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==Ancient Gandr== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> "''But I, being old, have only my memories;'' ''I have spread my memories under your feet;'' ''Tread softly, for you tread on my memories.''" <div class="mw-collapsible-content"> Squats are known to live much longer than the average human. Then some of these Squats tend to outlive others of their kin, thus becoming Living Ancestors who are centuries old. But among the latter group, there is one who is particularly old. Ancient Gandr is one such Living Ancestor, and he is indeed a living piece of history. Even other Living Ancestors from the other Leagues don't remember a time where he wasn't around. Nobody knows how it is possible for a Squat like him to go above a whole millennium and more. Yet if there is anything the Squats know, then there is the fact that Gandr is someone to whom everyone from all different Leagues come for advice in the most difficult of situations. Gandr knows many secrets and served many Warlords and Thanes as a advisor. However, the grumpy Squat will not advise any Warlord or Thane unless they prove themselves before him. These vary, yet every task he gives is challenging. Gandr's story is shrouded in myth, as after a turbulent period in the story of his home hold on planet Torq, nobody except for the Ancient knows his past. All he can tell that he was once a Heartguard, and that he had a family he lost in a tragic incident that he does not want to talk about. It is also rumored that back then he was a more optimistic fellow and that the loss of everything he held dear turned him into a walking mountain of grumblings. When battle begins, Gandr will turn into a psychic storm. Combined with his knowledge and centuries of hard won experience, every enemy was either routed or utterly annihilated. Crackling from head to toe with warp energies, the Ancient will crush daemon engines with thought alone, grind infantry to paste and detonating enemy psykers and daemons who clearly love to underestimate him. He in fact likes to collect everything from his encounters with enemy psykers, which are usually bits or charms taken from their armours. Even Eldar Farseers that fought the Squats joined by the Living Ancestor barely escaped with their lives since they did not count that he would be this powerful. Some Farseers were not this lucky and were slain by Gandr for their hubris, while their soulstones taken by him as trophies to further insult them. Needles to say, Eldar hate him for this and will do everything to get the soulstones from him. Daemons who survive an encounter with Gandr quickly learn that the next time they go up against the Squats of Grindel they will do so as long as the Living Ancestor is not around. Currently the Squat, though he really dislikes it, is working with the Inquisition in order to aid the Imperials in the fight against the 13th Black Crusade of the Despoiler. His wisdom on many of the enemies of the Imperium, and more importantly on Chaos, is what may turn the tide in favor of the Imperials. </div> </div> '''Points Cost''' - 250 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Lds ! Sv ! Unit Type ! Composition |- | Ancient Gandr | 6 | 4 | 4 | 6 | 3 | 4 | 3 | 10 | 3+/4++ | Infantry (character) | Ancient Gandr |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Grindel) *Independent Character *Eternal Warrior *Psyker (Mastery Level 3) *Stubborn *Titanic Willpower: Ancient Gandr gains a +1 to any psychic related rolls (including resisting enemy psychic powers and rolling on the Perils of The Warp table). Additionally if Gandr manages to successfully cast a psychic power, then he gains an additional Warp Charge for use in the next Psychic Phase. *Living Vault of Wisdom: Ancient Gandr can choose between the following stances before a battle. He grants the benefits of that stance to himself and the unit he is with: :>Close and Personal: Counter Attack and Rage USR. :>Silent and Unseen: Scout and Move Through Cover USR. :>Precise and True: Precision Shot and Rending USR for ranged weapons (if a weapon has either of these rules, then the model gains a +1 to BS). '''Warlord Trait:''' Shield Wardens <br>'''Wargear:''' *Shot Pistol *Force Field *Frag Grenades *Krak Grenades *Psychic Hood '''Tech Relics:''' *Staff of The One-Eyed: ''An ancient force staff that was created by the Living Ancestors from unique Dark Age technology back in the days of the Great Crusade, and which the secrets of its construction was lost in the turbulent times of past. Until properly empowered, the Staff of The One-Eyed functions as a comparatively ordinary Force Staff. It is not until the weapon is empowered like a typical Force Weapons where it shows its immense power, capable of sending Ork Warbosses flying backwards in pieces and instantly slaying the largest of monsters and needing to be wielded in two hands to be controlled. It is said that this staff was created with the help of Magnus The Red when he was still a loyalist as a token of friendship, though it is a subject of debate whether or not he had a hand in this (especially among Inquisitors).'' The Staff of The One-Eyed is a Master-Crafted Force Staff. Gandr may channel his might into the staff, giving it power beyond that what a normal force weapon can do. The Mighty Empowerment costs 2 Warp Charges. The weapon has the following profile during the duration of the power: {| class="wikitable" |- ! Name !! Range !! Strength !! AP !! Special Rules |- | Staff of The One-Eyed (Mighty Empowerment) || - || x2 || 2 || Melee, Two-Handed, Unwieldy, Master Crafted, Concussive, Strikedown, Instant Death |} *Void Shell: ''A heavily modified suit of Iridium Armour that was tweaked or overhauled through the millennia. Originally designed for void operations from simply industrial to military ones, the armour underwent modifications during times of need to the point that it stopped looking like it used to be originally. The suit was further modified to suit the needs of Gandr.'' The Void Shell is a suit of Iridium Armour with the Void Hardened special rule. :*Void Hardened: A model equipped with void hardened armour may re-roll failed saves made against weapons of either the Template or Blast type and reduces the distance rolled for Charges, Sweeping Advances and Run moves by 1". Void Hardened armor has some additional effects when playing a Zone Mortalis game (as noted in the Zone Mortalis rules). *Trinket Idol: ''A large pole with the symbol of Grindel atop of it and with numerous trinkets and wards. The trinkets are often parts of enemy psyker wargear that Gandr took as trophies after slaying them, but there are also a number of Eldar soulstones that belonged to Farseers the Ancient defeated. Psykers are very vary of even approaching the mighty Squat, but in case of the Eldar he becomes a prime target for very good reasons...not that he has anything against it. Daemons on the other hand will have difficulties in fighting Gandr due to the wards the Squat is carrying on his idol.'' Any unit with the Psyker, Brotherhood of Psykers or Daemon special rule attempting to make a shooting attack, launch an assault or cast a psychic power on Grandr and his unit must take a leadership test before resolving the action. If the test is failed, they may not perform the action (but can choose to do a different action). Any enemy units from Codex: Craftworlds have the Hatred (Grandr) special rule. '''Psychic Powers:''' Ancient Gandr generates powers from the ''Biomancy, Daemonology (Santic), Stonemind, Divination, and Pyromancy'' disciplines.
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