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=Wargear= ==Weapons== *'''Chainaxe''' - This counts as an AP4 Close Combat Weapon. *'''Heavy Chainaxe''' - A larger and heavier versions of the traditional Chainaxe, these weapons hit much harder and deal serious wounds to anyone who is stupid enough to not bring proper protection. Originally designed during inter-hold Squat conflicts to deal with warriors armed in iridium-based armour, later they were re-purposed to combat heavily armoured non-Squats such as both Space Marines, Ork Warbosses, and Tau Battlesuits. **Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Armorbane, Unwieldy, Two-Handed) *'''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 five 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, Torrent) ***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 Sx3 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: x2, 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: 24", Strength: 4, AP: -, Rules: Rapid Fire, Shred) **'''Shot Carbine''' 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: Assault 2, 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 2, Armourbane, Sunder, Instant Death) **'''Super-Heavy Coil Cannon (Submunition)''' Profile (Range 162", Strength 4, AP: 3, Rules: Primary Weapon 2, 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, Bomb Cluster, One Use Only) **'''Bomb Cluster''' - A weapon with the Bomb Cluster rule may drop as many bombs as the controlling player wishes as part of a single bombing run, up to the total listed number of bombs it is carrying. Pick a single target for all the bombs in the bombing run. The initial bomb scatters as normal and any additional bombs scatter the same way as additional barrage blasts from a Multiple Barrage. *'''Heavy Bomb''' Profile (Range: -, Strength 6, AP: 4, Rules: Bomb X, Apocalyptic Barrage, One Use Only, Bombing Run) **'''Bombing Run''' - You can elect to have the Overlord Airship drop as many bombs as you wish, for each bomb dropped, roll once on the Apocalyptic Barrage Template but remember, each bomb can only be dropped once. *'''Hellstorm Bomb''' Profile (Range: -, Strength 7, AP: 3, Rules: Hellstorm, Bomb 1, One Use Only) **To use a Hellstorm Bomb, use the standard Bomb rules but place the narrow end at the impact point and the wide end closer to the final position of the bomber than the narrow end. *'''Melta Bomb''' Profile (Range: -, Strength D, AP: 1, Rules: Bomb 1, Large Blast) *'''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 Pistol (Standard)''' Profile (Range: 12", Strength 7, AP: 5, Rules: Pistol) **'''Ion Pistol (Overcharged)''' Profile (Range: 12", Strength 8, AP: 5, Rules: Heavy 1, Gets Hot!) **'''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, Gets 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, Gets Hot!) **'''Long-Barreled Ion Cannon (Standard)''' Profile (Range: 90", Strength 7, AP: 2, Rules: Primary Weapon 9) **'''Long-Barreled Ion Cannon (Overcharged)''' Profile (Range: 90", Strength 8, AP: 2, Rules: Primary Weapon 1, Massive Blast, Gets Hot!) **'''Ion Annihilator (Standard)''' Profile (Range: 72", Strength 8, AP: 3, Rules: Ordnance 1, Large Blast, Barrage) **'''Ion Annihilator (Overcharged)''' Profile (Range: 72", Strength 9, AP: 2, Rules: Ordnance 1, Large Blast, Barrage, Gets Hot!) *'''Rapier Destroyer''' - Profile (Range: 36", Strength 9, AP: 2, Rules: Ordnance 1, Twin-linked) *'''Double-Barrelled Turbo-Laser Destructor''' - Profile (Range: 96", Strength D, AP: 2, Rules: Primary Weapon 2, 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, shaking apart structures and vehicles, and reducing infantry to pulp. **'''Thudd Gun''' - Profile (Range: 12"-48", Strength 4, AP: 5, Rules: Heavy 4, Blast, Barrage, Ignores Cover) **'''Seismic Rifle''' ***'''Close Range''' - Profile (Range: 12", Strength 8, AP: 3, Rules: Assault 1, Resonance) ***'''Long Range''' - Profile (Range: 12-24", Strength 5, AP: 4, Rules: Assault 2, Resonance) **'''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. **'''Seismic Lance''' Profile (Range: Hellstorm, Strength 1, AP: 2, Rules: Primary Weapon 1, Seismicquake) ***Seismicquake: To fire the seismic lance, place the hellstorm template so that the narrow end is within 18” of the weapon and the large end is no closer to the weapon than the narrow end. Models under the template are wounded on a 3+ regardless of their Toughness. Against vehicles, the seismic lance is Strength 1 and rolls 3D6 for armour penetration. *'''Combi-Weapon''' - A model armed with a Combi-Weapon (Combi-Fusion Projector, Combi-Ion Rifle, Combi-Coil Repeater or Combi-Seismic Rifle) can choose to fire either the main weapon or the secondary weapon, each with the profile listed elsewhere in this section. The main weapon can be fired every turn, but the secondary weapon can only be fired once per battle (a Combi-Coil Repeater and Combi-Ion Rifle can, of course, rapid fire). You cannot fire both weapons in the same turn. The main weapon is either a Shot Rifle, Shot Carbine or Shot Sub-Repeater, choose which before the battle in which it cannot be changed during the battle. ==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. *'''Boarding Shields''' - Models equipped with Boarding Shields count as being equipped with Combat Shields. In addition, they count as being equipped with Defensive Grenades but may never claim the extra attack for being equipped with two melee weapons. *'''Combat Shield''' - Combat Shields grant a 6++ invulnerable save which becomes a 5++ invulnerable save in close combat. *'''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. *'''Chameleon Cloak''' - A model equipped with a Chameleon Cloak gains the Stealth special rule. *'''Refractor Field''' - A model equipped with a Refractor Field has a 5++ invulnerable save. *'''Force Field''' - A model equipped with a Force Field 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, a 4++ Invulnerable save and the Slow & Purposeful and Bulky special rules. If a model wearing Exo-Armor has a 4++ Invulnerable save from a different source, they may re-roll invulnerable save rolls of 1. *'''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). *'''Squat Warbike''' - A model equipped with a Squat Warbike gains the Bike unit type. All Squat warbikes come equipped with a Twin-Linked Shot Rifle. *'''Overdrive systems''' - The Squats are well aware that they are not the most numerous of people, though they are a hearty race, their most frequent foes often vastly outnumber them. The Green tides of the hated Orks, the rabble of Chaos and Daemonkind, and worst of all the snarling and vicious swarms of the Krakandra; or the Tyranids as the Humans call them; 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. *'''Gravitic Booster Pack''' - While the gravitic weaponry of the Demiurg may have spread throughout the war forces of the Squat leagues they hold tightly to the more tactical applications of the technology, such as the Gravitic Booster Packs. These suit mounted devices are, in essence, miniaturised versions of the Gravity engines that allow Demiurg skimmers to descend from high orbit without incident, and are only issued to the Demiurg Starboard who are trained extensively in their usage, both in using them to deep-strike into enemy lines, and using them to further navigate around the battlefield, jumping from hot-zone to hot-zone. Models with a Gravitic Booster Pack are Jump Infantry. ==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''': A vehicle with an Armoured Cockpit may ignore results of Crew Shaken or Crew Stunned on the Vehicle Damage table on a 4+. However, during the Interception sub-phase of the Dogfight phase, vehicles equipped with this upgrade that are in Reserves or Ongoing Reserves count as Bombers for the purpose of calculating modifiers to rolls made in this sub-phase. *'''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''': This is a single use item, once used it is exhausted and may not be used again in the same game. If used during the opposing player’s Shooting phase, they grant the equipped vehicle a 4+ Invulnerable save against all weapons with the Missile type or with the word ‘Missile’ in their name. The use of flare or chaff launchers in an opponent’s Shooting phase must be declared after the opposing player has made a To Hit roll, but before any Armour Penetration rolls are made. Flare or chaff launchers may also be used during the Dogfight phase. They are only used during the Attack sub-phase and only if the equipped vehicle has already declared it will Jink. When used in the Dogfight phase, they increase the equipped vehicle’s Jink save by one step and make that save an Invulnerable save. *'''Command Vox Web''': 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''': Any model with this upgrade gains a single Flyer Ace ability as though the model had gained 5 Kills, as noted on page 100 of the Death from the Skies expansion. During the Dogfight phase, if a model with this upgrade is present in Reserve or Ongoing Reserves and the controlling player is nominated as the Attacker during the Interception phase then a model with this upgrade must be selected to take part in the following subphases of the Dogfight phase. *'''Explorator Augury Web''': An Explorator Augury Web grants the Scout special rule. While a Land Raider with an Explorator Augury Web is on the table, then the controlling player can declare that it is being used in Disruption or Relay mode on their turn before any Reserve rolls are made, the effects lasting until the next player turn. The presence of multiple Explorator Augury Webs on the field has no additional effects: **'''Disruption Mode''': The opponent subtracts 1 from all their Reserve rolls. **'''Relay Mode''': The controlling player can choose to re-roll all Reserve rolls (successful or unsuccessful). *'''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''': A vehicle equipped with this upgrade gains the Night Vision special rule. During the Dogfight phase, a vehicle equipped with this upgrade may re-roll all To Hit rolls of a ‘1’ made during the Attack sub-phase. *'''Illum Flares''': During each friendly Movement phase, a model equipped with illum flares may drop one as though it were a weapon with the Bomb 1 type, placing a marker where the flare lands. All units within 12" of the Flare marker may be targeted as though Night Fight was not in effect. Illum flares have no effect if the Night Fight rules are not in play. At the end of each Game Turn, remove all Flare markers currently on the battlefield. *'''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. The Inertial Hammer functions as a Macro Hammer. During any fight sub-phase, the wielder may exchange all of their attacks to make a single attack with the following profile: **Profile (Range: -, Strength: D, AP: 1, Rules: Melee, Two-Handed, Concussive, Unwieldy **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 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, Sunder)
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