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The Squat Codex for TGTBTB's Armageddon Campaign
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Page 1: Squats
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DISCLAIMER IMPORTANT: THIS IS NOT AN OFFICIAL CODEX. IT IS A SUPPLIMENTARY ARMY LIST FOR USE WITH THE GOOD THE BAD THE BROMLEY (TGTBTB) EVENTS AND SHOULD NOT BE CONSIDERED IN ANY WAY OFFICIAL OUTSIDE OF THOSE EVENTS. THAT SAID THE UNITS AND RULES WITHIN HAVE BEEN PLAYTESTED AND DEVELOPED WITH BALANCE AND FAIRNESS IN MIND AND PLAYERS ARE WELCOME TO USE THESE RULES IN THEIR OWN GAMES OF WARHAMMER 40,000. The Good The Bad the Bromley (TGTBTB) have designed this list to be (we hope) as enjoyable and fun to use as possible. It is our hope that we can repay some small part of the kindness that the gaming community has shown us over the years and organise a top notch event that everyone can enjoy. The original work found in the Armageddon campaign book laid the groundwork for this document. While that list was designed specially for use in Games Workshop’s summer campaign a more fully fleshed out list was required for The Good The Bad the Bromley (TGTBTB) campaign weekends. Any similarity is more likely due to a common point of inspiration rather than any deliberate duplication on our part. That said, one or two ideas may have in fact originated in the community rather than from the original source material and I apologise in advance if anything appears here that has not been properly credited. Dean Carter

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information

- PLACEHOLDER FOR INFORMATION ABOUT EVENT -

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SQUATS Squats were short, stocky and tough abhumans. Of all the abhuman types, they most closely resembled humans. Squats were the descendants of humans who colonised the worlds around the galactic core in the far distant past. These worlds are some of the oldest in the galaxy, formed when the laws of physics had yet to be stabilised. The Squat ancestors were human colonists that reached the mineral rich worlds around the galactic core, during the time of the initial expansion beyond Earth's own system, long before the emergence of the Emperor. The colonisation came at the right time, as Earth's own mineral wealth was depleted. The worlds at the galactic core were rich in rare and unique minerals, but in terms of life were barren and unsuited for colonisation.

Contents

Disclaimer 1 Information 2 Contents 3 Inquisitor Horst 4 Lord Grumni 5 Warlord 6 Hearthguard Commander 7 Engineer Guildmaster 8 Living Ancestor 9 Hearthguard Retinue 10 Ogryn Mercenaries 11 Squat Pioneers 12 Iron Ancestor 13 Warrior Squad 14 Termite 15 Rhino 16 Squat Bikers 17 Attack Bike Squadron 18 Assault Squad 19 Iron Eagle Gyrocopter 20 Thunderer Squad 21 Overlord Armoured Airship 22 Squat Tank 23 Squat Siege Tank 24 Support Battery 25 Land Raider 26 Mole Mortar Team 27

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INQUISITOR HORST H/Q UNIT SQUATS ONLY 100Pts Inquisitor Horst was born on a planet ruled by an evil Overlord named Alaine de Briant. At an early age he joined a freedom fighter group, quickly rising through the ranks to become their leader as his extraordinary fighting ability showed itself in many battles. He was not just a good fighter, but had excellent oratory skills as well as a great charm, and using these traits he united the rebel factions that were fighting against the Overlord. He fought a brilliant guerilla campaign against the overlord and eventually, against all the odds, he overthrew the Overlord after almost thirty years of bitter warfare. When news of his work reached the Administratum, he was quickly inducted into the Inquisition, at a relatively late age. Several years later, he happened to be on a Squat planet near Armageddon. When the Second War for Armageddon began, he was quickly able to convince the Squat Overlord to send troops to help. As soon as the Warp Storm lifted, Horst and a large army of Squats landed on Armageddon Prime where they quickly pushed the Orks back onto the defensive. After the defeat of the Orks at Tartarus Hive, Horst led a massive assault, forcing the Orks back to the jungle area between the two areas, Armageddon Prime and Armageddon Secundus. WS BS S T W I A Ld Sv Horst 8 4 3 3 3 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Bolt Pistol Independent Character Inquisitorial Scythe Hearthguard Retinue Unit Composition: Rosarius Fearless 1 Horst Flak Armour Adamantium Will (Unique) Tactical Planning Fiery Oratory Psyker Inquisitorial Scythe: Counts as a Master-Crafted Two-Handed Force Weapon with the Shred universal Special Rule. Hearthguard Retinue: A Retinue of Hearthguard may accompany the Inqusitor. See the Hearthguard entry for details. Tactical Planning: After deployment but before the player taking his first turn starts, you may rearrange D3 of your opponents units however you wish. Units which are not on the board cannot be rearranged, niether can units which are on the board be placed into reserves. Horst is good, but not that good. Fiery Oratory: Any Squat units within 12” of Horst have Furious Charge.

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LORD GRUMNI H/Q UNIT SQUATS ONLY 100Pts In the eyes of Lord Grumni, Squats have always been a race of traders. It is natural to the Squats under his command that they should trade the fighting skills of there Brotherhoods, as well as bringing us a profit. Lord Grumni presses that by trading the fighting skills it also allows the youngsters to gain experience and honour, and to keep alive the skills which their strongholds may one day need for their own defence. WS BS S T W I A Ld Sv Lord Grumni 6 4 4 5 4 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close-combat Weapon Hearthguard Retinue Unit Composition: Lasgun Hatred 1 Lord Grumni Flak Armour Adamantium Will (Unique) Stubborn Master of Defence It Will Not Die Master of Defence: Due to the defence mastery Lord Grumni has obtained throughout his life, Lord Grumni can bolster a single piece of terrain before the game begins. When you deploy, nominate one piece of terrain in your deployment area for Lord Grumni to bolster. The terrain pieces cover save is now increased by one for the duration of the game. Note: Lord Grumni cannot bolster terrain pieces with a 3+ save. In the eyes of Lord Grumni, they are stable enough. Options: Lord Grumni may be upgraded to have any of the following: Lord Grumni may be upgraded to have one of the following 2 Bolt Pistol - 2pt handed weapons: Plasma Pistol - 5pts Bolter - 2pts Power Weapon - 15pts Storm Bolter - 5pts Power Fist - 25pts Lord Grumni may be upgraded to have one of the following: Carapace Armour (4+ Save) - 5pts Engineer Armour (3+ Save) - 15pts Exo-Armour (2+ Save / 5+ Invulnerable Save) - 25pts Lord Grumni may be upgraded to have one of the following: Frag Grenades - 1 pt Krak Grenades - 2pts Master Crafted Weapon - 15pts Melta Bombs - 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany Lord Grumni. See the Hearthguard entry for details.

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WARLORD H/Q UNIT SQUATS ONLY 60Pts Each Brotherhood is led by a battle-lucky Warlord elected from among the Hearthguard as the mightiest of their number. A Warlord demands unbreakable oaths of loyalty from the entire Brotherhood rewarding valour with ancient wargear of fine craftsmanship and the chance for immemorial glory at this side. WS BS S T W I A Ld Sv Warlord 5 4 4 4 3 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close-combat Weapon Hearthguard Retinue Unit Composition: Lasgun Hatred 1 Warlord Flak Armour Adamantium Will (Unique) Stubborn Options: The Warlord may be upgraded to have any of the following: The Warlord may be upgraded to have one of the following 2 Bolt Pistol - 2pt handed weapons: Plasma Pistol - 5pts Bolter - 2pts Power Weapon - 15pts Storm Bolter - 5pts Power Fist - 25pts The Warlord may be upgraded to have one of the following: Carapace Armour (4+ Save) - 5pts Engineer Armour (3+ Save) - 15pts Exo-Armour (2+ Save / 5+ Invulnerable Save) - 25pts The Warlord may be upgraded to have one of the following: Frag Grenades - 1 pt Krak Grenades - 2pts Master Crafted Weapon - 15pts Melta Bombs - 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany the Warlord. See the Hearthguard entry for details.

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HEARTHGUARD COMMANDER H/Q UNIT SQUATS ONLY 45Pts The Warlord will often choose a trusted retainer to lead a detachment of the Brotherhood into battle. This is a way for younger warriors to make their mark while for older Squats it is an all important token of recognition and respect. WS BS S T W I A Ld Sv Hearthguard Commander 5 4 4 4 2 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close-combat Weapon Hearthguard Retinue Unit Composition: Lasgun Hatred 1 Hearthguard Commander Flak Armour Adamantium Will (Unique) Stubborn Options: The Hearthguard Commander may be upgraded to have any of the following: The Hearthguard Commander may be upgraded to have one of Bolt Pistol - 2pt the following 2 handed weapons: Plasma Pistol - 5pts Bolter - 2pts Power Weapon - 15pts Storm Bolter - 5pts Power Fist - 25pts The Hearthguard Commander may be upgraded to have one of the following: Carapace Armour (4+ Save) - 5pts Engineer Armour (3+ Save) - 15pts Exo-Armour (2+ Save / 5+ Invulnerable Save) - 25pts The Hearthguard Commander may be upgraded to have one of the following: Frag Grenades - 1 pt Krak Grenades - 2pts Master Crafted Weapon - 15pts Melta Bombs - 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany the Hearthguard Commander. See the Hearthguard entry for details.

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ENGINEER GUILDMASTER H/Q UNIT SQUATS ONLY 45Pts The Warlord will often choose a trusted Engineer Guildmaster to ensure all vehicles in operation during whatever mission they are on stay intact as well as stay working on off world excursions where repairs are regular occurrences. WS BS S T W I A Ld Sv Engineer Guildmaster 5 5 4 4 2 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close-combat Weapon Hearthguard Retinue Unit Composition: Lasgun Hatred 1 Engineer Guildmaster Flak Armour Adamantium Will (Unique) Advanced Targeting Scanner Stubborn Advanced Repair Options: The Engineer Guildmaster may be upgraded to have any of the following: The Engineer Guildmaster Bolt Pistol - 2pt maybe upgraded to have one of Plasma Pistol - 5pts the following 2 handed weapons: Power Weapon - 15pts Bolter - 2pts Power Fist - 25pts Storm Bolter - 5pts The Engineer Guildmaster may be upgraded to have one of the following: Carapace Armour (4+) - 5pts Engineer Armour (3+ save, Hearthguard and Independent Characters only) - 15pts Exo-Armour (2+ Save / 5+ Invulnerable Save, Independent Characters only) - 25pts The Engineer Guildmaster may be upgraded to have one of the following: Frag Grenades - 1 pt Krak Grenades - 2pts Master Crafted Weapon - 15pts Melta Bombs - 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany the Engineer Guildmaster. See the Hearthguard entry for details. Advanced Targeting Scanner: The Engineer Guildmaster is the master of all Engineers in the Brotherhood and as such he is equipped with a Advanced Targeting Scanner which allows all members of the Retinue to shoot with BS5. Advanced Repair: A Engineer Guildmaster in base contact with a damaged vehicle in the Shooting phase can attempt to repair it instead of firing, unless he is falling back or has gone to ground. Roll a D6 and add 1 for each Hearthguard Rentinue Engineer that is in the unit. If the result is a 5 or more, then a Weapon Destroyed, Immobilised or Hull point is repaired (Owning players choice). If a Weapon Destroyed result is repaired that weapon can be fired in the same phase, albeit only Snap Fire.

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LIVING ANCESTOR H/Q UNIT SQUATS ONLY 50Pts As Squats age they can become so stepped in the lore of their race that a rare few begin to hear the psychic whisper of the long-dead, developing a rapport which borders on Possession. In them the Ancestors live again to advise, warn and fight alongside their heirs. Thus centuries old frame of the Living Ancestor can briefly host the spirit of an ancient hero or draw on the collective rage of the Squats across the bitter years to unleash a hammer-blow against their enemies. WS BS S T W I A Ld Sv Living Ancestor 5 4 4 4 2 3 3 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Laspistol Independent Character Close-combat Weapon Hearthguard Retinue Unit Composition: Lasgun Hatred Living Ancestor Flak Armour Adamantium Will (Unique) Stubborn Hammer of Fury Options: The Living Ancestor may be upgraded to have any of the following: The Living Ancestor may be upgraded to have one of Bolt Pistol - 2pt the following 2 handed weapons: Plasma Pistol - 5pts Bolter - 2pts Power Weapon - 15pts Storm Bolter - 5pts Power Fist - 25pts The Living Ancestor may be upgraded to have one of the following: Carapace Armour (4+) - 5pts Engineer Armour (3+ save, Hearthguard and Independent Characters only) - 15pts Exo-Armour (2+ Save / 5+ Invulnerable Save, Independent Characters only) - 25pts The Living Ancestor may be upgraded to have one of the following: Frag Grenades - 1 pt Krak Grenades - 2pts Master Crafted Weapon - 15pts Melta Bombs - 4pts Hearthguard Retinue: A Retinue of Hearthguard may accompany the Living Ancestor. See the Hearthguard entry for details.

Hammer of Fury: The living Ancestor can attempt to unleash a mighty psychic hammer blow against his foes in his own shoting phase. Hammer of Fury is centred on himself and blasts all enemy models within range back 3” (Except vehicles and those with a Strength of 6 or more). In addition, Hammer of Fury counts as a weapon and hits automatically using the following profile: 9”, STR 5, AP 2, Assault 1; Blast

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HEARTHGUARD RETINUE H/Q UNIT SQUATS ONLY 45Pts Hearthguard are the hand-picked retainers of the Warlord; proud and individualistic warriors who form both his bodyguard and his council of advisors. Among their number are trusted lieutenants as well as valuable specialists in military engineering, tactics and field medicine. WS BS S T W I A Ld Sv Hearthguard 4 3 3 4 1 2 2 10 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Transport: Infantry Laspistol Stubborn The Hearthguard may be transported Close-combat Weapon Hearthguard Retinue in a Squat Rhino for 50pts. Unit Composition: Lasgun Hatred 3 Hearthguard Flak Armour Adamantium Will Options: Any Hearthguard may be upgraded to have any of the following: Any Hearthguard may be upgraded to Bolt Pistol - 2pt have one of the following 2 handed weapons: Plasma Pistol - 5pts Bolter - 2pts Power Weapon - 15pts Storm Bolter - 5pts Power Fist - 25pts Any Hearthguard may be upgraded to have one of the following: Carapace Armour (4+) - 5pts Engineer Armour (3+ save) - 15pts The Hearthguard Retinue may Master Craft a weapon for 15pts per weapon. The Hearthguard Retinue may be upgraded to have the following: Frag Grenades - 5 pt Krak Grenades - 10pts Master Crafted Weapon - 15pts Melta Bombs - 20pts One Hearthguard may be upgraded to be an Engineer for +10pts, he is equipped with a Targeting Scanner which allows all members of the Retinue to shoot with BS4. One Hearthguard may be upgraded to be a standard bearer and may take either a Standard Banner (12” reroll failed Morale Checks, Standard Bearer only) - 10pts OR a Hold Banner (+1 to all friendly combat results within 6”- 20pts One Hearthguard may be upgraded to be an Medic for 10pts, a Medic is equipped with a Medi-Pack which allows the Retinue to ignore the first failed armour save each turn, Note it is not effective against ‘Instant Death’ or wounds that ignore armour saves.

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OGRYN MERCENARIES elite UNIT SQUATS ONLY 130Pts There are several bleak, high-gravity planets within Homeworld space that have produced the Ogryn mutation from originally human populations. Squats have always made use of these giants in war and even have a grudging respect for their guileless prosecution of naked violence. No Ogryn has ever been known to break a bond of employment with a Squat. WS BS S T W I A Ld Sv Ogryn Bone ‘ead Mercenary 4 3 5 5 3 2 4 7 5+ Ogryn Mercenary 4 3 5 5 3 2 3 6 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Transport: Infantry Ripper Gun Stubborn The Ogryns may be transported Frag Grenades Furious Charge in a Squat Rhino for 50pts. Unit Composition: Flak Armour Bulky 1 Ogryn Bone ’ead Mercenary Close-combat Weapon 2 Ogryn Mercenaries Options: May take up to seven additional Ogryn Mercenaries for 40pts each. Any model may replace their Ripper Gun with a Close-combat Weapon for free.

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SQUAT PIONEERS elite UNIT SQUATS ONLY 50Pts Pioneers are irregulars drawn from among those Squats who live the hard and lonely life of prospectors, explorers and adventurers beyond the confines of the Stronghold. Sometimes these outcasts band together into small ‘ Free Companies’ of privateers under a recognised Captan who also acts as their battle leader should the need arise. Warrior Brotherhoods occasionally use Pioneers as scouts and infiltrators, especially if there are ties of former Hold and Kin. WS BS S T W I A Ld Sv Captain 4 3 3 4 1 2 2 10 5+ Pioneer 4 3 3 4 1 2 1 9 5+ Human 3 3 3 3 1 3 1 7 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Lasguns Move Through Cover Flak Armour Operate Behind Enemy Lines Unit Composition: Close-combat Weapon Hatred 1 Captain Adamantium Will 5 Pioneers Stubborn Hired Guns Options: May take up to four additional Pioneers for 10pts each. The unit may be upgraded to have the following: Frag Grenades - 5pts Krak Grenades - 10pts Melta Bombs - 20pts Operate Behind Enemy Lines: The unit may be kept in reserve even in scenarios that do not normally allow reserves to be used. When they arrive the Pioneers must enter from the edge where enemy reinforcements would be deployed or to where the enemy would retreat. (If no edge fits this description then decide an edge randomly). Hired Guns: Pioneers range freely beyond the Homeworlds and frequent the lawless ports and space-docks which lie at the fringes of the Imperium. Here can be found the black markets in weaponry, information, transportation and manpower that every serious adventurer needs. A ‘Free Company’ cannot be too fussy about who they hire for an expedition and Squats will crew with deserters, renegades and scum if they can pull their weight. Each group of Pioneers may include up to five for + 5pts per Human. These Humans use the stat line provided and are armed in any way the player wishes from the following: The Human may be upgraded to have any of the following: The Human may be upgraded to have one of the following Bolt Pistol - 2pt special weapons: Plasma Pistol - 5pts Flamer - 5pts Power Weapon - 15pts Meltagun - 10pts Power Fist - 25pts Plasmagun - 15pts Heavy Flamer - 20pts The Human may be upgraded to have one of the following 2 handed weapons: Bolter - 2pts Storm Bolter - 5pts

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IRON ANCESTOR ELITE UNIT SQUATS ONLY 100Pts Squats work furiously at the controls of their Iron Ancestor fighting machines, cutting their way through the endless enemies. Although considered short against an Imperium Dreadnought, the Iron Ancestor more than made up for their lack of stature with their pilots skill. Passed down through many generations, nobody was sure of their origins, but with each pilot adding his own modifications, they bore little resemblance to their original specification. WS BS S Front Side Rear I A HP Iron Ancestor 4 4 6 11 11 10 2 2(3) 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Walker) Seismic Hammer Move Through Cover Twin-Linked Autocannon Unit Composition: Searchlight 1 Iron Ancestor Extra Armour Smoke Launchers Seismic Hammer: A blow from a seismic hammer causes catastrophic shockwaves to tear through the target. A Seismic Hammer is treated as a Dreadnought Close-combat Weapon that adds +1 to rolls on the vehicle damage chart.

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WARRIOR SQUAD TROOP UNIT SQUATS ONLY 55Pts The hard headed dedicated and stubborn ‘grunts’ of the Warrior Brotherhood are the heart and soul of any Squat army. Each trooper has made the defence of the Stronghold his sworn profession and will pursue that purpose to the bitter end. When led by a hero of their kind and armed by the skill of their engineers and weapon smiths there is no enemy in the galaxy they will not defy. In some respects the technical resources of a typical Brotherhood outmatch those of comparable human forces - as shown in the range of specialist weapons available to them and their greater battlefield flexibility. WS BS S T W I A Ld Sv Hearthguard 4 3 3 4 1 2 2 10 5+ Warrior 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Transport: Infantry Lasgun Stubborn If the squad numbers ten or less it may be mounted in a Rhino for 50pts Hatred Unit Composition: Adamantium Will 1 Hearthguard 4 Warriors Options: May take up to four additional Warriors for 10pts each. The Hearthguard leader may take any of the weapon options listed in the Hearthguard entry. The entire Squad may replace their Lasguns with the following: Laspistol and Close-combat Weapon- Free Bolters - 1pt One Squat may be upgraded with: Flamer - 5pts Meltagun - 10pts Plasmagun - 15pts A second Squat may be upgraded with: Grenade Launcher - 12pts Heavy Bolter - 15pts Missile Launcher - 20pts Heavy Flamer - 20pts Conversion Beamer (Codex: SM pg 70) - 30pts Lascannon - 35pts Multi-Melta -35pts Plasma Cannon - 35pts The unit may be upgraded to have the following: Frag Grenades - 5pts Krak Grenades - 10pts

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TERMITE DEDICATED TRANSPORT* SQUATS ONLY 100Pts *One unit of Warriors selected by the owning player becomes dedicated to this vehicle The Termite is an Imperial and Squat tunnelling transport vehicle. Launched from a mobile surface transporter, the Termite is used to transport troops through the earth, safely hidden from incoming enemy fire. In addition to providing greater protection for its passengers, the Termite's tunnelling ability means they are often used for launching surprise attacks, appearing behind enemy lines and causing chaos amongst their unsuspecting foes. BS FRONT SIDE REAR HP Termite 3 11 10 10 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Tank) Melta-cutter Lumbering Power Cutter Termite in Assaults Unit Composition: Special Deployment 1 Termite Melta-Cutter: Range 12”, STR 8, AP 1 Heavy 1;Melta Power Cutter: Range -”,STR 10, AP 2, Ignores Armour Saves Lumbering: The Termite can only move a maximum of 6” per turn, but it may still fire it’s multi-melta. Termite in Assaults: Use the below rules to determine how to use the Termite in assault. Against Infantry: The Termite is a Tank and may Tank Shock infantry units using the normal rules. Note: Infantry units being Tank Shocked by the Termite are at -1 Ld, fearless units ignore this rule. Against Vehicles: This counts as a ram attack, but the termite drill always hits with STR 10 when ramming. Work out damage to the drill as normal. Against buildings/Bunkers: The Termite scores one automatic hit with a Strength of 10. Special Deployment: The Termite always starts the game in Reserve and will enter the table via Deep Strike. You must also place at least one squad Warrior squad with it. This squad is also in Reserve and will arrive the turn the drill appears. When it arrives from Reserve, the Termite will always enter the table via Deep Strike (ie, digging up from below). This works slightly differently to the standard Deep Strike rules. First, place the 5” blast marker anywhere on the table where you want the drill to emerge. Then roll for scatter. On a hit it emerges on target. On an arrow it deviates 2D6” in that direction. If any enemy models are touched by the template then they are hit by the breaching drill’s melta-blast and whirling powerblades as it emerges. Any models touched by the template take a single STR 10, AP 2 hit. This counts ash aving the melta-special rule. Vehicles which are hit are attacked using their side armour value. If the enemy is not destroyed then it is moved directly away from the drill so it is 1” away. Squads should be moved so they retain squad coherency. Difficult or dangerous terrain has no effect on the emerging drill and following squad, as it is shredded by the melta-blast and power cutters. If the terrain model is too large to remove, then place the drill as close to the point as you can. Any Warriors attached to the Termite will appear from where the centre of the blast was, they count as disembarking a vehicle.

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SQUAT RHINO DEDICATED TRANSPORT SQUATS ONLY 50Pts The Squats have inherited the same fragmentary STC system as the Imperium and the Thino remains for them the favoured military workhorse. BS Front Side Rear HP Squat Rhino 3 11 11 10 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Tank Pintle-Mounted Storm Bolter - Dozer Blade Unit Composition: Searchlight 1 Prototype Hulk Dreadnought Extra Armour Smoke Launchers Options: The Squat Rhino may be upgraded to have Transport: one of the following: Can transport up to ten squats but not models Assault Cannon -15pts In Exo-Armour Multi-melta - 35pts

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SQUAT BIKES FAST ATTACK UNIT SQUATS ONLY 90Pts Some Squats cannot accept a rigidly defined life within a Stronghold. The independent side of their nature masters them and they gravitate towards the semi-nomadic biker gangs which have for centuries esixted at the margins of Squat society. Although these Squats have given up Hearth and Clan, they are still ferociously loyal to their race and willingly enlist as irregulars in Squat armies taking on the most suicidal of battlefield roles. WS BS S T W I A Ld Sv Bike 4 3 3 4(5) 1 2 1 9 5+ Attack Bike 4 3 3 4(5) 1 2 2 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Bike Laspistol Stubborn Squat Bike Adamantium Will Unit Composition: Twin-Linked Bolters Hatred 3 Squat Bikes Options: You make take an additional seven Squat Bikes for 30pts each. Up to two Squat Bikes may be armed with one of the following: Flamer - 5pts Meltagun - 10pts Plasma gun - 15pts The entire unit may be upgraded to have one of the following: Frag Grenades - 5pts Krak Grenades - 10pts The Bike Squadron may include one attack bike at a cost of +40pts. The attack bike is armed with twin-linked bolters and a pintle-mounted heavy bolter. The heavy bolter may be replaced with a Multi-Melta OR a Plasma Cannon for 15pts

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SQUAT ATTACK BIKe FAST ATTACK UNIT SQUATS ONLY 40Pts Nowhere is the Squat death wish more potent than among these bikers who bolt heavy weapons to their trikes and go tank hunting. The combat life-expectancy of these maniacs is measured in minutes. WS BS S T W I A Ld Sv Attack Bike 4 3 3 4(5) 1 2 2 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Bike Laspistol Stubborn Squat Attack Bike Adamantium Will Unit Composition: Pintle-Mounted Heavy Bolter Hatred 1 Squat Attack Bike Twin-Linked Bolters Options: The Bike Squadron may have an additional two Squat Attack Bikes at a cost of +40pts per Bike. The heavy bolter may be replaced with a Multi-Melta OR a Plasma Cannon for 15pts

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IRON EAGLE GYROCOPTER FAST ATTACK UNIT SQUATS ONLY 35Pts Some Squats cannot accept a rigidly defined life within a Stronghold. The independent side of their nature masters them and they gravitate towards the semi-nomadic biker gangs which have for centuries esixted at the margins of Squat society. Although these Squats have given up Hearth and Clan, they are still ferociously loyal to their race and willingly enlist as irregulars in Squat armies taking on the most suicidal of battlefield roles. WS BS S T W I A Ld Sv Iron Eagle Gyrocopter 4 3 3 4(5) 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Jetbike Laspistol Stubborn Twin-Linked Bolters Adamantium Will Unit Composition: Frag and Krak Grenades Hatred 1 Gyrocopter Scout Hit and Run Options: You make take an additional four Iron Eagle Gyrocopter’s for 35pts each. Any Iron Eagle Gyrocopters may replace their Twin-Linked Bolters with one of the following: Flamer - 5pts Meltagun - 10pts Plasma gun - 15pts

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THUNDERER SQUAD HEAVY UNIT SQUATS ONLY 55Pts Such is the Squat tradition of stubborn defence that a warrior cult specialising in this form of warfare has developed among most of the Brotherhoods. Heavy weaponry is virtually idolised among the Thunderers and each piece of portable artillery is given a name. Each has its history, carefully recorded by successive crews to build up a true saga in praise of the weapon. The high degree of engineering skill needed to maintain heavy weapons sometimes inspires particular groups of Thunderes to design armoured vehicles to mount them. These Squat Tanks can be fielded in support of attacking foot troops or form a defensive strongpoint to bolster the fire of the Thunderers themselves. WS BS S T W I A Ld Sv Hearthguard 4 3 3 4 1 2 2 10 5+ Warrior 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Transport: Infantry Lasgun Stubborn If the squad numbers ten or less it may be mounted in a Rhino for 50pts Hatred Unit Composition: Adamantium Will 1 Hearthguard 4 Warriors Options: May take up to four additional Thunderers for 10pts each. The Hearthguard leader may take any of the weapon options listed in the Hearthguard entry. The entire Squad may replace their Lasguns with the following: Laspistol and Close-combat Weapon- Free Bolters - 1pt Up to four Squats may be armed with the following: Heavy Bolter - 15pts Missile Launcher - 20pts Conversion Beamer (Codex: SM pg 70) - 30pts Lascannon - 35pts Multi-Melta -35pts Plasma Cannon - 35pts The unit may be upgraded to have the following: Frag Grenades - 5pts Krak Grenades - 10pts

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OVERLORD ARMOURED AIRSHIP HEAVY SUPPORT SQUATS ONLY 200Pts The Overlord Armoured Airship was a Squat heavy flying machine. Developed by engineering guilds to originally mine liquid metals within gas giants, these huge dirigibles would cruise through the upper or lower atmosphere of planets and were made to be protected against extreme temperatures. Realizing the military potential of these heavily armored craft, the Squats quickly put them to military use. Powered by several gas cells which provide lift, each cell is self-sealing and filled with inert gases to prevent explosions in case of damage. An armoured gondola hangs underneath the hull, equipped with Melta bomb racks and Battle cannon turrets. Gravitic thrusters are positioned at the rear of the hull to supply forward power and extra lift. A select crew of Guild aeronauts operate the craft under the watchful eye of a captain, most often the engineer who oversaw the ships construction. BS FRONT SIDE REAR HP Overlord Armoured Airship 3 12 12 12 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Transport: Special Rules: Vehicle (Flyer) Five Hull Mounted Heavy Bolters 20 Models It Will Not Die Two Lascannons Unit Composition: Searchlight 1 Overlord Armoured Airship Smoke Launchers Options: May take any of the following: Hunter-Killer Missile - 10pts Extra Armour - 15pts May take a Melta Bomb Rack for + 25pts. Melta-Bomb Rack: Allows the Overlord Armoured Airship to have the Vector Strike universal special rule. In addition the Vector Strike hits at Strength 8.

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SQUAT TANK HEAVY SUPPORT SQUATS ONLY 50Pts Squat technology is based upon the heavy mining equipment they brought with them to the Home Worlds. During their isolation from the rest of humanity they adapted it for other uses, notably small light tanks which used to be used for helping transport mined material around. Squats continued to innovate and invent while humanity sank into a Dark Age. BS FRONT SIDE REAR HP Squat Tank 3 12 11 10 2 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Tank) Twin-Linked Heavy Bolter Lumbering Power Cutter Unit Composition: Searchlight 1 Squat Tank Smoke Launchers Extra Armour Options May take any of the following: Dozerblade- 10pts Hunter-Killer Missile - 10pts May upgrade the Twin-Linked Heavy Bolter for: Heavy Flamer - Free Autocannon - 10pts Twin-Linked Dual Autocannons - 20pts Lascannon - 25pts Plasma Cannon - 25pts Multi-melta - 35pts Battle Cannon - 50pts Lumbering: The Squat Tank can only move a maximum of 6" per turn, but it may always fire its weapons, even if it‘s been stunned or shaken, this does not apply to weapon destroyed or vehicle destroyed results.

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SQUAT SIEGE TANK HEAVY SUPPORT SQUATS ONLY 140Pts The Demolisher cannon is a short-range, large-bore direct fire cannon mounted on various vehicles. Primarily designed with siege, urban, and bunker busting warfare in mind, the cannon has also been known to be of great use against enemy vehicles and infantry, destroying both with equal ease. BS FRONT SIDE REAR HP Squat Siege Tank 3 14 13 11 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Tank) Demolisher Cannon Lumbering Smoke Launchers Unit Composition: Searchlight 1 Squat Siege Tank Options May take any of the following: Dozerblade- 10pts Hunter-Killer Missile - 10pts May upgrade the Twin-Linked Heavy Bolter for: Heavy Flamer - Free Autocannon - 10pts Twin-Linked Dual Autocannons - 20pts Lascannon - 25pts Plasma Cannon - 25pts Multi-melta - 35pts Battle Cannon - 50pts Any Thunderer may take any of the following: - Pintle-mounted Storm Bolter - 10pts - Hunter-Killer Missile - 10pts - Dozer blade - 10pts - Extra armour - 15pts Lumbering: The Squat Siege Tank can only move a maximum of 6" per turn, but it may always fire its Demolisher Cannon.

Page 25: Squats

SUPPORT BATTERY HEAVY UNIT SQUATS ONLY 50Pts Invented by the Engineers Guilds on the Squat Homeworlds, the designs were later shared with the Adeptus Mechanicus, who copied and produced their own version for use by the Imperial Guard. The Thudd Gun weapon received its nickname from the distinctive and rhythmic "thud" sound produced as each barrel fires in rapid succession, whilst the Quad Gun was named simple as it had four Quad Guns. More commonly used by the Imperial Guard in the past, the thudd gun and quad-gun have been largely relegated to siege regiments and garrison forces. WS BS S T W I A Ld Sv Operators 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Artillery Lasguns Move Through Cover Flak Armour Stubborn Unit Composition: Close-combat Weapon Hatred 3 Operators Thudd Gun Adamantium Will Frag Grenades Shell Shock Immobile Slow Rate of Fire Options: May take up to three additional Thudd Gun in the battery for 50pts each. May replace any Thudd Gun with the Quad-Gun (Warhammer 40,000: Rule book pg 114) for free. Note: This removes the ‘Slow Rate of Fire’ and ‘Shell Shock’ special rules. Thudd Gun: Range 12-60”, STR 5, AP 5, Heavy 4, Blast, Barrage, Shell Shock. Slow Rate of Fire: It takes time to reload each Thudd Gun between volleys. The Thudd Gun can fire for two turns but must then miss a turn whilst it reloads, ie, it can fire, fire again, then next turn it cannot fire. Shell Shock: Due to the repeated impact of shells, pinning tests against Thudd Gun attacks are at -1 to the targets Leadership. Immobile: The artillery piece may not move once deployed.

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LAND RAIDER HEAVY SUPPORT SQUATS ONLY 250Pts The Land Raider is a heavy tank and transport used by the Squats. It is capable of operating in virtually any kind of planetary environment. Its hull fully isolates its occupants from the environment and provides life support functions, allowing operation on inhospitable and airless planets. The Land Raider is designed to move at a good speed while still carrying heavy armaments as well as a number of warriors within its armoured hull. BS FRONT SIDE REAR HP Overlord Armoured Airship 3 12 12 12 3 _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Vehicle (Tank) Twin-Linked Heavy Bolter Assault Vehicle Two Twin-Linked Lascannons Unit Composition: Searchlight 1 Overlord Armoured Airship Smoke Launchers Options: May take any of the following: Storm Bolter - 10pts Dozerblade- 10pts Hunter-Killer Missile - 10pts Multi-Melta - 10pts Extra Armour - 15pts

Page 27: Squats

MOLE MORTAR TEAM HEAVY UNIT SQUATS ONLY 50Pts The Mole Mortar is a support weapon used my some Imperial forces. It is basically an inverted mortar that fires a burrowing sub-surface missile, or tunnel-torpedo, into the ground. The missile burrows its way toward its target, bypassing all surface hazards and defenses, emerging from the ground beneath the target. The missile is self-guided and able to track its target through solid rock. The mole mortar is an invention of the Squat Engineers Guild, and has been adopted by the Imperial Guard. It is sometimes used to breach fortifications too strong for conventional weaponry to damage. Due to the unique way it operates, the mole mortar is able to circumvent most defences, striking from below to explode within bunkers and other structures. WS BS S T W I A Ld Sv Mortar Operators 4 3 3 4 1 2 1 9 5+ _____________________________________________________________________________________________________________________________________________________ Unit Type: Wargear: Special Rules: Infantry Lasguns Move Through Cover Flak Armour Stubborn Unit Composition: Close-combat Weapon Hatred 3 Mortar Operators Mole Mortar Adamantium Will Shrouded Options: Stealth May take up to four additional Mortar Operators for 10pts each. The unit may be upgraded to have the following: Frag Grenades - 5pts Krak Grenades - 10pts Melta Bombs - 20pts Mole Launcher: Range 24”, STR 8, AP 3, Heavy 1, Blast, Barrage The Mole Mortar Team requires at least 2 Mortar Operators to fire the weapon. To fire the Mole Launcher, first place a marker on the table as its target point. This can be anywhere on the table. Next measure the distance from the Mole Launcher to the target point. If the target point is further than 24” then the torpedo is lost and has no effect. If the target point is less than 12” away then resolve the attack immediately, If the target point is between 12” and 24” then the attack is resolved in the player’s next Shooting phase. This does no stop the team from firing again. Hits from Mole Launcher against vehicles always target the vehicle’s side (actually the underneath) armour. When used to attack bunkers, buildings or other structures roll “D6 and add the dice together when rolling for penetration.


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