Codex - Squats: Difference between revisions
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'''Special Rules:''' Hardy souls for hardy men | '''Special Rules:''' Hardy souls for hardy men | ||
'''Options:''' May choose equipment from the Vehicle Armory list. | '''Options:''' May choose equipment from the Vehicle Armory list. | ||
Revision as of 05:44, 24 April 2015
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
- Allies of Convenience: Forces of the Tau Empire, Armies of the Imperium, Slann
- Desperate allies: Eldar, Harlequins, Men of Iron,
- Come the Apocalypse: Chaos (Chaos Space Marines, Lost and the Damned, Chaos Daemons), Dark Eldar, Tyranids, Orks, Necrons, 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. Models with this Special Rule are counted as having the Adamantium Will and Stubborn USRs.
- League Affiliation - When chosing a Squat detachment, whether Primary or Allied, you must choose a League Affiliation which will apply to the entire detachment. Models with this rule will have an additional set of special rules.
- League of Emberg
- Touched by the Eye - Characters in this detachment have the Champions of Chaos rule as per Chaos Space Marines. If results of Chaos Spawn or Daemonic Ascension are rolled, then instead choose any other mutation.
- Legacy of Interaction - Add Hatred (Chaos Space Marines) to their list of Bitter Hatred enemies. In addition (Ironically) they may also ally with Chaos Space Marines, Renegades and Heretics and Chaos Daemons as Battle Brothers.
- League of Thor
- Cybernetic Wealth - Models in this detachment have Feel No Pain (6+) which does not stack with a better version of this rule if one is available.
- Display of Ostentation - Thunderers may be chosen as Troops choices in Battle-Forged armies.
- League of Grindel
- Learned from Subjugation - Add Hatred (Squats) to the list of Bitter Hatred enemies, the Warlord for this detachment may choose his own Warlord Trait instead of rolling.
- Humiliated but not broken - Add +1 Leadership to models in this detachment (up to a maximum of 10)
- League of Kapellar -
- Fonts of Wisdom - Warlord in this detachment may roll twice for their warlord trait and benefit from both (re-rolling doubles). In addition, Guild Engineers may add +1 to their Battlesmith rolls.
- Master Artisans - Characters in this detachment may upgrade one of his weapons to have the master crafted upgrade for free.
- League of Norgyr
- Imperial Influences - Independent Characters in this detachment may be ordained as Lay-Priests of the Ministorum for 15 points, granting them the Zealot USR.
- Legacy of Interaction - Add Hatred (Forces of the Imperium) to their list of Bitter Hatred enemies. In addition (Ironically) they may also ally with the Forces of the Imperium as Battle Brothers.
- Demiurg
- Stronghold Starships - Any unit with a 4+ save or better may be held in reserve and deep strike onto the battlefield.
- Legacy of Interaction - Add Hatred (Tau Empire) to their list of Bitter Hatred enemies. In addition (Ironically) they may also ally with the Tau Empire as Battle Brothers.
- League of Emberg
Warlord traits
- 1: Grudge Bearer - The Warlord has the Hatred USR for the primary detachment of the opposing army, if this is one that he already has hatred for due to Bitter Hatred he may then re-roll to-hit in melee in every round of combat rather than the first.
- 2: Guild Apprentice - The Warlord and his unit have the Tank Hunters USR.
- 3: Shield Wardens - Any friendly model that the Warlord is in base-to-base contact with may re-roll failed armour saves.
- 4: Master Miner - The Warlord and his unit may Deep Strike, arriving from underneath the battlefield in situations where it applies.
- 5: Refugee Leader - The Warlord gains the Monster Hunter and Feel No Pain (5+) Universal Special Rules
- 6: XXXXXX Brewer - The Warlord and any unit he joins receives +1 Strength on any flame-type weapon that they use (including both profiles of the Fusion Projector) and may re-roll failed armour saves vs flame-type weapons.
Psychic power tables
Stonemind
- Tremor
- Warp Charge 1
- Tremor is a Beam with the following profile:
Range S AP Type Tremor 12" 2d6 line 5 4 Assault 1, Ignores Cover, Strike down
- 1: Frenzy of the Bearded ones
- Warp Charge 1
- 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: Stoneskin
- 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
- 3: Empowered strikes!
- Warp Charge 2
- 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:
Range S AP Type Ancestor's shout Torrent 6 3 Assault 1, Concussion, Haywire
- 5: Chink in the Armour
- Warp Charge 2
- 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 and toughness are reduced by one step.
- 6: Mortality
- Warp Charge 3
- Mortality is a Malediction that targets a single enemy unit within 12". Whilst this power is in effect, the all failed to-wound or to penetrate rolls may be rerolled, rolls of a six to save must be rerolled, and all successful wounds are treated as instant death, while all glances are treated as penetrated hits, all vehicle damage rolls against the target gain a +2 bonus that stacks with any existing bonuses.
Wargear
- 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 favourable 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.
- Profile (Range: - , Strength: +2, AP: -, Rules: Melee, Two-Handed, Soul Blaze, Flammable)
- 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)
- 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)
- Focussed Profile (Range: 12", 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 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: +2, AP: 2, Rules: Melee, Specialist Weapon, 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, 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: Heavy 1, Armourbane)
- Heavy coil cannon Profile (Range 72", Strength 7, AP1, Rules: Ordnance 1, Armourbane)
- 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)
- 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)
- 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)
- (Rules pending)
Special Issue Wargear
- Battle Standard - Units with a Battle Standard may add +1 to combat resolution scores in the assault phase. In addition units with models within 12" of the Battle Standard may re-roll failed morale & pinning checks.
- 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.
- 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, 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 Hammer of Wrath (or add an additional such hit should the user already have the rule), and Rage USR. Overdrive systems may only be taken by Squat Robots, models with Exo-Armour or Iridium armour, and/or Bikers.
- 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.
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)
- 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 (+2 pts)
- Forge Weapon (+5 pts)
- Power Weapon (+15 pts)
- Force Weapon (+20 pts)^
- Macro Hammer (+20 pts)
- Power Fist (+25pts)
- Assault Drill (+30pts)
^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 (+5 pts)
- Coil pistol (+10 pts)
- Exo Suit Weapons Melee Weapons: A model may replace it's Power Weapon or Auto-Shot Rifle with a:
- Macro Hammer (+5 points)
- Power Fist (+10 points)
- Siege Drill (+15 points)
- 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 (+5 pts)
- Coil gun (+10 pts)
- Fusion-Projector (+15 pts)
- Ion Rifle (+10pts)
- Heavy Weapons
- Shot Cannon (+10 pts)
- Heavy Fusion-Projector (+15 pts)^^
- Missile Launcher with Krak & Mole Warheads (+15 pts)
- May also take Flakk Missiles (+10 pts)
- Coil cannon (+15 pts)
- Coil repeater (+15 pts)
- 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 (+15 pts)
- Battle Standard (+15 pts)
- Overdrive systems (+10 pts)^^
^ May not be taken with Squat Exo-Armor.
^^ May only be applied to models equipped with Iridium Armour, Exo-armour, or Bikes.
HQ
Ancestor Lord
Points Cost - 80
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Ancestor Lord | 6 | 4 | 4 | 5 | 3 | 4 | 3 | 10 | 5+ | Infantry (character) |
Special Rules
- Bitter Hatred
- Hardy Souls for Hardy Men
- 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 at a cost of 25pts each and may generate powers from Biomancy, Daemonology, Stonemind, Divination, and Pyromancy.
- 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.
- 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.
Squat Warlord
Points Cost - 60
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Warlord | 5 | 4 | 3 | 4 | 3 | 3 | 3 | 10 | 5+ | Infantry (Character) |
Special Rules
- Bitter Hatred
- Hardy Souls for Hardy Men
- 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 for 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 - 60
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Guild Engineer | 4 | 4 | 3 | 4 | 2 | 2 | 2 | 10 | 5+ | Infantry (Character) |
Special Rules
- Bitter Hatred
- Hardy Souls for Hardy Men
- 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 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
- 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 for 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.
ELITES
Hearthguard
Points Cost - 80
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Hearthguard | 5 | 3 | 3 | 4 | 1 | 2 | 1 | 10 | 4+ | Infantry | 5 Hearthguard |
| Battle Standard Bearer | 5 | 3 | 3 | 4 | 1 | 2 | 2 | 10 | 4+ | Infantry (Character) |
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 for 16 pts each.
- One Hearthguard may be upgraded to a Battle Standard Bearer for 25 pts.
- 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 for 11 pts each.
- If not on Bikes then the squad may take a Rhino or Land Raider as a Dedicated Transport.
Exo-Warriors
Points Cost - 105
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Exo-Warrior | 5 | 3 | 3 | 4 | 1 | 2 | 1 | 10 | 2+/5++ | Infantry | 3 Exo-Warriors |
| Battle Standard Bearer | 5 | 3 | 3 | 4 | 1 | 2 | 2 | 10 | 2+/5++ | Infantry (Character) |
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 for 35 pts each.
- Any model may take items from the Exo-Warrior melee weapons list.
- One Exo-Warrior may be upgraded to a Battle Standard Bearer for 25 pts.
- 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
TROOPS
Warriors
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 | 5 Warriors |
| Veteran | 4 | 3 | 3 | 4 | 1 | 2 | 2 | 10 | 5+ | Infantry (Character) |
Special Rules
- Bitter Hatred
- League Affiliation
Wargear:
- Flak Armour
- Shot Rifle
- Shot Pistol
- Frag Grenades
- Krak Grenades
Options:
- You can add up to 15 Warriors to the squad for 9 pts each.
- Every model in the unit may replace his Shot Rifle with a CCW for free. If chosen then all models in the unit must make this change.
- One Warrior may be upgraded to a Veteran for 10 pts.
- For every five models in the squad one Warrior in the squad 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.
- The squad may take a Rhino as a Dedicated Transport.
Clanless Refugees
Points Cost - 60
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Clanless | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | - | Infantry | 5 Clanless |
| Refugee Leader | 4 | 3 | 3 | 4 | 1 | 2 | 2 | 10 | - | Infantry |
Special Rules
- Bitter Hatred
- Fearless
- Feel No Pain (5+)
- Adamantium Will
- Monster Hunters
- Clanless - Clanless Refugees do not have the League Affiliation rule. Nor do they gain any benefit conferred onto them by being joined by a character with the League Affiliation rule.
Wargear:
- Two Chain Axes
Options:
- You can add up to 15 Clanless to the squad for 12 pts each.
- One Clanless may be upgraded to a Refugee Leader for 10 pts.
- Every model in the unit may replace his two Chain Axes for a Forge Weapon for free. If chosen then all models in the unit must make this change.
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 |
| Veteran | 4 | 3 | 3 | 5 | 1 | 2 | 2 | 10 | 3+ | Bikes (Character) |
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 for 20 pts each.
- One Squat Biker may be upgraded to a Veteran for 10 pts.
- 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
| 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
- League Affiliation
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 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 Fusion Projector (5 pts)
- Coil Cannon (5 pts)
Eagle Gyrocopter
Rumbler Borer
Sapper Team
Rhino
Points Cost - 35
| BS | HP | Front Armour | Side Armour | Back Armour | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|
| Rhino | 3 | 3 | 11 | 11 | 10 | Vehicle (Tank) | 1 Rhino |
Special Rules: Repair
Options: May choose equipment from the Vehicle Armory list.
HEAVY SUPPORT
Thunderer Squad
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 | 5 Warriors |
| Veteran | 4 | 3 | 3 | 4 | 1 | 2 | 2 | 10 | 5+ | Infantry (Character) |
Special Rules
- Bitter Hatred
- League Affiliation
Wargear:
- Flak Armour
- Shot Rifle
- Shot pistol
- Frag Grenades
- Krak Grenades
Options:
- You can add up to five Warriors to the squad for 9 pts each.
- One model may be upgraded to a Veteran for 10 pts.
- 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 squad may take a Rhino as a Dedicated Transport.
Mastiff Tank
Points Cost - 180
| 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
- 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 (5pts)
- Rotary Shot cannon
- Twin-linked Rapier destroyer
- May take up to two of the following as sponson guns and one of the following as a hull gun
- Heavy flamers (15 pts each)
- Shot cannons (15 pts each)
- Coil cannons (25 pts each)
Land Raider
| BS | HP | Front Armour | Side Armour | Back Armour | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|
| Land Raider | 3 | 4 | 14 | 14 | 14 | Vehicle (Tank) | 1 Land Raider |
Special Rules: Hardy souls for hardy men
Options: May choose equipment from the Vehicle Armory list.
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
- League Affiliation
Wargear:
- Flak Armour (crew)
- Shot Rifle (crew)
- Shot Pistol (crew)
- Frag Grenades (crew)
- Krak Grenades (crew)
- Thudd Gun (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 Thudd Gun.
- 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 Destroyer (10 pts each)
- Heavy Coil Cannon (15 pts each)
- Ion Cannon (20 pts each)