may exchange its two Sponson Coil Cannons for:
    • Two Rotary Shot Cannons (free)
    • Two Clearance Fusion Projectors (free)
    • Two Hunter-Killer Batteries (free)
    • Two Ion Cannons (20pts)
    • Two Twin-linked Coil Cannons (40pts)
  • The Land Train and any Carriage may take items from the Vehicle Armory list.

Iron Brother Walker

Fluff:

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Points Cost - 75

WS BS S A HP I Front Armour Side Armour Back Armour Unit Type Composition
Iron Brother 4 3 5 2 3 2 12 12 10 Vehicle (Walker) 1 Iron Brother
Steel Brother 5 4 5 3 3 2 12 12 10 Vehicle (Walker) -


Special Rules:

  • Bitter Hatred
  • League Affiliation
  • Hardy Souls for Hardy Men

Wargear:

  • Rock Drill with built in Auto-Shot Rifle
  • Twin-linked Shot Cannon

Options:

  • May add up to three additional Iron Brothers (75pts)
  • Any Iron Brother may replace any Auto-Shot Rifle with a:
    • Heavy Fusion Projector (10pts)
    • Coil Repeater (15pts)
    • Ion Rifle (15pts)
  • Any Iron Brother may replace its Rock Drill (and built in Auto-Shot Rifle) with a:
    • Rock Saw with built in Auto-Shot Rifle (10pts)
    • Rock Cutter with built in Auto-Shot Rifle (10pts)
    • Twin-linked Missile Launcher with Mole and Krak Missiles (15pts)
    • Twin-linked Coil Cannon (30pts)
  • Any Iron Brother may replace its Twin-linked Shot Cannon with a:
    • Rock Drill with built in Auto-Shot Rifle (free)
    • Twin-linked Fusion Projector (free)
    • Twin-linked Ion Rifle (10pts)
    • Twin-linked Missile Launcher with Mole and Krak Missiles (10pts)
    • Clearance Fusion Projector (15pts)
    • Twin-linked Coil Cannon (25pts)
  • Any Iron Brother may be upgraded to a Forged Iron Brother (increases Front armor value by 1 and grants Move Through Cover) (15pts each)
  • One Iron Brother may be upgraded to a Steel Brother (20pts)
  • May choose equipment from the Vehicle Wargear list (May take up to two Hunter Killer Missiles instead of one).
  • Any Iron Brother may take Overdrive Systems (10pts)
  • Any Iron Brother may take a Helical Targeting Array (10pts)

Goliath Rockgrinder

Points Cost - 75

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Goliath Rockgrinder 3 4 12 10 10 Vehicle (Tank, Transport) 1 Goliath Rockgrinder


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.
Wargear:

  • Rapier Laser Destroyer
  • Drilldozer Blade: A vehicle with a drilldozer blade automatically passes Dangerous Terrain tests. When a vehicle with a drilldozer blade Rams an enemy vehicle, add an extra D6 to the Strength of the hit. If the Ram causes a penetrating hit, add 1 to the result on the vehicle damage table. When a vehicle with a drilldozer blade performs a Tank Shock, each enemy unit that the vehicle reaches must take an Initiative test before taking a Morale check. If the Initiative test is passed the unit avoids the whirring cutters, but if it is failed the unit immediately suffers D3 Strength 10 AP2 hits. If an enemy unit makes a Death or Glory attack on a vehicle with a drilldozer and fails to stop the vehicle, the unit suffers an additional D3 Strength 10 AP2 hits in addition to the damage they normally suffer for the failed attack. Hits from a drilldozer blade are Randomly Allocated.

Transport Capacity: 6 models
Fire Points: Up to six models can fire from its rear platform.
Access Points: The vehicle’s rear platform is one large Access Point.
Options:

  • May include up to two additional Goliath Rockgrinders (75pts each)
  • Any Goliath Rockgrinder may be equipped with a Cache of Demolition Charges (20pts)
  • Any Goliath Rockgrinder may replace its Rapier Laser Destroyer with a:
    • Clearance Fusion Projector (free)
    • Heavy Seismic Cannon (5pts)
  • Any Goliath Rockgrinder may take items from the Vehicle Armoury list.

Retributor

Fluff:

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Points Cost - 100

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Retributor 3 3 12 10 10 Vehicle (Open-Topped, Tank) 1 Retributor


Wargear: Ion Annihilator
Options:

  • May add up to two additional Retributors (100pts)
  • Any Retributor may have the Open-Topped rule removed (15pts)
  • May choose equipment from the Vehicle Wargear list.

LORD OF WAR

Praetorian

Fluff:

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Points Cost - 625 points

Name BS HP Front Armor Side Armor Back Armor Unit Type Composition
Praetorian 3 12 14 14 12 Vehicle (Super-Heavy Vehicle) 1 Colossus


Special Rules:
  • Assault Vehicle
Wargear: Rotary Shot Cannon (Turret Mounted)
Transport:
  • Capacity: A Praetorian can carry up to 40 Models. It can also carry up to 2 Iron Brothers, each counting as 10 models.
  • Fire ports: None
  • Access points: The Praetorian has two access points. One at the front and one at the rear.
Options:
  • May exchange the Rotary Shot Cannon with one of the following:
    • Thudd Gun (5pts)
    • Rapier Destroyer (10pts)
    • Clearance Fusion Projector (10pts)
    • Heavy Seismic Cannon (15pts)
    • Ion Cannon (20pts)
    • Heavy Coil Cannon (25pts)
    • Command Vox Net (25pts)
  • May add one of the following Hull-Mounted weapons:
    • Turbo-Laser Destructor (100pts)
    • Twin-linked Super-Heavy Coil Cannon (100pts)
    • Super-Heavy Fusion Projector (100pts)
    • Long-Barrelled Ion Cannon (100pts)
    • Heavy Rotary Shot Cannon (100pts)
  • May take up to three sets (one on each side) of side sponsons with each sponson armed with one of the following:
    • Rotary Shot Cannon (50pts/pair)
    • Rapier Destroyer (70pts/pair)
    • Clearance Fusion Projector (70pts/pair)
    • Heavy Seismic Cannon (80pts/pair)
    • Heavy Coil Cannon (90pts/pair)
    • Ion Cannon (90pts/pair)
    • Two Plasma Missiles (100pts/pair)
    • Three Doomstorm Missiles (150pts/takes up two pairs)
  • May take items from the Squat Vehicle Equipment list (points costs are doubled, may take up to 4 Hunter-Killer Missiles).

Overlord Airship

FORTIFICATION

Thunder-Fire Cannon

Fluff:

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Points Cost - 40
Composition: 1 Thunder-Fire Cannon. If an additional Thunder-Fire Cannon is purchased (see below), each is deployed as a separate fortification.
Terrain Type: Impassable Small Building (Armour Value 14)
Access Points & Fire Points: None
Weapons: One emplaced Rotary Shot Cannon
Special Rules:

  • Sentry Defence System: A building with this special rule can use automated fire against enemy units, even if it is unoccupied. In addition, enemy units can shoot at and charge a building with this special rule, even if it is unoccupied.
  • AA Mount: Weapons that are AA mounted roll to hit vehicles with the Flyers special rule using their normal BS rather than requiring a 6 to hit.

Options:

  • May add one additional Thunder-Fire Cannon (60pts)
  • Each Thunder-Fire Cannon may Twin-link its weapon (20pts)
  • Each Thunder-Fire Cannon may exchange its Rotary Shot Cannon with one of the following:
    • Thudd Gun (5pts)
    • Rapier Destroyer (10pts)
    • Clearance Fusion Projector (10pts)
    • Heavy Seismic Cannon (15pts)
    • Ion Cannon (20pts)
    • Heavy Coil Cannon (25pts)
  • Each Thunder-Fire Cannon may take items from the Obstacles list.

FORMATIONS

Standard 40k

Brotherhood of Battle

Apocalypse Only