Codex - Squats

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Revision as of 17:44, 29 May 2014 by 1d4chan>Dark Angel 2020 (Armoury)
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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. 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 as allies of Convenience.
    • 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 - Hearthguard 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 Astra Militarum 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 Tau Empire as Battle Brothers.

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.

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)
  • 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 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: 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.
  • 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.
    • (Rules pending)

Special Issue Wargear

  • 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.
  • 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

  • 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 / Heavy Axe (+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)
  • Special Weapons
    • Lascutter (+5 pts)
    • 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)
    • Ion cannon (+20 pts)
  • Special Issue Wargear
    • Squat Exo-Armour (replacing standard issue equipment with Exo-Armour, Shot Rifle & Power Axe) (+30 pts.)^
    • Squat Iridium Armour (20 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)
    • Overdrive systems (+10 pts)^^

Note: ^ May not be chosen by Ancestor Lords, also these items are mutually exclusive and may not be chosen together. 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
  • League Affiliation
  • Bulky

Wargear:

  • Carapace 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
  • May select Tech Relics
  • 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
  • League Affiliation

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
  • May select Tech Relics

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
  • 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
  • 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 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
  • League Affiliation

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 - 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


Special Rules

  • Bitter Hatred
  • League Affiliation

Wargear:

  • Flak Armour
  • Chain Axe
  • Shot pistol
  • Frag Grenades
  • Krak Grenades

Options:

  • You can add up to 15 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 - 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


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 Heavy Axe for free. If chosen then all models in the unit must make this change.
  • For every five models in the squad one Warrior in the squad may replace his Shot Rifle / Heavy Axe 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.

TROOPS - 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


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.
  • Every model in the unit may replace his two Chain Axes for a Heavy Axe / Heavy Chainsword 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


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.
  • 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.

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
  • 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 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 5 Warriors


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.
  • 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.

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

  • Heavy flamers
  • 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
  • League Affiliation

Wargear:

  • Flak Armour (crew)
  • Shot Rifle (crew)
  • Shot Pistol (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)
    • Heavy Coil Cannon (15 pts each)

LORD OF WAR

FORTIFICATION