Codex - Zathian Avengers: Difference between revisions

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WORK IN PROGRESS!!!
WORK IN PROGRESS!!! (I have a full Codex worth of rules on my computer but little time to post it with. I would like feedback on what is posted if you don't mind. Thanks!)


This Codex sprang from a thought experiment. It went like this; "I like Star Wars. I like 40k. They should get together and have a messed up flipper baby!" This is that flipper baby.
This Codex sprang from a thought experiment. It went like this; "I like Star Wars. I like 40k. They should get together and have a messed up flipper baby!" This is that flipper baby.


==Fluff==
=Fluff=
The Zathians were a race  on the fringed of the Star Wars galaxy. They liked science, sword fighting, and stuff. They had to be the best at everything so they studied everyone else's stuff to see if they could make it better. When the Tyranids hit the other side of the galaxy the Zathians were in the best position to do something about it. BUT...they failed (obviously). Part of the Zathian Fleet managed to avoid be caught for a while and so they lived. The 'Nids got bored playing hide and go seek and left. The Zathians said "We should probably do something about them..." and decided to chase down the Hive Fleet. On the way to the Milky Way the Zathians decided to do a bunch of genetic modification and other assorted sciency stuff. The end result being most of the ground forces being Ogryn sized with Marine/Eldar reflexes and Ded 'Ard exoskeletons. Oh, and the have Guardians. (Think Jedi in power armor with guns.) Also droids.


==Special Rules==
The Zathians were a race  on the fringe of the Star Wars galaxy. They liked science, sword fighting, and stuff. They had to be the best at everything so they studied everyone else's stuff to see if they could make it better. When the Tyranids hit the other side of the galaxy the Zathians were in the best position to do something about it. BUT...they failed (obviously). Part of the Zathian Fleet managed to avoid be caught for a while and so they lived. The 'Nids got bored playing hide and go seek and left. The Zathians said "We should probably do something about them..." and decided to chase down the Hive Fleet. On the way to the Milky Way the Zathians decided to do a bunch of genetic modification and other assorted sciency stuff. The end result being most of the ground forces being Ogryn sized with Marine/Eldar reflexes and Ded 'Ard exoskeletons. Oh, and the have Guardians. (Think Jedi in power armor with guns.) Also droids.
*'''Zathian''' - Models with this rule have the Fearless, Feel No Pain, Monster Hunters, and Rampage Special Rules.  
 
==For Serious this time==
 
''In centuries past, in a galaxy far removed from our own Milky Way, the Zathians were a peaceful, if somewhat paranoid, people who lived happily beyond the reach of the other inhabitants of their galaxy. They were a proud people with a strong martial tradition and an unquenchable thirst for knowledge.''
''That all changed with the invasion of the Tyranids. The Tyranids swept through their galaxy like a plague, devouring all in their path. A monastic order of philosopher-diplomats that called themselves “Jedi” attempted to stall the onslaught. In the end these Jedi proved too few and too ill prepared to turn back the tide. In time the Zathians realized that if their fellow inhabitants were to have any hope of survival they must intercede. But even the might and technology of the Zathians proved to be insufficient to turn back the tide.''
''In the end it was decided the only recourse available was to lay a trap, using the only bait left; the entire remaining population of the galaxy. The majority of the remaining military forces lured the oncoming tide to the Zathian home world and when the enemy was fully deployed they set off their trap; a massive series of thermal bombs, effectively turning the entire surface of the planet to glass. But all was not lost; by that time all of the remaining civilians and most of the military forces had managed to retreat to bunkers deep underground.''
''While the Tyranid fleet reeled from the loss of so much bio-mass, the survivors regrouped in the dark space just beyond the borders of the galaxy. It was there that a fateful decision was reached.'' '''The Tyranids must be stopped.''' ''A call went out for volunteers. 15,000 souls answered. These brave and selfless beings would hunt down and put an end to this threat before more worlds fell to its unending hunger. They knew that even if they succeeded that there was no hope of ever returning to the rest of their people.''
''The remaining population decided to head to the nearest galaxy in the opposite direction, their fate can only be speculated at. The war fleet went back to the last known coordinates of the Tyranid fleet only to find that it had already moved on towards the next galaxy. The Fleet pursued their quarry thru the dark space between galaxies for many years.''
''After reviewing tactical data for their battles with the Tyranids it was determined that the Zathian form and technology were ill suited to combat this menace. With a sense of urgency that can only come from true desperation, the engineers and scientist set to work upgrading both the wargear and the Zathians themselves. Through the use of extensive genetic modification the Zathian soldiers grew in size, strength, and speed. Likewise their weapons and armor grew in power and capacity.''
 
=Special Rules=
*'''Zathian''' - Models with this rule have the Bulky, Fearless, Feel No Pain, Monster Hunters, and Rampage Special Rules.  
**Note: Zathians have different profiles depending on if they are male or female (M or F). The controller must take note of which models are M or F on the army list. Some units do not have this option (such as Talons, Vanguards, and Special Characters).  
**Note: Zathians have different profiles depending on if they are male or female (M or F). The controller must take note of which models are M or F on the army list. Some units do not have this option (such as Talons, Vanguards, and Special Characters).  
*'''Ejector System (X)''' - When a vehicle with this special rule suffer a Wrecked or Explodes! effect roll a d6, on a 2+ for Wrecked or a 4+ for Explodes! X pilots jump free and are treated as a unit with the pilot profile. If the pilots successfully escape they are placed as if they were forced to disembark from a transport vehicle. If the vehicle was a flyer the pilots are placed within 3” of the vehicle and then scatter as if they Deepstriked.  
*'''Ejector System (X)''' - When a vehicle with this special rule suffer a Wrecked or Explodes! effect roll a d6, on a 2+ for Wrecked or a 4+ for Explodes! X pilots jump free and are treated as a unit with the pilot profile. If the pilots successfully escape they are placed as if they were forced to disembark from a transport vehicle. If the vehicle was a flyer the pilots are placed within 3” of the vehicle and then scatter as if they Deepstriked.  
*'''Field Repairs''' - If the model is in base contact with a friendly vehicle at the start of the Shooting Phase he/she may attempt to repair it in place of shooting. Roll a d6 and on a 5+ the model immediately repairs one Weapon Destroyed, Immobilized, or lost Hull Point. In addition, any models with Warforged special rule in the same unit gains the It Will Not Die special rule.
*'''Field Repairs''' - If the model is in base contact with a friendly vehicle at the start of the Shooting Phase he/she may attempt to repair it in place of shooting. Roll a d6 and on a 5+ the model immediately repairs one Weapon Destroyed, Immobilized, or lost Hull Point. In addition, any models with Warforged special rule in the same unit gains the It Will Not Die special rule.
*'''Greater Precognition''' - Models with this Rule have a 3+ Invulnerable Save. In addition, models with this rule fire Snap Shots at BS3.
*'''Greater Precognition''' - Models with this Rule have a 3+ Invulnerable Save. In addition, models with this rule fire Snap Shots at BS3.
*'''Guardian Pilot''' - A vehicle with this Special Rule fires all weapons not on an A.I. Mount at BS5 and the model may fire Snapshots while Jinking at BS2 instead of 1. Also, the vehicle ignores stunned and shaken effects. Additionally, If the vehicle with this Special Rule suffer a Wrecked or Explodes! effect the Pilots that disembark are Guardian Pilots.
*'''Guardian Pilot''' - A vehicle with this Special Rule fires all weapons at BS5 and the model may fire Snapshots while Jinking at BS2 instead of 1. Also, the vehicle ignores stunned and shaken effects. Additionally, If the vehicle with this Special Rule suffer a Wrecked or Explodes! effect the Pilots that disembark are Guardian Pilots.
*'''Precognition''' - Models with this Rule have a 4+ Invulnerable Save. In addition, models with this rule fire Snap Shots at BS2.
*'''Precognition''' - Models with this Rule have a 4+ Invulnerable Save. In addition, models with this rule fire Snap Shots at BS2.
*'''Regenerative Implants''' - A model with this special rule may reroll any failed Feel No Pain roll. They also count as having the It Will Not Die special rule.
*'''Regenerative Implants''' - A model with this special rule may reroll any failed Feel No Pain roll. They also count as having the It Will Not Die special rule.
*'''Slayer of the Mighty''' - A model with this special rule must always issue and accept any available Challenges. Also in melee the model may reroll all to hit rolls against Monstrous Creatures, Gargantuan Creatures, and any model in a Challenge.  If there is more than one model with this special rule that could accept (or issue) a challenge, the controlling player chooses which model accepts (or issues) the challenge.
*'''Slayer of the Mighty''' - A model with this special rule must always issue and accept any available Challenges. Also in melee the model may reroll all to hit rolls against Monstrous Creatures, Gargantuan Creatures, and any model in a Challenge.  If there is more than one model with this special rule that could accept (or issue) a challenge, the controlling player chooses which model accepts (or issues) the challenge.
*'''
*'''Warforged''' - Models with this rule have the Optic Filters, Fearless, and Feel No Pain special rules. In addition, they are immune to the effects of Fleshbane and Poisoned Special Rules. Instead, either the attacking model or weapon’s basic strength is used. If the attack has no strength listed, it wounds only on a roll of 6. Also the model cannot be affected by any Biomancy psychic powers (except Smite). However, attacks with the haywire special rule wound them on a 4+ and ignores armor saves on a 6+.
 
*'''Warleader''' - A model with this special rule takes up a HQ slot, even if they are part of a unit that fills another slot in the FOC. Note: this means they can be the Warlord
 
 
===Psychic power tables=== 


====Stonemind====
==Weapons==
*'''Tremor'''
'''Ranged Weapons'''
::Warp Charge 1
::Tremor is a '''Beam''' with the following profile:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!  
!
! Range
! Range
! S
! S
! AP
! AP
! Type
! Type
|-  
|-
| Tremor
| Battle Pistol
| 12" + 2d6 line
| 12"
| 5
| 5
| 4
| 4
| Assault 1, Ignores Cover, Strike down
| Pistol, Rending
|-
|-
|}<br style="clear: both; height: 0px;" />
| Blaster Cannon
*'''1: Frenzy of the Bearded ones'''
| 48"
::Warp Charge 1
| 10
::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
*'''2: Stoneskin'''
| Heavy 2
::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
| Concussion Missile
*'''3: Empowered strikes!'''
| 48"
::Warp Charge 2
| 8
::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:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-  
| Ancestor's shout
| Torrent
| 6
| 3
| 3
| Assault 1, Concussion, Haywire
| Heavy 1, Large Blast, Concussive, One Use
|-
|-
|}<br style="clear: both; height: 0px;" />
| Disruptor Pistol
*'''5: Chink in the Armour'''
| 6"
::Warp Charge 2
| 10
::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.
| 2
*'''6: Mortality'''
| Pistol, Recharge, Lethal (2)
::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:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Burning Wrath
| Range 12"  
| 6
| 5
| Assault d6, Soul Blaze, Ignores Cover
|-
|-
|}<br style="clear: both; height: 0px;" />
| Disruptor Rifle
::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. 
| 12"
*'''2: Dark Subjugation'''
| 10
::Warp Charge 1
| 2
::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. 
| Assault 1, Recharge, Lethal (3)
*'''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:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Hellhammer
| Range 3d6 Line
| X*
| X*
| Assault 1,  
|-
|-
|}<br style="clear: both; height: 0px;" />
| Flame Thrower
::*Models struck by the line must pass an initiative test or suffer d3 S6 AP4 wounds.
| Template
::Alternatively an extra warp dice may be used to increase the range to 6d6. 
| 5
*'''6: Flames of Hashut'''
| 4
::Warp Charge 3
| Assault 1, Poisoned (5+)
::Flames of Hashut is a '''Witchfire''' That uses the following profile:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Flames of Hashut
| Range Line of Sight
| X*
| X*
| Assault 1 Blast**, ignores cover
|-
|}<br style="clear: both; height: 0px;" />
::*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) - Remarkable flame-based weapons that can be used to carve apart targets as well as cleanse them from cover. Wielders of such weapons can choose to fire one of two profiles:
**Dispersed Profile (Range: Template, Strength: 4, AP: 5, Rules: Assault 1)
**Focused Profile (Range: 6", Strength: 6, AP: 1, Rules: Assault 1, Armourbane)
*'''Heavy Fusion Projector''' - Larger versions of the Fusion tools that the Squats wield, though these heavy devices are simply too heavy and power hungry for widespread infantry usage, often being fitted to the power-plants of Squat Exo Armour or larger vehicles. Wielders of such weapons can choose to fire one of two profiles:
**Dispersed Profile (Range: Template, Strength: 5, AP: 4, Rules: Assault 1)
**Focused Profile (Range: 12", Strength: 6, AP: 1, Rules: Assault 1, Armourbane)
*'''Super-Heavy Fusion Projector''' - The largest of all Fusion Projectors, this powerful weapon is only mounted on either ships or Super-Heavy vehicles, anything smaller can't handle its weight or power consumption.
**Dispersed Profile (Range: Hellstorm, Strength: 6, AP: 3, Rules: Primary Weapon 1)
**Focused Profile (Range: 24", Strength 6, AP: 1, Rules: Primary Weapon 1, Armourbane)
*'''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.
*'''Servo-Arm''' Profile (Range: -, Strength: x2, AP: 1, Melee, Specialist Weapon, Unwieldy, Repair Assistance)
**''Repair Assistance'' - A Guild Engineer with a Servo-Arm adds 1 to its Battlesmith rolls.
*'''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: +2, AP: 2, Rules: Melee, 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: 12", 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: 5, 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 Gun''' Profile (Range: 36", Strength 3, AP: 1, Rules: Assault 1, Armourbane)
**'''Coil Repeater''' Profile (Range: 36", Strength 3, AP: 1, Rules: Rapid Fire, Armorbane)
**'''Coil Cannon''' Profile (Range 48", Strength 5, AP: 1, Rules: Heavy 1, Armourbane)
**'''Heavy Coil Cannon''' Profile (Range 72", Strength 7, AP: 1, Rules: Ordnance 1, Armourbane)
**'''Super-Heavy Coil Cannon''' Profile (Range 110", Strength 10, AP: 1, Rules: Primary Weapon 1, Armourbane, Large Blast, Instant Death)
*'''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)
*'''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: 72", Strength D, AP: 2, Rules: Ordnance 1)
*'''Plasma Missiles''' Profile (Range: 24-120", Strength 7, AP: 2, Rules: Ordnance 1, Large Blast, Barrage)
*'''Doomstorm Missiles''' Profile (Range: 24-120", Strength 10, AP: 4, Rules: Ordnance 2, Large Blast, Barrage)
*'''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.
**'''Squat Ion Rifle (Standard)''' Profile (Range: 24", Strength 7, AP: 4, Rules: Rapid Fire)
**'''Squat Ion Rifle (Overcharged)''' Profile (Range: 24", Strength 8, AP: 4, Rules: Assault 1, Blast)
**'''Squat Ion Cannon (Standard)''' Profile (Range: 48", Strength 7, AP: 3, Rules: Heavy 3)
**'''Squat Ion Cannon (Overcharged)''' Profile (Range: 48", Strength 8, AP: 3, Rules: Heavy 1, Large Blast)
**'''Long-Barreled Ion Cannon (Standard)''' Profile (Range: 72", Strength 7, AP: 3, Rules: Primary Weapon 3)
**'''Long-Barreled Ion Cannon (Overcharged)''' Profile (Range: 72", Strength 8, AP: 3, Rules: Primary Weapon 1, Large Blast)
**'''Ion Annihilator (Standard)''' Profile (Range: 72", Strength 7, AP: 3, Rules: Ordnance 1, Large Blast, Barrage)
**'''Ion Annihilator (Overcharged)''' Profile (Range: 72", Strength 10, 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)
*'''Vibro/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)
**'''Vibro Cannon''' - Profile (Range: 48", Strength 7, AP: 4, Rules: Heavy 1, Pinning, Vibro)
**'''Quad Vibro Cannon''' - Profile (Range: 48", Strength 7, Ap: 4, Rules: Primary Weapon 4, Pinning, Vibro)
***''Vibro'' - For each model in the same unit after the first that scores at least 1 hit on the target unit with a weapon that has this special rule, add 1 to the Strength (to a maximum of 10) and subtract 1 from the AP (to a minimum of 1) of each hit for that round of shooting. For example, if three models in a unit all score hits on the same target unit with weapons that have this special rule, all hits would be resolved at +2 Strength and -2AP.
 
====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.
*'''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 or Chaos Daemons are not reprinted here)
 
*'''Mark of Hashut''' - Hashut, a warp being of great power and mysterious origins, is the patron of the league of emberg and is he who grants them their dark magic and a supply of daemons for their war machines. The Mark of Hashut grants the user increased control over themselves, granting the Fearless special rule.
*'''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.
*'''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, and a +2 base strength Hammer of Wrath attack (gaining an additional one if the user already has hammer of wrath) and the model becomes cavalry.
 
====Vehicle Wargear====
*'''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.
*'''Chaff Launcher''': One Use Only. Grants a 4++ invulnerable save against missiles.
*'''Distinctive Paint Scheme''': Grants a once-per-game morale check reroll for a squad in line of sight.
*'''Hunter-Killer Battery''': A Hunter-Killer Battery consists of three 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.
*'''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 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)
 
==Armoury==
*'''Melee Weapons''': A model may replace it's Ranged Weapon or CCW with a:
**Chain axe (+2pts)
**Forge Weapon (+5pts)
**Power Weapon (+15pts)
**Force Weapon (+20pts)^
**Macro Hammer (+25pts)
**Power Fist (+25pts)
^May only be taken by Psykers.
*'''Ranged Weapons''': A model may replace it's Ranged Weapon or CCW with a:
**Shot Rifle (free)
**Hand Flamer (+5pts)
**Coil pistol (+15pts)
*'''Exo Suit Melee Weapons''': A model may replace it's Power Weapon or Auto-Shot Rifle with a:
**Macro Hammer (+5pts)
**Power Fist (+10pts)
**Chain Fist (+15pts)
*'''Exo Suit Ranged Weapons''': A model may replace it's Auto-Shot Rifle with a:
**Ion Rifle (+5pts)
**Coil Repeater (+10pts)
**Heavy Fusion Projector (+10pts)
*'''Special Weapons'''
**Auto-shot rifle (+5pts)
**Coil gun (+10pts)
**Fusion-Projector (+10pts)
**Ion Rifle (+10pts)
**Coil repeater (+15pts)
*'''Heavy Weapons'''
**Shot Cannon (+10pts)
**Heavy Fusion-Projector (+15pts)
**Missile Launcher with Krak & Mole Warheads (+15pts)
***May also take Flakk Missiles (+10pts)
**Coil cannon (+15pts)
*'''Special Issue Wargear'''
**Squat Iridium Armour (20 pts)
**Carapace Armour (5 pts)
**Squat Bike with Twin-Linked Shot Rifles (+30pts)^
**Servo-Arm ''(Squat Engineers only)'' (+25pts)
**Digital Weapons (+5pts)
**Survey Glass (+5pts)
**Rune stone (+15pts)
**Battle Standard (+15pts)
**Overdrive systems (+10pts)^^
^ May not be taken with Squat Exo-Armor.
 
^^ May only be applied to models equipped with Iridium Armour, Exo-armour, or Bikes.
*'''Vehicle Wargear'''
**Searchlight (1pt)
**Dozer Blade (5pts)^
**Recovery Gear (5pts)
**Pintle-Mounted Auto-Shot Rifle, Fusion Projector, Coil Gun or Ion Rifle (5pts)^^
**Smoke Launchers (5pts)
**Targeting Array (5pts)
**Missile Guidance System (5pts)
**Extra Armour (10pts)
**Hunter-Killer Missile (10pts)
^May not be taken by Land Raiders, Walkers or Carriages.
 
^^May not be taken by Walkers, Land Trains, Carriages or a Colossus.
*'''Aircraft Wargear'''
**Infra-Red Targeting (5pts)
**Ilum Flares (5pts)
**Chaff Launcher (5pts)
**Targeting Array (5pts)
**Missile Guidance System (5pts)
**Distinctive Paint Scheme (10pts)
**Armored Cockpit (20pts)
 
==HQ==
===Ancestor Lord===
'''Points Cost''' - 80
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
|-
| Ancestor Lord
| Flamewall Projector
| Template
| 6
| 6
| 4
| 4
| 4
| Assault 1,  Poisoned (5+), Torrent '''OR''' Assault 2,  Poisoned (5+)
|-
| Grenade Rifle
| 18"
| 5
| 5
| 5
| 3
| Assault 2, Blast
|-
| Heavy Repeating Blaster
| 36"
| 7
| 4
| 4
| 3
| Heavy 8, Rending (5+)
| 10
| 5+
| Infantry (character)
|
|-
|-
|}
| Light Repeating Blaster
<br style="clear: both; height: 0px;" />
| 30"
'''Special Rules:'''
| 6
*Bitter Hatred
| 4
*Hardy Souls for Hardy Men
| Salvo 4/6, Rending
*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 three 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 or Ranged Weapons lists.
*If wearing Exo-Armour then the Ancestor Lord may select items from the Exo-Armour equipment 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.
 
===Squat Warlord===
'''Points Cost''' - 50
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
|-
| Warlord
| Precision Blaster Rifle
| 5
| 36"
| 4
| 6
| 3
| 4
| 3
| 3
| 3
| 3
| Rapid Fire, Pinning, Rending
|-
| Proton Torpedo
| 48"
| 10
| 10
| 5+
| 1
| Infantry (Character)
| Heavy 1, One Use,  Armourbane, Lethal (3)
|  
|-
| Shatter Carbine
| 24"
| 6
| 1
| Assault 2, Armourbane, Pinning
|-
|-
|}
| Shatter Rifle
<br style="clear: both; height: 0px;" />
| 48"
'''Special Rules:'''
| 8
*Bitter Hatred
| 1
*Hardy Souls for Hardy Men
| Heavy 1, Armourbane, Pinning
*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 or Ranged Weapons lists.
*If wearing Exo-Armour then the Warlord may select items from the Exo-Armour ranged weapons and Exo-Armour melee weapons lists.
 
===Guild Engineer===
'''Points Cost''' - 45
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
|-
| Guild Engineer
| Shredder Cannon
| 4
| 36"
| 4
| 7
| 3
| 4
| 2
| 2
| Heavy 2, Armourbane, Shred, Lethal (d3)
|-
| Underslung Disruptor
| 9"
| 10
| 2
| 2
| 2
| Assault 1, Recharge, Lethal (d3)
| 10
|-
| 5+
| Underslung Flame
| Infantry (Character)
| Template
|
| 4
| 5
| Assault 1, Poisoned (6+)
|-
|-
|}
| Underslung Grenade
<br style="clear: both; height: 0px;" />
| 18"
'''Special Rules:'''
| 5
*Bitter Hatred
| 5
*Hardy Souls for Hardy Men
| Assault 1, Blast
*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 or Ranged Weapons lists.
*If wearing Exo-Armour then the Guild Engineer may select items from the Exo-Armour ranged weapons and Exo-Armour melee weapons lists.
 
===Sorcerer of Hashut===
'''Points Cost''' - 60
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
|-
| Sorcerer of Hashut
| War Rifle
| 24"
| 5
| 5
| 4
| 4
| 3
| Assault 4,  Rending
| 4
| 2
| 3
| 2
| 10
| 5+
| Infantry (character)
|
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
 
'''Special Rules:'''
*'''Lethal (X)''' - If a weapon with special rule causes an unsaved wound, the target loses X wounds instead of 1. If X is a die roll (d3, d6, ect…), roll separately for each wound.
*Bitter Hatred
*'''Recharge''' - After this weapon fires it may not fire again until a full game turn has passed.
*Hardy Souls for Hardy Men
*'''Flamewall Projector''' - Causes 2d3 automatic hits from Overwatch.
*League Affiliation (League of Emberg)
*Independent Character
*Psyker (Mastery level 2)  
'''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 purchase up to one additional mastery level (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 or Ranged Weapons lists.
*If wearing Exo-Armour then the Sorcerer of Hashut may select items from the Exo-Armour equipment lists.
'''Psychic Powers:''' A Sorceror of Hashut may generate powers from the ''Biomancy, Daemonology (Malefic), Stonemind, Divination, Hashut, and Pyromancy'' disciplines.


==ELITES==
===Hearthguard===


'''Points Cost''' - 55
'''Melee Weapons'''
{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! Range
! BS
! S
! S
! T
! AP
! W
! Type
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
|-
| Hearthguard
| Bladed Limbs
| -
| User
| 5
| 5
| 3
| Melee
| 3
|-
| 4
| Dire Axe
| -
| X2
| 1
| 1
| Melee, Armourbane, Two-Handed, Unwieldy
|-
| Fullblade
| -
| +2
| 2
| 2
| 1
| Melee, Two-Handed, Lethal (2)
| 10
| 4+
| Infantry
| 5 Hearthguard
|-
|-
| Battle Standard Bearer
| Talon
| 5
| -
| 4
| User
| 3
| 3
| 4
| Melee, Specialist Weapon, Shred, Rending
| 1
|-
| 2
| Wartalon
| -
| User
| 2
| 2
| 10
| Melee, Shred, Armourbane
| 4+
| Infantry (Character)
|
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<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
*Standard (Battle Standard Bearer only)
'''Options:'''
*You can add up to five Hearthguard to the squad (12pts each)
*One Hearthguard may be upgraded to a Battle Standard Bearer (30pts)
*Any Hearthguard may choose equipment from the Melee 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===
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px">
Fluff:
<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.
'''Lightsabers'''
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.
*Most Lightsaber variants may be used as both a ranged and melee weapon in the same turn.
**Lightsabers may not fire Snap Shots.
*All Lightsaber variants have the '''Energy Blade''' special rule when used as a melee weapon. It grants the Force, Armourbane, and Fleshbane special rules.
**Models equipped with a Lightsaber (of any type) may make a single '''Thrust''' attack in place of the normal attacks the model would be allowed (including any bonus attacks from charge, Rampage, etc.). A Thrust attack is made with the following profile:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Thrust
| -
| X2
| 1
| Melee, Energy Blade, Master-Crafted, Shred
|-
|}<br style="clear: both; height: 0px;" />
*If a model is equipped with two Lightsabers (in addition to the +1 Attack for being armed with two weapons) the Lightsaber’s ranged attack becomes Assault 2 and the model may make two Thrust attacks in place of its normal attacks.


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>
::{| border="1" cellspacing="0" cellpadding="5" align="left"
</div>
'''Points Cost''' - 105
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! Range
! BS
! S
! S
! T
! AP
! W
! Type
! I
|-
! A
| Lightsaber (Melee)
! Ld
| -
! Sv
| User
! Unit Type
| 2
! Composition
| Melee, Specialist Weapon, Energy Blade
|-
| Lightsaber (Ranged)
| 12"
| User
| 2
| Assault 1, Fleshbane
|-
| Lightsaber Claws
| -
| User
| 2
| Melee, Specialist Weapon, Shred,  Energy Blade
|-
|-
| Exo-Warrior
| Lightsaber Spear (Charge Melee)
| 5
| -
| 3
| +1
| 3
| 4
| 1
| 1
| Melee, Specialist Weapon, Energy Blade, +1I
|-
| Lightsaber Spear (Non-Charge Melee)
| -
| User
| 2
| 2
| Melee, Specialist Weapon, Energy Blade, +1I
|-
| Lightsaber Spear (Ranged)
| 12"
| User+1
| 1
| 1
| 10
| Assault 1, Fleshbane
| 2+/5++
| Infantry
| 3 Exo-Warriors
|-
|-
| Battle Standard Bearer
| Lightsaber Staff (Melee)
| 5
| -
| 4
| +2
| 3
| 4
| 1
| 2
| 2
| Melee, Two-Handed, Energy Blade
|-
| Lightsaber Staff (Ranged)
| 12"
| User+2
| 2
| 2
| 10
| Assault 1, Fleshbane
| 2+/5++
|-
| Infantry (Character)
|}<br style="clear: both; height: 0px;" />
|
 
|}
<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
*Standard (Battle Standard Bearer)
'''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 a Battle Standard Bearer (30pts)
*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===
==Armor==
'''Points Cost''' - 120
::{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! BS
! Save
! HP
! Invulnerable Save
! Front Armour
! Other Effects
! Side Armour
|-
! Back Armour
| Active Camouflage
! Unit Type
| 4+
! Composition
| -
| Stealth, Shrouded, Optic Filters
|-
| Armored Flightsuit
| 4+
| -
| Optic Filters
|-
| Skirmisher Armor
| 3+
| 6++
| Optic Filters
|-
| Titan Armor
| 2+
| 3++
| Anti-Toxin(2), Relentless, Extremely Bulky,  Optic Filters
|-
|-
| Tremorbane Driller
| Warrior Armor
| 3
| 2+
| 3
| 5++
| 14
| Anti-Toxin(1), Very Bulky, Optic Filters
| 11
| 11
| Vehicle (Heavy, Tank)
| 1 Tremorbane Driller
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
*'''Anti-Toxin (X)''' - Poisoned weapons are worse by X. (Therefore against Anti-Toxin (1), Poison (4+) becomes Poison (5+) and so on). Note: This does not affect the Fleshbane or Sniper special rules.
'''Special Rules''': Subterranean Assault
*'''Optic Filters''' - The model has the Night Vision special rule and is immune to the Blind special rule.
<br>'''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.
==Wargear==
*'''Energy Shields''' - These provide the vehicle with a 5+ Invulnerable Save.
*'''Flight Pack''' - Models with a Flight Pack are Jump Infantry and Very Bulky. Also, models with a Flight Pack may Swoop exactly like Flying Monstrous Creatures. Models Swooping with a Flight Pack gain the Relentless special rule.
**'''Note''' - Only a model with an Armored Flightsuit or Skirmisher Armor may take a Flight Pack.
*'''Force Shield''' - User may rerolls failed Invulnerable Saves, this shield occupies an arm.
**'''Note''' - This ceases to function when in range of an active Myrkr Device.
*'''Myrkr Device''' - May be used in active or passive mode. The player decides at the start of his movement phase which mode it will be in.
**'''Passive Mode''' - Grants the wielder a +2 to Deny The Witch Rolls.
**'''Active Mode''' - Grants the following:
***Psykers within 12” can’t activate any psychic powers or force weapons.  
***The model and his/her unit can’t be affected by psychic powers, friendly or not.
***All Guardians within 12” lose the benefit of the Precognition and Greater Precognition special rules and are at -2 I and -1A.
***Tyranids within 12” lose the benefits of Synapse.
***Any Psychic effect that comes within 12” ceases to function.
*'''Positional Relay''' - Grants the following:
**Friendly units attempting to arrive by Deep Strike within 6” of a model with this special rule do not scatter.
**When barrage weapons are being used by the controlling player, line of sight may be drawn from any model in their force with a Positional Relay.
*'''Reinforced Shields''' - These provide the model a 4+ Invulnerable Save.
*'''Vanguard Shield''' - All hits are at -1 AP (AP2 becomes AP3 and so on), this shield occupies an arm, all successful saves taken against Hammer of Wrath hits from this model must be rerolled
 
==Psychic Powers==
 
=Units=
 
==HQ==
 
===Master Guardian===


==TROOPS==
'''Points Cost''' - 250
===Warriors===
'''Points Cost''' - 45
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 691: Line 357:
! Sv
! Sv
! Unit Type
! Unit Type
! Composition
|-
|-
| Warrior
| Master Guardian (M)
| 8
| 8
| 6
| 6
| 4
| 4
| 3
| 8
| 3
| 4
| 4
| 1
| 10
| 2
| 4+/3++
| 1
| Infantry (Character)
| 9
| 5+
| Infantry  
| 5 Warriors
|-
|-
| Veteran
| Master Guardian (F)
| 8
| 8
| 5
| 6
| 4
| 4
| 3
| 9
| 3
| 4
| 4
| 1
| 2
| 2
| 10
| 10
| 5+
| 4+/3++
| Infantry (Character)
| Infantry (Character)
|
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''Special Rules:'''
'''Special Rules:'''
*Bitter Hatred
*Zathian
*League Affiliation
*Psyker (Mastery Level 3)
*Independent Character
*Greater Precognition
*Eternal Warrior
*Battle Foresight - So long as an army includes at least one model with this special rule you may reroll the dice to see who goes first and the dice to Seize the Initiative.
*Preemptive Repositioning - After both side are deployed, but before scout moves are taken, you may redeploy d3 friendly units.
 
'''Wargear:'''
'''Wargear:'''
*Flak Armour
*Armorer Flightsuit
*Shot Rifle
*Lightsaber
*Shot Pistol
*Assault Grenades
*Frag Grenades
*War Rifle
*Krak Grenades
*Battle Pistol
 
'''Options:'''
'''Options:'''
*You can add up to 15 Warriors to the squad (9pts each)
*May be upgraded to a Psyker (Mastery Level 4) - +50 Points.
*Every model in the unit may replace his Shot Rifle with a CCW (free)
*May upgrade their War Rifle with:
*One Warrior may be upgraded to a Veteran (10pts)
**Underslung Flame - +5 Points.
*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.
**Underslung Grenade - +5 Points.
*The squad may take a Rhino as a Dedicated Transport.
**Underslung Disruptor - +15 Points.
*May replace their War Rifle with a:
**Flame Thrower - Free.
**Grenade Rifle - Free.
**Disruptor Rifle - +15 Points.
**Light Repeating Blaster - +15 Points.
**Precision Blaster Rifle - +15 Points.
**Shatter Carbine - +15 Points.
*May replace their Battle Pistol with:
**Disruptor Pistol - +15 Points.
**Additional Lightsaber - +15 Points.
**Force Shield - +30 Points.
*May replace their Lightsaber with:
**A pair of Lightsaber Claws - +10 Points.
**Lightsaber Spear - +15 Points.
**Lightsaber Staff - +15 Points.
*May replace their Armorer Flightsuit with:
**Skirmisher Armor - +15 Points.
**Warrior Armor - +25 Points.
*May take any of the following:
**Positional Relay - +10 Points.
**Flight Pack - +20 Points.


===Clanless Refugees===  
===General===
'''Points Cost''' - 50
 
===Knight-Captain===
 
==Troop==
 
===Warrior Squad===
 
'''Points Cost''' - 400
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 750: Line 450:
! Sv
! Sv
! Unit Type
! Unit Type
! Composition
|-
|-
| Clanless
| Warrior (M)
| 5
| 4
| 4
| 3
| 6
| 3
| 6
| 2
| 4
| 4
| 1
| 2
| 2
| 1
| 9
| 9
| -
| 2+/5++
| Infantry  
| Infantry  
| 5 Clanless
|-
|-
| Refugee Leader
| Warrior (F)
| 5
| 4
| 4
| 3
| 5
| 3
| 6
| 4
| 1
| 2
| 2
| 5
| 2
| 2
| 10
| 9
| -
| 2+/5++
| Infantry  
| Infantry  
|
|}
<br style="clear: both; height: 0px;" />
'''Special Rules:'''
*Bitter Hatred
*Fearless
*Feel No Pain (5+)
*Adamantium Will
*Monster Hunters
'''Wargear:''' Two Chain Axes
<br>'''Options:'''
*You can add up to 15 Clanless to the squad (10pts each)
*One Clanless may be upgraded to a Refugee Leader (10pts)
*Every model in the unit may replace his two Chain Axes for a Forge Weapon (free)
==FAST ATTACK==
===Squat Bikers===
'''Points Cost''' - 90
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
|-
| Warrior
| Squad Leader (M)
| 5
| 4
| 6
| 6
| 2
| 4
| 4
| 3
| 3
| 5
| 1
| 2
| 2
| 1
| 9
| 9
| 5+
| 2+/5++
| Bikes
| Infantry (Character)
| 5 Squat Bikers
|-
|-
| Veteran
| Squad Leader (F)
| 5
| 4
| 4
| 4
| 3
| 5
| 5
| 1
| 6
| 2
| 2
| 2
| 10
| 5+
| Bikes (Character)
|
|}
<br style="clear: both; height: 0px;" />
'''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)
*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===
'''Points Cost''' - 35
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Warrior
| 4
| 3
| 3
| 5
| 5
| 2
| 2
| 2
| 2
| 9
| 9
| 3+
| 2+/5++
| Bikes
| Infantry (Character)
| 1 Heavy Bike
|-
|-
|}
| Guardian (M)
<br style="clear: both; height: 0px;" />
| 6
'''Special Rules:'''
| 6
*Bitter Hatred
| 6
*League Affiliation
| 6
'''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 one of the following:
**Heavy Fusion Projector (5pts)
**Coil Cannon (5pts)
 
===Sapper Team===
'''Points Cost''' - 45
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Sapper
| 4
| 3
| 3
| 4
| 1
| 2
| 2
| 1
| 6
| 9
| 5+
| Infantry
| 5 Sappers
|-
| Veteran
| 4
| 3
| 3
| 3
| 4
| 1
| 2
| 2
| 10
| 10
| 5+
| 2+/4++
| Infantry (Character)
| Infantry (Character)
|
|}
<br style="clear: both; height: 0px;" />
'''Special Rules:'''
*Bitter Hatred
*League Affiliation
*Hardy Souls for Hardy Men
'''Wargear:'''
*Flak Armour
*Hand Flamer
*CCW
*Frag Grenades
*Krak Grenades
*Melta Bombs (Veteran Only)
'''Options:'''
*You can add up to 15 Sapper to the squad (10pts each)
*One Sapper may be upgraded to a Veteran (15pts)
*For every five models in the squad one Sapper may replace his Hand Flamer with a Lascutter (10pts each)
*The squad may take a Rhino or Rumbler Borer as a Dedicated Transport.
===Eagle Gyrocopter===
'''Points Cost''' - 100
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! BS
! HP
! Front Armour
! Side Armour
! Back Armour
! Unit Type
! Composition
|-
|-
| Eagle Gyrocopter
| Guardian (F)
| 6
| 6
| 5
| 6
| 2
| 7
| 3
| 3
| 3
| 12
| 11
| 10
| 10
| Vehicle (Flier, Hover)
| 2+/4++
| 1 Eagle Gyrocopter
| Infantry (Character)
|-
|-
|}
| Knight (M)
<br style="clear: both; height: 0px;" />
| 7
'''Wargear:''' Twin-linked Shot Cannon (nose mounted)
| 5
<br>'''Options:'''
| 6
*May exchange its Twin-linked Shot Cannon for a:
| 6
**Heavy Fusion Projector (10pts)
**Coil Cannon (20pts)
**Rotary Shot Cannon (20pts)
**Ion Cannon (25pts)
**Twin-linked Coil Cannon (30pts)
*May take any of the following Wing-mounted weapons:
**Two Hunter-Killer Missiles (20pts)
**Two Shot Cannons (30pts)
**Two Twin-linked Ion Rifles (30pts)
**Six Tactical Bombs (40pts)
**Two Squat 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.
 
===Ironbreaker Light Tank===
'''Points Cost''' - 50
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! BS
! HP
! Front Armour
! Side Armour
! Back Armour
! Unit Type
! Composition
|-
| Ironbreaker
| 3
| 3
| 6
| 3
| 3
| 12
| 11
| 10
| 10
| Vehicle (Tank, Fast)
| 2+/4++
| 1 Ironbreaker
| Infantry (Character)
|-
|-
|}
| Knight (F)
<br style="clear: both; height: 0px;" />
| 7
'''Wargear''': Rotary Shot Cannon<br>
| 5
'''Options''':
| 5
*May include two additional models for ''50pts/model''
| 6
*May exchange the Rotary Shot Cannon with one of the following:
**Rapier Destroyer (10pts)
**Heavy Coil Cannon (15pts)
**Ion Cannon (25pts)
*May take one of the following Hull-mounted weapons:
**Heavy Flamer (5pts)
**Shot Cannon (5pts)
**Heavy Fusion Projector (15pts)
**Coil Cannon (15pts)
 
===Rhino===
'''Points Cost''' - 35
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! BS
! HP
! Front Armour
! Side Armour
! Back Armour
! Unit Type
! Composition
|-
| Rhino
| 3
| 3
| 7
| 3
| 3
| 11
| 11
| 10
| 10
| Vehicle (Tank)
| 2+/4++
| 1 Rhino
| Infantry (Character)
|-
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
<br>'''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.
'''Special Rules:'''
<br>'''Options:''' May choose equipment from the Vehicle Armory list.
*Zathian
*Psyker (Mastery Level 1) - (Guardian and Knight Only)
*Precognition - (Guardian and Knight Only)
*Slayer of the Mighty - (Knight Only)


===Rumbler Borer===
'''Wargear:'''
'''Points Cost''' - 50
*Warrior Armor
{| border="1" cellspacing="0" cellpadding="5" align="left"
*Battle Pistol
!
*War Rifle
! BS
*Assault Grenades
! HP
*Power Weapon - (Except Guardian and Knight)
! Front Armour
*Lightsaber - (Guardian and Knight Only)
! Side Armour
 
! Back Armour
'''Options:'''
! Unit Type
*The unit may take a Glaive Gunship as a Dedicated Transport.
! Composition
*Any model may upgrade their Battle Pistol with:
|-
**Disruptor Pistol - +15 Points.
| Rumbler Borer
*Any model may upgrade their War Rifle with:
| -
**Underslung Flame - +5 Points.
| 2
**Underslung Grenade - +5 Points.
| 12
**Underslung Disruptor - +15 Points.
| 10
*Any model may replace their War Rifle with a:
| 10
**Flame Thrower - Free.
| Vehicle (Heavy, Tank)
**Grenade Rifle - Free.
| 1 Rumbler Borer
**Disruptor Rifle - +10 Points.
|-
**Light Repeating Blaster - +15 Points.
|}
**Shatter Carbine - +15 Points.
<br style="clear: both; height: 0px;" />
*The unit may take Melta Bombs - +25 Points.
'''Special Rules:''' Subterranean Assault
*The Squad Leader may replace their Power Weapon with a:
*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.
**Pair of Talons - +10 Points.
'''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.
**Dire Axe - +20 Points.
**Fullblade - +20 Points.
*The Squad Leader  may be upgraded to a:
**Guardian - +40 Points.
**Knight - +60 Points.
*The Guardian or Knight may replace their Battle Pistol with a:
**Additional Lightsaber - 15 Points.
**Force Shield - +20 Points.
*The Guardian or Knight may replace their Lightsaber with a:
**A pair of Lightsaber Claws - +10 Points.
**Lightsaber Staff - +15 Points.
**Lightsaber Spear - +15 Points.
*The Guardian  may be upgraded to a Psyker (Mastery Level 2) - +20 Points.
*The Knight may replace their Battle Pistol and Lightsaber with a Fullblade - +15 Points.
*The Guardian or Knight may take the Warleader upgrade - +10 Points.
*The Guardian, Knight, or Squad Leader may take a Myrkr Device - +25 Points.
 
===Swarm-Buster Droid Squad===


==HEAVY SUPPORT==
'''Points Cost''' - 125
===Thunderer Squad===
'''Points Cost''' - 45
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,101: Line 612:
! Sv
! Sv
! Unit Type
! Unit Type
! Composition
|-
|-
| Warrior
| Swarm-Buster Droid
| 4
| 4
| 3
| 2
| 3
| 5
| 4
| 4
| 1
| 1
| 2
| 5
| 1
| 4
| 9
| 10
| 5+
| 5+
| Infantry
| Beast
| 5 Warriors
|-
|-
| Veteran
| Steel Guardian
| 4
| 6
| 3
| 5
| 6
| 6
| 3
| 3
| 6
| 4
| 4
| 1
| 2
| 2
| 10
| 10
| 5+
| 3+/4++
| Infantry (Character)
| Beast (Character)
|
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''Special Rules:'''
'''Special Rules:'''
*Bitter Hatred
*Rampage
*League Affiliation
*Warforged
*Rage
*Psyker (Mastery Level 1) - (Steel Guardian Only)
*Adamantine Will - (Steel Guardian Only)
*Precognition - (Steel Guardian Only)
*Blade Shepherd - (Steel Guardian Only)
 
'''Wargear:'''
'''Wargear:'''
*Flak Armour
*Assault Grenades
*Shot Rifle
*Bladed Limbs - (Swarm-Buster Droid Only)
*Shot pistol
*Lightsaber - (Steel Guardian Only)
*Frag Grenades
 
*Krak Grenades
'''Options:'''
'''Options:'''
*You can add up to five Warriors to the squad (9pts each)
*The unit may take a Glaive Gunship as a Dedicated Transport.
*One model may be upgraded to a Veteran (10pts)
*The unit may include up to 45 additional Rampage Droids - +25 Points/Model
*Up to five models may replace their Shot Rifle with a weapon chosen from the Special or Heavy Weapons section of the armoury at the points cost indicated.
*The unit may include a Steel Guardian - +150 Points.
*The squad may take a Rhino as a Dedicated Transport.
*The Steel Guardian may take one of the following:
**Additional Lightsaber - +15 Points.
**Knight Shield - +20 Points.
*The Steel Guardian may replace its Lightsaber with:
**A pair of Lightsaber Claws - +10 Points.
**Lightsaber Spear - +15 Points.
**Lightsaber Staff - +15 Points.
*The Steel Guardian may take a Myrkr Device - +25 Points.
*The Steel Guardian may take Reinforced Shields - +10 Points.
*The Steel Guardian may take the Warleader upgrade - +10 Points.
 
==Dedicated Transport==
 
===Glaive Assault Lander===
 
===Partisan Heavy Lander===
 
===Kiteshield Firing Platform===
 
ATTE
 
==Elite==
 
===Guardian Squad===
 
===Sniper Squad===
 
===Vanguard Twins===
 
Guiardian
Eldar


===Ironhammer Tank===
==Fast Attack==
'''Points Cost''' - 155
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
===Fighter Drones===
!
 
! BS
===Katar Superiority Fighter===
! HP
 
! Front Armour
===Harpy Squad===
! Side Armour
 
! Back Armour
Tracker w/ hounds
! Unit Type
ATRT
! Composition
Psyker aided Fighter
|-
 
| Ironhammer Tank
==Heavy Support==
| 3
 
| 3
===Artillery Droids===
| 14
 
| 13
===Broadsword Main Battle Tank===
| 11
| Vehicle (Tank)
| 1 Ironhammer
|-
|}
<br style="clear: both; height: 0px;" />
'''Special Rules:''' Hardy souls for hardy men
<br>'''Wargear:''' Rotary Shot Cannon
<br>'''Options:'''
*May choose equipment from the Vehicle Armory list.
*May exchange the Rotary Shot Cannon with one of the following:
**Rapier Destroyer (10pts)
**Heavy Coil Cannon (15pts)
**Ion Cannon (25pts)
*May take up to two of the following as sponson guns and one of the following as a hull gun:
**Heavy Flamers (5pts each)
**Shot cannons (5pts each)
**Heavy Fusion Projector (15pts each)
**Coil cannons (15pts each)
*May take a Co-Axial:
**Coil Gun (5pts)
**Auto-Shot Rifle (5pts)


===Longbow Mobile Artillery===


===Shortbow Mobile Air Defense===


===Brotherhood of Battle===
===Monster Hunter Droid Squad===


[[Category:Warhammer Homebrew]]
[[Category:Warhammer Homebrew]]

Latest revision as of 02:57, 24 June 2023

WORK IN PROGRESS!!! (I have a full Codex worth of rules on my computer but little time to post it with. I would like feedback on what is posted if you don't mind. Thanks!)

This Codex sprang from a thought experiment. It went like this; "I like Star Wars. I like 40k. They should get together and have a messed up flipper baby!" This is that flipper baby.

Fluff[edit | edit source]

The Zathians were a race on the fringe of the Star Wars galaxy. They liked science, sword fighting, and stuff. They had to be the best at everything so they studied everyone else's stuff to see if they could make it better. When the Tyranids hit the other side of the galaxy the Zathians were in the best position to do something about it. BUT...they failed (obviously). Part of the Zathian Fleet managed to avoid be caught for a while and so they lived. The 'Nids got bored playing hide and go seek and left. The Zathians said "We should probably do something about them..." and decided to chase down the Hive Fleet. On the way to the Milky Way the Zathians decided to do a bunch of genetic modification and other assorted sciency stuff. The end result being most of the ground forces being Ogryn sized with Marine/Eldar reflexes and Ded 'Ard exoskeletons. Oh, and the have Guardians. (Think Jedi in power armor with guns.) Also droids.

For Serious this time[edit | edit source]

In centuries past, in a galaxy far removed from our own Milky Way, the Zathians were a peaceful, if somewhat paranoid, people who lived happily beyond the reach of the other inhabitants of their galaxy. They were a proud people with a strong martial tradition and an unquenchable thirst for knowledge. That all changed with the invasion of the Tyranids. The Tyranids swept through their galaxy like a plague, devouring all in their path. A monastic order of philosopher-diplomats that called themselves “Jedi” attempted to stall the onslaught. In the end these Jedi proved too few and too ill prepared to turn back the tide. In time the Zathians realized that if their fellow inhabitants were to have any hope of survival they must intercede. But even the might and technology of the Zathians proved to be insufficient to turn back the tide. In the end it was decided the only recourse available was to lay a trap, using the only bait left; the entire remaining population of the galaxy. The majority of the remaining military forces lured the oncoming tide to the Zathian home world and when the enemy was fully deployed they set off their trap; a massive series of thermal bombs, effectively turning the entire surface of the planet to glass. But all was not lost; by that time all of the remaining civilians and most of the military forces had managed to retreat to bunkers deep underground. While the Tyranid fleet reeled from the loss of so much bio-mass, the survivors regrouped in the dark space just beyond the borders of the galaxy. It was there that a fateful decision was reached. The Tyranids must be stopped. A call went out for volunteers. 15,000 souls answered. These brave and selfless beings would hunt down and put an end to this threat before more worlds fell to its unending hunger. They knew that even if they succeeded that there was no hope of ever returning to the rest of their people. The remaining population decided to head to the nearest galaxy in the opposite direction, their fate can only be speculated at. The war fleet went back to the last known coordinates of the Tyranid fleet only to find that it had already moved on towards the next galaxy. The Fleet pursued their quarry thru the dark space between galaxies for many years. After reviewing tactical data for their battles with the Tyranids it was determined that the Zathian form and technology were ill suited to combat this menace. With a sense of urgency that can only come from true desperation, the engineers and scientist set to work upgrading both the wargear and the Zathians themselves. Through the use of extensive genetic modification the Zathian soldiers grew in size, strength, and speed. Likewise their weapons and armor grew in power and capacity.

Special Rules[edit | edit source]

  • Zathian - Models with this rule have the Bulky, Fearless, Feel No Pain, Monster Hunters, and Rampage Special Rules.
    • Note: Zathians have different profiles depending on if they are male or female (M or F). The controller must take note of which models are M or F on the army list. Some units do not have this option (such as Talons, Vanguards, and Special Characters).
  • Ejector System (X) - When a vehicle with this special rule suffer a Wrecked or Explodes! effect roll a d6, on a 2+ for Wrecked or a 4+ for Explodes! X pilots jump free and are treated as a unit with the pilot profile. If the pilots successfully escape they are placed as if they were forced to disembark from a transport vehicle. If the vehicle was a flyer the pilots are placed within 3” of the vehicle and then scatter as if they Deepstriked.
  • Field Repairs - If the model is in base contact with a friendly vehicle at the start of the Shooting Phase he/she may attempt to repair it in place of shooting. Roll a d6 and on a 5+ the model immediately repairs one Weapon Destroyed, Immobilized, or lost Hull Point. In addition, any models with Warforged special rule in the same unit gains the It Will Not Die special rule.
  • Greater Precognition - Models with this Rule have a 3+ Invulnerable Save. In addition, models with this rule fire Snap Shots at BS3.
  • Guardian Pilot - A vehicle with this Special Rule fires all weapons at BS5 and the model may fire Snapshots while Jinking at BS2 instead of 1. Also, the vehicle ignores stunned and shaken effects. Additionally, If the vehicle with this Special Rule suffer a Wrecked or Explodes! effect the Pilots that disembark are Guardian Pilots.
  • Precognition - Models with this Rule have a 4+ Invulnerable Save. In addition, models with this rule fire Snap Shots at BS2.
  • Regenerative Implants - A model with this special rule may reroll any failed Feel No Pain roll. They also count as having the It Will Not Die special rule.
  • Slayer of the Mighty - A model with this special rule must always issue and accept any available Challenges. Also in melee the model may reroll all to hit rolls against Monstrous Creatures, Gargantuan Creatures, and any model in a Challenge. If there is more than one model with this special rule that could accept (or issue) a challenge, the controlling player chooses which model accepts (or issues) the challenge.
  • Warforged - Models with this rule have the Optic Filters, Fearless, and Feel No Pain special rules. In addition, they are immune to the effects of Fleshbane and Poisoned Special Rules. Instead, either the attacking model or weapon’s basic strength is used. If the attack has no strength listed, it wounds only on a roll of 6. Also the model cannot be affected by any Biomancy psychic powers (except Smite). However, attacks with the haywire special rule wound them on a 4+ and ignores armor saves on a 6+.
  • Warleader - A model with this special rule takes up a HQ slot, even if they are part of a unit that fills another slot in the FOC. Note: this means they can be the Warlord

Weapons[edit | edit source]

Ranged Weapons

Range S AP Type
Battle Pistol 12" 5 4 Pistol, Rending
Blaster Cannon 48" 10 2 Heavy 2
Concussion Missile 48" 8 3 Heavy 1, Large Blast, Concussive, One Use
Disruptor Pistol 6" 10 2 Pistol, Recharge, Lethal (2)
Disruptor Rifle 12" 10 2 Assault 1, Recharge, Lethal (3)
Flame Thrower Template 5 4 Assault 1, Poisoned (5+)
Flamewall Projector Template 6 4 Assault 1, Poisoned (5+), Torrent OR Assault 2, Poisoned (5+)
Grenade Rifle 18" 5 5 Assault 2, Blast
Heavy Repeating Blaster 36" 7 4 Heavy 8, Rending (5+)
Light Repeating Blaster 30" 6 4 Salvo 4/6, Rending
Precision Blaster Rifle 36" 6 3 Rapid Fire, Pinning, Rending
Proton Torpedo 48" 10 1 Heavy 1, One Use, Armourbane, Lethal (3)
Shatter Carbine 24" 6 1 Assault 2, Armourbane, Pinning
Shatter Rifle 48" 8 1 Heavy 1, Armourbane, Pinning
Shredder Cannon 36" 7 2 Heavy 2, Armourbane, Shred, Lethal (d3)
Underslung Disruptor 9" 10 2 Assault 1, Recharge, Lethal (d3)
Underslung Flame Template 4 5 Assault 1, Poisoned (6+)
Underslung Grenade 18" 5 5 Assault 1, Blast
War Rifle 24" 5 4 Assault 4, Rending

  • Lethal (X) - If a weapon with special rule causes an unsaved wound, the target loses X wounds instead of 1. If X is a die roll (d3, d6, ect…), roll separately for each wound.
  • Recharge - After this weapon fires it may not fire again until a full game turn has passed.
  • Flamewall Projector - Causes 2d3 automatic hits from Overwatch.


Melee Weapons

Range S AP Type
Bladed Limbs - User 5 Melee
Dire Axe - X2 1 Melee, Armourbane, Two-Handed, Unwieldy
Fullblade - +2 2 Melee, Two-Handed, Lethal (2)
Talon - User 3 Melee, Specialist Weapon, Shred, Rending
Wartalon - User 2 Melee, Shred, Armourbane


Lightsabers

  • Most Lightsaber variants may be used as both a ranged and melee weapon in the same turn.
    • Lightsabers may not fire Snap Shots.
  • All Lightsaber variants have the Energy Blade special rule when used as a melee weapon. It grants the Force, Armourbane, and Fleshbane special rules.
    • Models equipped with a Lightsaber (of any type) may make a single Thrust attack in place of the normal attacks the model would be allowed (including any bonus attacks from charge, Rampage, etc.). A Thrust attack is made with the following profile:
Range S AP Type
Thrust - X2 1 Melee, Energy Blade, Master-Crafted, Shred

  • If a model is equipped with two Lightsabers (in addition to the +1 Attack for being armed with two weapons) the Lightsaber’s ranged attack becomes Assault 2 and the model may make two Thrust attacks in place of its normal attacks.


Range S AP Type
Lightsaber (Melee) - User 2 Melee, Specialist Weapon, Energy Blade
Lightsaber (Ranged) 12" User 2 Assault 1, Fleshbane
Lightsaber Claws - User 2 Melee, Specialist Weapon, Shred, Energy Blade
Lightsaber Spear (Charge Melee) - +1 1 Melee, Specialist Weapon, Energy Blade, +1I
Lightsaber Spear (Non-Charge Melee) - User 2 Melee, Specialist Weapon, Energy Blade, +1I
Lightsaber Spear (Ranged) 12" User+1 1 Assault 1, Fleshbane
Lightsaber Staff (Melee) - +2 2 Melee, Two-Handed, Energy Blade
Lightsaber Staff (Ranged) 12" User+2 2 Assault 1, Fleshbane


Armor[edit | edit source]

Save Invulnerable Save Other Effects
Active Camouflage 4+ - Stealth, Shrouded, Optic Filters
Armored Flightsuit 4+ - Optic Filters
Skirmisher Armor 3+ 6++ Optic Filters
Titan Armor 2+ 3++ Anti-Toxin(2), Relentless, Extremely Bulky, Optic Filters
Warrior Armor 2+ 5++ Anti-Toxin(1), Very Bulky, Optic Filters

  • Anti-Toxin (X) - Poisoned weapons are worse by X. (Therefore against Anti-Toxin (1), Poison (4+) becomes Poison (5+) and so on). Note: This does not affect the Fleshbane or Sniper special rules.
  • Optic Filters - The model has the Night Vision special rule and is immune to the Blind special rule.

Wargear[edit | edit source]

  • Energy Shields - These provide the vehicle with a 5+ Invulnerable Save.
  • Flight Pack - Models with a Flight Pack are Jump Infantry and Very Bulky. Also, models with a Flight Pack may Swoop exactly like Flying Monstrous Creatures. Models Swooping with a Flight Pack gain the Relentless special rule.
    • Note - Only a model with an Armored Flightsuit or Skirmisher Armor may take a Flight Pack.
  • Force Shield - User may rerolls failed Invulnerable Saves, this shield occupies an arm.
    • Note - This ceases to function when in range of an active Myrkr Device.
  • Myrkr Device - May be used in active or passive mode. The player decides at the start of his movement phase which mode it will be in.
    • Passive Mode - Grants the wielder a +2 to Deny The Witch Rolls.
    • Active Mode - Grants the following:
      • Psykers within 12” can’t activate any psychic powers or force weapons.
      • The model and his/her unit can’t be affected by psychic powers, friendly or not.
      • All Guardians within 12” lose the benefit of the Precognition and Greater Precognition special rules and are at -2 I and -1A.
      • Tyranids within 12” lose the benefits of Synapse.
      • Any Psychic effect that comes within 12” ceases to function.
  • Positional Relay - Grants the following:
    • Friendly units attempting to arrive by Deep Strike within 6” of a model with this special rule do not scatter.
    • When barrage weapons are being used by the controlling player, line of sight may be drawn from any model in their force with a Positional Relay.
  • Reinforced Shields - These provide the model a 4+ Invulnerable Save.
  • Vanguard Shield - All hits are at -1 AP (AP2 becomes AP3 and so on), this shield occupies an arm, all successful saves taken against Hammer of Wrath hits from this model must be rerolled

Psychic Powers[edit | edit source]

Units[edit | edit source]

HQ[edit | edit source]

Master Guardian[edit | edit source]

Points Cost - 250

WS BS S T W I A Ld Sv Unit Type
Master Guardian (M) 8 8 6 6 4 8 4 10 4+/3++ Infantry (Character)
Master Guardian (F) 8 8 5 6 4 9 4 10 4+/3++ Infantry (Character)


Special Rules:

  • Zathian
  • Psyker (Mastery Level 3)
  • Independent Character
  • Greater Precognition
  • Eternal Warrior
  • Battle Foresight - So long as an army includes at least one model with this special rule you may reroll the dice to see who goes first and the dice to Seize the Initiative.
  • Preemptive Repositioning - After both side are deployed, but before scout moves are taken, you may redeploy d3 friendly units.

Wargear:

  • Armorer Flightsuit
  • Lightsaber
  • Assault Grenades
  • War Rifle
  • Battle Pistol

Options:

  • May be upgraded to a Psyker (Mastery Level 4) - +50 Points.
  • May upgrade their War Rifle with:
    • Underslung Flame - +5 Points.
    • Underslung Grenade - +5 Points.
    • Underslung Disruptor - +15 Points.
  • May replace their War Rifle with a:
    • Flame Thrower - Free.
    • Grenade Rifle - Free.
    • Disruptor Rifle - +15 Points.
    • Light Repeating Blaster - +15 Points.
    • Precision Blaster Rifle - +15 Points.
    • Shatter Carbine - +15 Points.
  • May replace their Battle Pistol with:
    • Disruptor Pistol - +15 Points.
    • Additional Lightsaber - +15 Points.
    • Force Shield - +30 Points.
  • May replace their Lightsaber with:
    • A pair of Lightsaber Claws - +10 Points.
    • Lightsaber Spear - +15 Points.
    • Lightsaber Staff - +15 Points.
  • May replace their Armorer Flightsuit with:
    • Skirmisher Armor - +15 Points.
    • Warrior Armor - +25 Points.
  • May take any of the following:
    • Positional Relay - +10 Points.
    • Flight Pack - +20 Points.

General[edit | edit source]

Knight-Captain[edit | edit source]

Troop[edit | edit source]

Warrior Squad[edit | edit source]

Points Cost - 400

WS BS S T W I A Ld Sv Unit Type
Warrior (M) 5 4 6 6 2 4 2 9 2+/5++ Infantry
Warrior (F) 5 4 5 6 2 5 2 9 2+/5++ Infantry
Squad Leader (M) 5 4 6 6 2 4 2 9 2+/5++ Infantry (Character)
Squad Leader (F) 5 4 5 6 2 5 2 9 2+/5++ Infantry (Character)
Guardian (M) 6 6 6 6 2 6 3 10 2+/4++ Infantry (Character)
Guardian (F) 6 6 5 6 2 7 3 10 2+/4++ Infantry (Character)
Knight (M) 7 5 6 6 3 6 3 10 2+/4++ Infantry (Character)
Knight (F) 7 5 5 6 3 7 3 10 2+/4++ Infantry (Character)


Special Rules:

  • Zathian
  • Psyker (Mastery Level 1) - (Guardian and Knight Only)
  • Precognition - (Guardian and Knight Only)
  • Slayer of the Mighty - (Knight Only)

Wargear:

  • Warrior Armor
  • Battle Pistol
  • War Rifle
  • Assault Grenades
  • Power Weapon - (Except Guardian and Knight)
  • Lightsaber - (Guardian and Knight Only)

Options:

  • The unit may take a Glaive Gunship as a Dedicated Transport.
  • Any model may upgrade their Battle Pistol with:
    • Disruptor Pistol - +15 Points.
  • Any model may upgrade their War Rifle with:
    • Underslung Flame - +5 Points.
    • Underslung Grenade - +5 Points.
    • Underslung Disruptor - +15 Points.
  • Any model may replace their War Rifle with a:
    • Flame Thrower - Free.
    • Grenade Rifle - Free.
    • Disruptor Rifle - +10 Points.
    • Light Repeating Blaster - +15 Points.
    • Shatter Carbine - +15 Points.
  • The unit may take Melta Bombs - +25 Points.
  • The Squad Leader may replace their Power Weapon with a:
    • Pair of Talons - +10 Points.
    • Dire Axe - +20 Points.
    • Fullblade - +20 Points.
  • The Squad Leader may be upgraded to a:
    • Guardian - +40 Points.
    • Knight - +60 Points.
  • The Guardian or Knight may replace their Battle Pistol with a:
    • Additional Lightsaber - 15 Points.
    • Force Shield - +20 Points.
  • The Guardian or Knight may replace their Lightsaber with a:
    • A pair of Lightsaber Claws - +10 Points.
    • Lightsaber Staff - +15 Points.
    • Lightsaber Spear - +15 Points.
  • The Guardian may be upgraded to a Psyker (Mastery Level 2) - +20 Points.
  • The Knight may replace their Battle Pistol and Lightsaber with a Fullblade - +15 Points.
  • The Guardian or Knight may take the Warleader upgrade - +10 Points.
  • The Guardian, Knight, or Squad Leader may take a Myrkr Device - +25 Points.

Swarm-Buster Droid Squad[edit | edit source]

Points Cost - 125

WS BS S T W I A Ld Sv Unit Type
Swarm-Buster Droid 4 2 5 4 1 5 4 10 5+ Beast
Steel Guardian 6 5 6 6 3 6 4 10 3+/4++ Beast (Character)


Special Rules:

  • Rampage
  • Warforged
  • Rage
  • Psyker (Mastery Level 1) - (Steel Guardian Only)
  • Adamantine Will - (Steel Guardian Only)
  • Precognition - (Steel Guardian Only)
  • Blade Shepherd - (Steel Guardian Only)

Wargear:

  • Assault Grenades
  • Bladed Limbs - (Swarm-Buster Droid Only)
  • Lightsaber - (Steel Guardian Only)

Options:

  • The unit may take a Glaive Gunship as a Dedicated Transport.
  • The unit may include up to 45 additional Rampage Droids - +25 Points/Model
  • The unit may include a Steel Guardian - +150 Points.
  • The Steel Guardian may take one of the following:
    • Additional Lightsaber - +15 Points.
    • Knight Shield - +20 Points.
  • The Steel Guardian may replace its Lightsaber with:
    • A pair of Lightsaber Claws - +10 Points.
    • Lightsaber Spear - +15 Points.
    • Lightsaber Staff - +15 Points.
  • The Steel Guardian may take a Myrkr Device - +25 Points.
  • The Steel Guardian may take Reinforced Shields - +10 Points.
  • The Steel Guardian may take the Warleader upgrade - +10 Points.

Dedicated Transport[edit | edit source]

Glaive Assault Lander[edit | edit source]

Partisan Heavy Lander[edit | edit source]

Kiteshield Firing Platform[edit | edit source]

ATTE

Elite[edit | edit source]

Guardian Squad[edit | edit source]

Sniper Squad[edit | edit source]

Vanguard Twins[edit | edit source]

Guiardian Eldar

Fast Attack[edit | edit source]

Fighter Drones[edit | edit source]

Katar Superiority Fighter[edit | edit source]

Harpy Squad[edit | edit source]

Tracker w/ hounds ATRT Psyker aided Fighter

Heavy Support[edit | edit source]

Artillery Droids[edit | edit source]

Broadsword Main Battle Tank[edit | edit source]

Longbow Mobile Artillery[edit | edit source]

Shortbow Mobile Air Defense[edit | edit source]

Monster Hunter Droid Squad[edit | edit source]