Codex - Squats: Difference between revisions
1d4chan>Dark Angel 2020 →Tech Relics: AP 1 + Rending + Armourbane + Shred is a bit all a bit overkill... and with that RoF it would kill everything, |
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===Wargear=== | ===Wargear=== | ||
*'''Chainaxe''' - This counts as an AP4 Close Combat Weapon. | *'''Chainaxe''' - This counts as an AP4 Close Combat Weapon. | ||
*'''Heavy Chainsword''' - | *'''Heavy Chainsword/Heavy Axe''' - These oversized weapons too unwieldy to be safely wielded in one hand. It is a Close Combat Weapon that grants +2 strength. | ||
*'''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: | *'''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) | **Dispersed Profile (Range: Template, Strength: 4, AP: 5, Rules: Assault 1) | ||
Revision as of 16:52, 28 May 2014
A special note first: this is redrafted (mostly) from the 2nd edition ruleset.
There is no attempt as yet to introduce anything "new" to the army list, rather the intention is to get everything across as faithfully as possible.
Am also going so far as to drag out old Wargear Cards which were basically the 2nd Edition versions of Special Issue Gear & Relics.
Points costs have to change because of the change in the gaming meta, while some statlines (such as an extra attack here... a WS/BS nerf there) have been altered to make more sense when compared to units with similar purposes in other armies.
Bear with me while I get all this info transcribed.
- Please note that while I have altered things in the list to suit the modern environment, I'm not going out of my way to reproduce "up-to-date" descriptions/rules on things that already exist like bolters, chain axes etc. Go find them in the BRB.
Allies
- Battle brothers: Squats (Demiurg)
- Allies of Convenience: Forces of the Tau Empire (Tau, Gue'Ves'a, Kroot, Assorted Auxiliaries), Armies of the Imperium, Slann
- Desperate allies: Eldar (Craftworld, Exodite, Corsair, and Harlequin), Q'orl, Men of Iron, Sarhuadin, Thyrrus
- Come the Apocalypse: Legions of Chaos (Chaos Legions, Renegade Space Marines, Lost and the Damned, Chaos Daemons), Dark Eldar, Tyranids (Genestealer Cults, Zoats), Orks (inc Blood Axes and Freebootaz), Grot rebels, Necrons (C'tan Loyalists, Dark Harvest, Independents, Triarchists), Slaugth, Hrud, Rak'Gol.
Special Rules
- Bitter Hatred - Models with this special rule have the Hatred (Orks, Hrud, & Tyranids) USR.
- Hardy souls for Hardy men - Though the Squats have relatively little in the way of warpcraft, the Squats are innately resistant to the touch of the warp and possessed of incredibly strong and stubborn wills. Tales abound of Daemons finding the Squats unafraid of their monstrous natures and simply gritting their teeth and shrugging off storms of warp power.
Warlord traits
Wargear
- Chainaxe - This counts as an AP4 Close Combat Weapon.
- Heavy Chainsword/Heavy Axe - These oversized weapons too unwieldy to be safely wielded in one hand. It is a Close Combat Weapon that grants +2 strength.
- 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)
- Focussed Profile (Range: 6", Strength: 6, AP: 1, Rules: Assault 1, Armourbane)
- Lascutter - more tools for mining and salvage than weapons, during the assault phase a model with a lascutter may make a single attack (with no bonuses from any source) at S9 AP1 at Initiative 1. A model may also use a Lascutter as a ranged weapon for the purposes of overwatch only.
- Macro-Hammer (inspired from Rogue Trader) - These sophisticated two-handed hammers incorporate a number of nano-sized warp portals in the hammer-head that burst on contact, causing a localised warp disruption.
- Profile (Range: - , Strength: User + 2, AP: 4, Rules: Melee, Two-Handed, Distort)
- 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: Salvo 2/4, 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, Twin-linked, 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 tempermental, finding that the swift process of wearing that Railguns undergo made them undesireable. 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: Salvo 2/3, Armorbane)
- Coil cannon Profile (Range 48", Strength 5, AP: 1, Rules: Assault 1, Armourbane)
- Heavy coil cannon Profile (Range 72", Strength 7, AP1, Rules: Heavy 1, Armourbane)
- Survey Glass - Models equipped with a Survey Glass have the Night Vision USR
- 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. A model that is already bulky (ancestor lord or bikers) may NOT purchase Exo-Armour
- 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 millenia, albeit with a lesser level of technical sophistication. Suits 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, special systems to flush their generators with power to make for a more devastating charge so as to slay more foes when they enter battle. Overdrive systems grant hammer of wrath (or add an additional such hit should the user already have the rule), and rage. Overdrive systems may be taken by Squat Robots, models with Exo-Armour or Iridium armour, and/or Bikers.
- Volkite weaponary - Though forgotten science to humanity, Loyal or Otherwise, Volkite weaponary remains in usage among the Squats. Found to be useful for it's ability to rapidly combust lightly armoured enemies, Volkite weapons have been a favorite among Squat league-men faced with enemies who would think to overwhelm the men of stone with sheer numbers. That it also charrs the body of an orkoid to the point of cleansing their spores only makes them all the sweeter for the squats.
- (Can someone with the Horus Heresy books on them post these here?)
- Ion weaponary - 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.
- Rune Stones - Though the Squats do not have Psykers, they do know enough of the Warp to have the know-how to counter them. Units with at least one rune stone may reroll failed deny the witch attempts and apply Adamantium will bonuses even to powers that do not directly target them. For every model with runestones within Deny the Witch range of a manifested power, the Squat player may roll one deny dice.
Tech Relics
- 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)
- 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 grant +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 feel no pain, eternal warrior, and it will not die 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
- Chain axe (+2 pts)
- Heavy Chainsword (+5 pts)
- Power Weapon (+15 pts)
- Macro Hammer (+20 pts)
- Power Fist (+25pts)
- Ranged Weapons
- Shot Pistol (1 pt)
- Shot Rifle (2 pts)
- Hand Flamer (+10 pts)
- Coil pistol (+10 pts)
- Plasma Pistol (+15 pts)
- Special Weapons
- Flamer (+5 pts)
- Lascutter (+5 pts)
- Auto-shot rifle (+5 pts)
- Coil gun (+10 pts)
- Fusion-Projector (+10 pts)
- Ion Rifle (+10pts)
- Heavy Weapons
- Autocannon (+10 pts)
- Shot Cannon (+10 pts)
- Multimelta (+10pts)
- Heavy flamer (+10 pts)
- Missile Launcher (+15 pts)
- May also take Flakk Missiles (+10 pts)
- Coil cannon (+15 pts)
- Coil repeater (+15 pts)
- Plasma Cannon (+15 pts)
- Lascannon (+20 pts)
- Ion cannon (+20 pts)
- Special Issue Wargear
- Refractor Field (+10 pts)^
- Conversion Field (+15 pts)^
- Displacer Field (+25 pts)^
- Squat Exo-Armour (replacing standard issue equipment with Exo-Armour, Shot Rifle & Power Axe) (+30 pts.)
- Squat Iridium Armour (20 pts)
- Servo-Arm (Squat Engineers only) (+25pts)
- Digital Weapons (+5pts)
- Survey Glass (+5pts)
- Rune stone (+15 pts)
- Overdrive systems (+10 pts)^^
Note: ^ Only one Field may be chosen per model. Note: ^^ May only be applied to models listed as Robots or models equipped with Iridium Armour, Exo-armour, or Bikes.
Army List
HQ - Ancestor Lord
Points Cost - 115
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Ancestor Lord | 7 | 5 | 5 | 6 | 4 | 4 | 4 | 10 | 4+ | Infantry (character) |
Special Rules
- Bitter Hatred
- Independent Character
- Bulky
Wargear:
- Carapace Armour
- Laspistol
- Chain Axe
- Frag Grenades
- Krak Grenades
Options:
- May select items chosen from the Melee Weapons or Ranged Weapons lists in the armoury at the points cost indicated.
- May select Special Issue Wargear
- May purchase up to three Psychic Mastery Levels at a cost of 25pts each
HQ - Squat Warlord
Points Cost - 75
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Warlord | 6 | 5 | 4 | 5 | 3 | 4 | 3 | 10 | 4+ | Infantry (Character) |
Special Rules
- Bitter Hatred
- Independent Character
Wargear:
- Flak Armour
- Laspistol
- Chain Axe
- Frag Grenades
- Krak Grenades
Options:
- May select items chosen from the Melee Weapons or Ranged Weapons lists in the armoury at the points cost indicated.
- May select Special Issue Wargear
HQ - Guild Engineer
Points Cost - 50
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Guild Engineer | 5 | 5 | 4 | 5 | 2 | 4 | 2 | 10 | 5+ | Infantry (Character) |
Special Rules
- Bitter Hatred
- Independent Character
- 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 4+.
- 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
- Chain Axe
- Frag Grenades
- Krak Grenades
Options:
- May select items chosen from the Melee Weapons or Ranged Weapons lists in the armoury at the points cost indicated.
- May select Special Issue Wargear
- Mat select Tech Relics
ELITES - Hearthguard
Points Cost - 125
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Hearthguard | 5 | 4 | 3 | 4 | 1 | 3 | 2 | 10 | 4+ | Infantry | 5 Hearthguard |
| Battle Standard Bearer | 5 | 4 | 3 | 4 | 1 | 3 | 2 | 10 | 4+ | Infantry (Character) |
Special Rules
- Bitter Hatred
Wargear:
- Carapace Armour
- Shot Pistol
- Chain-Axe
- Frag Grenades
- Krak Grenades
- Standard (Battle Standard Bearer only)
Options:
- You can add up to five Hearthguard to the squad for 25 pts each.
- One Hearthguard in the army may be upgraded to the Battle Standard Bearer for 25 pts.
- Any Hearthguard may choose equipment from the Melee Weapons and Ranged Weapons lists in the armoury.
- The squad may take a Rhino as a Dedicated Transport.
ELITES - Attack Squad
Points Cost - 90
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Warrior | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 5+ | Infantry | 10 Warriors |
Special Rules
- Bitter Hatred
Wargear:
- Flak Armour
- Chain Axe
- Laspistol
- Frag Grenades
- Krak Grenades
Options:
- You can add up to 10 Warriors to the squad for 9 pts each.
- Any model may replace his chain axe with a weapon chosen from the Melee Weapons section in the armoury at the points cost indicated.
- The squad may take a Rhino as a Dedicated Transport.
TROOPS - Warriors
Points Cost - 90
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Warrior | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 5+ | Infantry | 10 Warriors |
Special Rules
- Bitter Hatred
Wargear:
- Flak Armour
- Lasgun
- Laspistol
- Frag Grenades
- Krak Grenades
Options:
- You can add up to 10 Warriors to the squad for 9 pts each.
- For every five models in the squad one Warrior in the squad may replace his lasgun with a weapon chosen from the Special Weapons or Heavy Weapons lists in the armoury at the points cost indicated.
- The squad may take a Rhino as a Dedicated Transport.
FAST ATTACK - Squat Bikers
Points Cost - 100
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Warrior | 4 | 3 | 3 | 5 | 1 | 2 | 1 | 9 | 3+ | Bikes | 5 Squat Bikers |
Special Rules
- Bitter Hatred
Wargear:
- Flak Armour
- Lasgun
- Laspistol
- Frag Grenades
- Krak Grenades
- Squat warbike equipped with twin-linked shot rifles
Options:
- You can up add to 5 Squat Bikers to the squad for 20 pts each.
- Up to two models may replace their lasgun with a weapon chosen from the Special Weapons section of the armoury at the points cost indicated.
FAST ATTACK - Heavy Bike
Points Cost - 35
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Warrior | 4 | 3 | 3 | 5 | 2 | 2 | 2 | 9 | 3+ | Bikes | 1 Heavy Bike |
Special Rules
- Bitter Hatred
Wargear:
- Flak Armour
- Laspistol
- Frag Grenades
- Krak Grenades
- Squat Heavy Warbike equipped with twin-linked shot rifles
- Shot Cannon
Options
- You can up add 2 Heavy Bikes to the squad for 35 pts each.
- Any Heavy Bike in the squad may exchange its Shot Cannon for one of the following:
- Heavy Flamer (free)
- Autocannon (5 pts.)
- Multi-Melta (10 pts.)
HEAVY SUPPORT - Thunderers
Points Cost - 45
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Warrior | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 5+ | Infantry | 10 Warriors |
Special Rules
- Bitter Hatred
Wargear:
- Flak Armour
- Lasgun
- Laspistol
- Frag Grenades
- Krak Grenades
Options:
- You can add up to five Warriors to the squad for 9 pts each.
- Up to five models may replace their lasgun with a weapon chosen from the Special or Heavy Weapons section of the armoury at the points cost indicated.
- The squad may take a Rhino as a Dedicated Transport.
HEAVY SUPPORT - Mastiff Tank
Points Cost - 185
| BS | HP | Front Armour | Side Armour | Back Armour | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|
| Mastiff Tank | 3 | 3 | 14 | 13 | 11 | Vehicle (Tank) | 1 Mastiff |
Special Rules:
- Hardy souls for hardy men
Wargear:
- Heavy Coil Cannon
- Coaxial heavy stubber
- Pintle mounted heavy stubber
- Smoke Launchers.
- Searchlight.
Options:
- May choose equipment from the Vehicle Armory list.
- May change the heavy coil cannon with one of the following:
- Ion cannon
- Rotary Shot cannon
- Twin-linked Rapier destroyer
May take up to two of the following sponson guns and one of the following as a hull gun
- Lascannons
- Plasma cannons
- Heavy flamers
- Multi-meltas
- Heavy bolters
- Coil cannons
- Shot cannons
HEAVY SUPPORT - Support Weapon Team
Points Cost - 55
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Weapon Operator | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 5+ | Artillery | 2 Weapon Operators |
| Support Weapon | 7 | 2 | 3+ | Artillery |
Special Rules
- Bitter Hatred
Wargear:
- Flak Armour (crew)
- lasgun (crew)
- laspistol (crew)
- Frag Grenades (crew)
- Krak Grenades (crew)
- Heavy Quad Launcher (Support Weapon)
Options:
- You can add up to two additional Support Weapon Teams to the squad for 55 pts each, consisting of two Weapon Operators and one Heavy Quad Launcher.
- Each Support Weapon in the squad may be upgraded to one of the following (if you chose to do this then each Support Weapon must be upgraded the same way)
- Vibro Cannon (free)
- Rapier Laser Destroyer (15 pts each)