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=ELITES= ==Hearthguard== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"For Hearth and Hold we stand"'' - Hearthguard Dunrog <div class="mw-collapsible-content"> Not all Squats dream of one day being a master warrior; some dream of being renowned brewers, of being celebrated engineers, of being canny pilots or ancient runesmiths, but it must be said, that when the Hearthguard walk past, all Squat respect the sheer energy and drive it must have taken them to gain their position, for the Hearthguards are the chosen warriors of Lords and Thanes. Only those whose skill in battle and loyalty to the hold is unmatched are ever considered for such a position, and even then the tests that many are put through as proof of their skill of heart are as prone to cripple, if not outright kill, those who have survived on luck alone. Those who survive these tests unscathed are sworn into the Hearthguard immediately, as representatives of their lords will, to act as protectors of the hold and bearers of laws during, rare, peaceful times, and as a personal bodyguard to the Hold's Warlord during, much more common, times of strife. </div> </div> '''Points Cost''' - 75 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Hearthguard | 4 | 4 | 3 | 4 | 1 | 2 | 2 | 10 | 4+ | Infantry | 4 Hearthguard |- | Old Guard | 4 | 4 | 3 | 4 | 1 | 2 | 2 | 10 | 4+ | Infantry (Character) | 1 Old Guard |- |} <br style="clear: both; height: 0px;" /> '''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 (15pts each) *Any model may choose equipment from the Melee Weapons and Ranged Weapons lists. *If not riding a bike, up to four models may select items from the Special Weapons or Heavy Weapons lists. *If riding a bike, up to four models may select items from the Special Weapons list. *The entire squad may be equipped with any of the following if not on Bikes: **Survey Glasses (2pts each) **Chameleon Cloaks (2pts each) **Combat Shields (3pts each) **Boarding Shields (5pts each) *The entire squad may be equipped with: **Melta Bombs (5pts each) **Squat Warbikes (11pts each) *If riding Squat Warbikes, the twin-linked Shot Rifles may be replaced with twin-linked Shot Carbines (free) *If riding Squat Warbikes then any model may take Overdrive Systems (2pts each) *If not on Bikes then the squad may take a Rhino or Land Raider as a Dedicated Transport. ==Berserkers== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"It is a good day to die. For us AND our enemies."'' - Final words of Berserker Bargensonn <div class="mw-collapsible-content"> Squat berserkers, otherwise known as "Grudgebearers", are at once considered paragons of Squat culture, and a grizzly reminder on the their leagues last great failure. A combination that hails back to their harsh beginnings. Back when the Bearded Ones were just starting out as a people, they could not have picked more desolated homeworlds. Life was a series of constant challenges, and it was this, they believed, that made the Squat society so tough and tight-knit. Clan might bicker with clan over basic resources that their technology could stretch out enough to make argument pointless, but outside of raised words and contained violence in such matters each Squat knew that their home itself worked hard enough to destroy them, no need to add to its efforts. No legend is quite sure when this changed, each league naming ancient clans that may no longer even exist as the aggressors, but at one point one of these arguments over water grew too large for the elders of the aggressor side to contain their more hot-blooded youngsters who resented the other clan for stockpiling the water during a lean time. Youngsters who, in the dead of night, snuck into the opposing clans hold, and did their best to slaughter every last Squat they could lay their hands upon. Three children survived long enough to be found by a third clan who had arrived to trade. The nursery they had been found and described by shaken warriors as "a charnel house". Perturbed the Council of Hold Elders met, such violence was unheard of, especially in a time when holds needed to work together or risk losing everything, and it was eventually decided that the youths who had committed the deed would be cast out from their hold to become the first true clanless, branded to show their crimes, while the finding clan would take custody of the surviving children. Years passed, and while the clanless were not heard from for this time, the custodians did not, could not, hide the truth of the matter from the lost children, the three of them growing up with hatred in their hearts, and steel in their eyes, until finally they came of age and left the custodian hold. Only one of them ever returned, carrying with him five branded heads that had been torn from their necks seemingly barehanded. The first Grudgebearer had been born, avenged his family, and died, but so had the first golden age of the Squats, their culture never healing from cycle of revenge started that day...a cycle that would eventually encompass both others who are not Squats, as well as the battlefields of the galaxy as these Grudgebearers would turn into the deadliest melee combatants in the Leagues. In battle, Squat Berserkers will never stop fighting. They will press on and strike at their enemies with a terrifying fury. Squats are known to be stubborn, but Berserkers simply will never surrender and will not leave their enemies rest. Armed with any melee weapon they can find, these battle masters can match even the infamous World Eaters Chaos Marines when it comes to sheer rage and fighting prowess. The only way to permanently stop a Berserker is only by slaying him, yet this is always easier said than done. And these Bearded ones will love to see their enemies try. </div> </div> '''Points Cost''' - 105 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Berserkers | 4 | 4 | 3 | 4 | 1 | 2 | 2 | 10 | 4+ | Infantry | 4 Berserkers |- | Grudgebearer | 4 | 4 | 3 | 4 | 1 | 2 | 2 | 10 | 4+ | Infantry (Character) | 1 Grudgebearer |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *League Affiliation *Hardy Souls for Hardy Men *Fearless *Rage *Counter-Attack '''Wargear:''' *Carapace Armour *Shot Pistol *CCW *Frag Grenades *Krak Grenades '''Options:''' *You can add up to five Berserkers to the squad (21pts each) *Any model may choose equipment from the Melee Weapons list. Models can only choose Pistols from the Ranged Weapons list. *The entire squad may be equipped with Melta Bombs (5pts each) *May take a Rhino or Land Raider as a Dedicated Transport. ==Exo-Warriors== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Let's see you punch your way through us"'' <div class="mw-collapsible-content">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.</div> </div> '''Points Cost''' - 90 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Exo-Warrior | 4 | 4 | 3 | 4 | 1 | 2 | 2 | 9 | 2+/4++ | Infantry | 2 Exo-Warriors |- | Exo-Warden | 4 | 4 | 3 | 4 | 1 | 2 | 2 | 10 | 2+/4++ | Infantry (Character) | 1 Exo-Warden |} <br style="clear: both; height: 0px;" /> '''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 (30pts each) *Any model may take Overdrive Systems (5pts each) *Any model may take items from the Exo-Warrior Melee Weapons list. *Up to four models may take items from the Exo-Warrior Ranged Weapons list. *The squad may take a Land Raider as a Dedicated Transport. ==Tremorbane Driller== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> "Even dem Nurgle greaties cannot last FIVE SECONDS against our little precious over here!" - Guild Engineer Ulf <div class="mw-collapsible-content"> A powerful drilling machine turned military equipment. The Tremorbane Driller is one of a kind of a vehicle. Originally devised to pierce through rock so hard that even seismic weaponry would need days to clear, the ion drill makes very short work of every insanely durable object in its way. Yet the way it was re-purposed as a weapon is something that was quite intense. When a enormous Waaagh!!! attacked the Squat world of Berling belonging to League Kappelar, the engineers had to triple their effort to counter the large numbers of Gargants the Orks brought with them. Seeing that the Tremorbane Drillers could easily go through the hardest rock with ease, the guild engineers modified a number of them to combat the super-heavy walkers of the Orks. The battle was won with the drillers coming out of the ground and directly hitting the Gargants, which completely eased the Squat warriors and allowed them to focus on the greenskins themselves. In later years the idea of taking the drillers as military equipment quickly spread to other Leagues. Some even modified the machines to include heavier weapons, such as Rapier Destroyers. With such a combination, as the late Engineer Ulf mentioned, even the toughest of daemons will have a difficult time to survive. Especially the greater ones of Nurgle. </div> </div> '''Points Cost''' - 120 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! HP ! FA ! SA ! BA ! Unit Type ! Composition |- | Tremorbane Driller | 3 | 4 | 12 | 12 | 10 | Vehicle (Tank, Heavy, Transport) | 1 Tremorbane Driller |- |} <br style="clear: both; height: 0px;" /> '''Transport''': *Capacity: 12 models. Tremorbane Drillers cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules. *Access points: A Tremorbane Driller has one access point on each side. '''Special Rules''': Subterranean Assault <br>'''Wargear''': Rapier Destroyer *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 all factors. In addition, the Driller has a 4+ invulnerable save against any damage it may suffer while making a Ram attack. Enemy units Tank Shocked by the Driller suffer D6 Strength 6 AP 4 hits (inflicted on the closest enemy models in the unit to the Driller) in addition to the usual effect of the Tank Shock attack. '''Options:''' *May replace its Rapier Destroyer with a: **Clearance Fusion Projector (free) **Heavy Seismic Cannon (5pts) *May choose equipment from the Vehicle Armoury list.
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